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User:Apparentbliss

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Preferred Starting Build (0.31)[edit]

Dwarves
Role Skills Notes / Comments
Broker/Carpenter Carpenter 5, Appraiser 2, Negotiator 1, Judge of Intent 1, Persuader 1 Stone is great, and all, but you can't make barrels and bins out of it
Brewer/Farmer Brewer 5, Grower 5 Booziness is next to godliness ... if you're a dwarf.
Cook/Farmer Cook 5, Grower 5 I have grown fond of using the food industry for trade wealth
Mason Mason 5, ??? 5 Possible second skills: Building Designer, Armorsmith, Engraver, Miner
Outdoorsdwarf Axedwarf 4, Woodcutter 3, Herbalist 3 If push comes to shove and I "need" to hunt something, I can just conscript this guy and mark the animal for death
Mechanic/Miner Mechanic 5, Miner 5 Mechanics for early traps and a little caravan wealth; will predominantly mine
Miner/??? Miner 5, ??? 5 Will predominantly mine.
some changes for 0.31; not using 1-point "moodable" skills, not yet using a doctor


Preferred Starting Build (40d)[edit]

Dwarves
Role Skills Notes / Comments
Weaponsmith/Miner Weaponsmith 5, Mining 5 early DIY axe / pick use the WSmth, and a good headstart for later
Miner/Siege Siege Engineer 5, Mining 4, Armorsmith 1 SEng is expensive enough to train that it's nice to start with 5 somewhere
Cook Cooking 5, Growing 4, Metal Crafter 1 I have grown fond of using the food industry for trade wealth
Brewer Brewing 5, Growing 4, Metalsmith 1 semi-useless moodable skill allows the beer to flow even after a strange mood
Outdoorsdwarf Axedwarf 2, Ambusher 3, Marksdwarf 2, Woodcutting 2, Herbalism 1 early meat industry is handy; not a great idea in terrifying biomes, however
Mason Masonry 5, Carpentry 5 faster furniture&barrels; try to keep Masonry > Carpentry in case of mood
Grand Architect Building Design 5, Appraiser 2, Negotiator 1, Judge of Intent 1, Armorsmith 1
allows for early weapon/pick bootstrapping; all dwarves contain moodable skills