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The only thing that you absolutely must do in the first year is get your [[food]] supplies into a food stockpile, preferably inside, or your food will [[rot]] on the ground and your dwarves will starve. Anything else you want to do can be accommodated by sufficient investment in initial supplies and/or skills. This means the options for possible starting builds are vast because virtually any set of starting skills for your dwarves is viable (and that's before you even think about equipment and environment, which adds more variables). So the short answer is: ''There are no skills that you 100% ~need~.''
 
The only thing that you absolutely must do in the first year is get your [[food]] supplies into a food stockpile, preferably inside, or your food will [[rot]] on the ground and your dwarves will starve. Anything else you want to do can be accommodated by sufficient investment in initial supplies and/or skills. This means the options for possible starting builds are vast because virtually any set of starting skills for your dwarves is viable (and that's before you even think about equipment and environment, which adds more variables). So the short answer is: ''There are no skills that you 100% ~need~.''
  
Also, there is the difference between a ''starting'' fortress and a ''mature'' fortress. ''Migrants'' will bring new skills and additional dwarfpower to your mix, and you can [[train]] any dwarf in any skill if you really want to.  As an example, while [[Strand extractor]] is a very time-consuming process if the dwarf is unskilled, it's not something that you should invest points into at the start, since by the time you need it, you'll have almost certainly gotten a migrant with the skill.
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Also, there is the difference between a ''starting'' fortress and a ''mature'' fortress. ''Migrants'' will bring new skills and additional dwarfpower to your mix, and you can [[train]] any dwarf in any skill if you really want to.
  
 
That said, there are some skills which will be '''used''', to one extent or another, by virtually every starting/growing fortress - but that doesn't mean you '''need''' or even want to invest points in them to start. You could even manipulate the fortress (see [[challenge]]) to completely avoid one or more of the following, but these are the skills you will find it exceptionally hard to avoid creating jobs for:
 
That said, there are some skills which will be '''used''', to one extent or another, by virtually every starting/growing fortress - but that doesn't mean you '''need''' or even want to invest points in them to start. You could even manipulate the fortress (see [[challenge]]) to completely avoid one or more of the following, but these are the skills you will find it exceptionally hard to avoid creating jobs for:
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Many items come in containers such as [[barrel]]s and [[bag]]s, including [[food]], liquids, [[seed|seeds]], and [[powder]]s. The cost to embark with these items can be cheaper than the cost of the container itself, and each different type of item for each category will come in its own container. [[Meat]] barrels are grouped by animal type, so if you get horse tripe and horse meat they'll combine in one barrel, but horse meat and donkey meat will come in separate barrels. This applies to [[Fish]] as well; the two genders will come in the same barrel, but different fish species will come with their own barrels. [[Egg|Eggs]] and [[Milk]] also come in barrels, again with each type getting its own barrel. [[Plump_helmet|Plump Helmets]] come in a barrel, while other [[Crop|Garden Vegetables]] come in bags. Similarly, each [[seed]] type comes with its own bag. Powders, such as [[sand]] and [[Gypsum_plaster|gypsum]], get a bag for each unit. [[Lye]] can be brought for another cheap barrel.
 
Many items come in containers such as [[barrel]]s and [[bag]]s, including [[food]], liquids, [[seed|seeds]], and [[powder]]s. The cost to embark with these items can be cheaper than the cost of the container itself, and each different type of item for each category will come in its own container. [[Meat]] barrels are grouped by animal type, so if you get horse tripe and horse meat they'll combine in one barrel, but horse meat and donkey meat will come in separate barrels. This applies to [[Fish]] as well; the two genders will come in the same barrel, but different fish species will come with their own barrels. [[Egg|Eggs]] and [[Milk]] also come in barrels, again with each type getting its own barrel. [[Plump_helmet|Plump Helmets]] come in a barrel, while other [[Crop|Garden Vegetables]] come in bags. Similarly, each [[seed]] type comes with its own bag. Powders, such as [[sand]] and [[Gypsum_plaster|gypsum]], get a bag for each unit. [[Lye]] can be brought for another cheap barrel.
  
[[Alcohol]] gets a new barrel after every 5th unit, despite normally being able to hold 25. Other items don't get additional containers at low enough amounts to matter for this trick. Other [[Extracts]] also come in barrels, though most have no use other than trading, with no easy way to free up the barrel. They are also grouped by animal type, so if you really want some sheep [[blood]] with your sheep milk, go for it.
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[[Alcohol]] gets a new barrel after every 5th unit, despite normally being able to hold 25. Other items don't get additional containers at low enough amounts to matter for this purpose. Other [[Extracts]] also come in barrels, though most have no use other than trading, with no easy way to free up the barrel. They are also grouped by animal type, so if you really want some sheep [[blood]] with your sheep milk, go for it.
  
 
Diversifying your initial food supply with 1 of each low-cost food item will net you a large number of barrels. As stockpiling and some jobs are container-limited, getting as many free containers as you can will free up labor (and possibly valuable materials) that would otherwise be used making containers. Note, however, that this behavior is considered by some to be an [[exploit]] since it provides substantial advantage at no cost.
 
Diversifying your initial food supply with 1 of each low-cost food item will net you a large number of barrels. As stockpiling and some jobs are container-limited, getting as many free containers as you can will free up labor (and possibly valuable materials) that would otherwise be used making containers. Note, however, that this behavior is considered by some to be an [[exploit]] since it provides substantial advantage at no cost.

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