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Editing v0.31 Talk:Starting build

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::Fourth, I _think_ appraiser is already implicity included, since I think its a leader skill.  If not, that entry should be amended to the original text 'broker skills' because appraise is the most relevant of those.
 
::Fourth, I _think_ appraiser is already implicity included, since I think its a leader skill.  If not, that entry should be amended to the original text 'broker skills' because appraise is the most relevant of those.
 
::--[[User:Squirrelloid|Squirrelloid]] 08:37, 8 April 2010 (UTC)
 
::--[[User:Squirrelloid|Squirrelloid]] 08:37, 8 April 2010 (UTC)
:::Think about who will read this article, and why, and what they want to get out of it.  (Or, more accurately, what you , the knowledgeable editors, want to give them, since many won't know what they do want/need out of this article.)
 
:::"'''Need'''" is almost purely subjective, unfortunately.  Do you "need" a miner? No, they'll train fast enough, esp in soil.  You will always* '''use''' one, but you don't "need" to take one.  Bottom line, you can start with 7 unskilled dwarves - so you don't "need" any skills, right?  Any dwarf can make mechanisms, so you never "need" a mechanic, right? Wrong.
 
:::<nowiki>*</nowiki>Challenges and advanced play are not what this article is about.
 
:::To me, that subsection is about what the ''starting player'' (1st fortress, 3rd fortress, that ballpark) wants to bring so their fortress will flourish despite the typical newbie flailing - and why.  But what you use and what you "need" are not the same thing.  So, we don't say "You need/don't need Appraiser" (or Mechanic, or etc) - we list the usual, predictable recommendations - Miner, Mason, Appraiser, Brewer, Cook, Grower, Military, etc etc - and say WHY it's suggested you "need" them.  ''"Mechanic - more quickly produces (and places) high quality mechanisms, for weapon traps and created wealth"''.  A quick one-line explanation, and let the player decide based on that.  ''"Fisherdwarf/Ambusher -if you can't get UG crops going, you need creatures to supplement your food"'' - Meh, not for me, but okay. ''(Likewise, some can be listed as why you do NOT need them - "Glassmaker - too easy to train up on "free" sand.")''  This allows diff editor's opinions without a black/white "include/exclude" debate.  More to the point, in the end, only ''experience'' will answer that question for each reader's playstyle, so this is only to give the newbie the confidence and information to make a choice that's better than "Play Now!".
 
:::Rewrite the intro to that subsection to reflect this reality, put objective pro's/con's for each listing, and undelete anything that has been scratched off the list.--[[User:Albedo|Albedo]] 19:41, 10 April 2010 (UTC)
 
  
 
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==Organization==

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