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Difference between revisions of "User:Albedo/GateScar"

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(new journal)
 
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:* 1 Anvil
 
:* 1 Anvil
 
:* 1 pick
 
:* 1 pick
 +
:* (no starting axe, will DIY that)
 
* Materials:
 
* Materials:
 
:* 2 iron ore, 8 flux (= 8 steel: 1 axe, 1 spear, 6 helmets)
 
:* 2 iron ore, 8 flux (= 8 steel: 1 axe, 1 spear, 6 helmets)

Revision as of 02:06, 9 June 2020

The Uristid-19 syndrome is upon us, so another fortress. "GateScar" - great name.

Embark Profile

World has 7(!) Dwarven cultures, and the area has humans and elves plus gobbos and a tower. Target is a 2x2 site with a 2(!) rivers on it, 2 Tropical forest biomes, half savage, half not, and below ground everything good - deep soil, clay, sand, flux, etc. Time to put on my big-dwarf pants, and strike the earth like Armok intended!

Starting 7

Some changes in my approach since the last time around.

  • 1) "Bad Axe": Axe +4/Armor User +5/Discipline 1
  • 2) "Dirty" Grower +5/Glassmaker 5
  • 3) "Stoney" Mason +5/Stonecrafter +4/Judge of Intent +1*
  • 4) "Cutter" Weaponsmith +5/Brewer +3/Appraise +1*
  • 5) "Hardpan" Armorsmith +5/Cook +5
  • 6) "Cagey" Mechanic +5/Carpenter +5
  • 7) "Striker" Miner +5/Armor User +5
(* oops - see comments, immediately below)

Two mistakes: First, somehow, I missed that Dirty, the Grower, had no Item preferences - otherwise he would have been planned as my leader from the start and given the Broker skills. Second, I had meant to give 1 dwarf the Appraiser/Judge of Intent pair to be Broker, but somehow (again, ahem) cleverly gave Appraise and JoI to different dwarves. <sigh> And neither of them are the dwarf who I want to learn social skills. Soooo... that will all have to be straightened out.

On the plus side, if that's the worst mistake I make with this fortress, I'll take it and ask for another just like it!

(For my comments on these choices, see my home page)

Starting items

Leaning toward DIY...

  • Basics:
  • 1 Anvil
  • 1 pick
  • (no starting axe, will DIY that)
  • Materials:
  • 2 iron ore, 8 flux (= 8 steel: 1 axe, 1 spear, 6 helmets)
  • 5 copper, 5 cassiterite (= 40 bronze, for other weapons/armor)
  • a few of each rare ore for moods
  • 2 dozen bituminous coal (= 150+ fuel)
  • 2 petrified wood (early workshops, magma safe items)
  • 2 cinnabar (heaviest stone, for 1st (temporary) workshop & early stone traps)
  • 4 jet (lightest fire-safe stone, = 16 blocks for early workshops)
  • a dozen sand (for bags, and early glass pump parts, if needed)
  • Food & drink:
  • 44 alchohol: 6 Dwarven Win3, 11/11/16 other drinks (based on preference)
  • ~130 plant/vegies (1/barrel)
  • a dozen milk (to become cheese for $ meals)
  • 3 plump helmets (to become wine and seeds)
  • 2 (yes, "two") each seeds: Cave Wheat, Pig Tail, Sweet Pods, Quarry Bush. No plump :helmet (see previous). 1 (one) Dimple Cup seed. (Farmer 5 should at least :double/triple these the first round, and then it's all good.)
  • misc:
  • 3 plaster (for health care)
  • 3 lye (for soap)
  • Animals:
  • 4 dogs (1 male)
  • 2 cats
  • 5 cavies (as watch/bait animals - they don't eat much)

Strike the Earth!