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Editing Sample Starting Builds
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== ''Dwarf Fortress'' Starter Pack == | == ''Dwarf Fortress'' Starter Pack == | ||
− | The ''Dwarf Fortress'' Starter Pack includes a large number of basic embark profiles, including scenarios adapted from the Masterwork mod. If you don't want to download the whole pack, you can also find many of the profiles at | + | The ''Dwarf Fortress'' Starter Pack includes a large number of basic embark profiles, including scenarios adapted from the Masterwork mod. If you don't want to download the whole pack, you can also find many of the profiles at http://pastebin.com/buqxbNqj |
== Nagidal's Allrounder == | == Nagidal's Allrounder == | ||
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* 1 Proficient [[Mason]] (good [[Attributes#Creativity|creativity]], good endurance) | * 1 Proficient [[Mason]] (good [[Attributes#Creativity|creativity]], good endurance) | ||
* 1 Proficient [[Mechanic]] (good [[Attributes#Analytical_Ability|analytical ability]]) | * 1 Proficient [[Mechanic]] (good [[Attributes#Analytical_Ability|analytical ability]]) | ||
− | * 1 Proficient [[ | + | * 1 Proficient [[Grower]] (good [[Attributes#Agility|agility]]) |
* 1 Proficient [[Wood cutter]] | * 1 Proficient [[Wood cutter]] | ||
* 1 Proficient [[Carpenter]] | * 1 Proficient [[Carpenter]] | ||
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Some dwarven [[civilization]]s start with a [[steel]] [[anvil]], rather than an [[iron]] one, which will reduce the amount of points you can use for the dwarves' skills and items. In this case, sell the anvil and rely on [[merchant]]s bringing you one. | Some dwarven [[civilization]]s start with a [[steel]] [[anvil]], rather than an [[iron]] one, which will reduce the amount of points you can use for the dwarves' skills and items. In this case, sell the anvil and rely on [[merchant]]s bringing you one. | ||
− | === First | + | === First year roadmap === |
We deliberately didn't take any [[cook]]s or [[brewer]]s. You can pick both from one of the first [[Immigration|migration waves]]. Also, we don't have any [[military]] to start with. The idea is that our mechanic and carpenter will build us many wooden cage [[trap]]s which will easily deal with the first [[ambush]]es, maybe even the first [[siege]]. Any useless migrants of the later waves will become our military. | We deliberately didn't take any [[cook]]s or [[brewer]]s. You can pick both from one of the first [[Immigration|migration waves]]. Also, we don't have any [[military]] to start with. The idea is that our mechanic and carpenter will build us many wooden cage [[trap]]s which will easily deal with the first [[ambush]]es, maybe even the first [[siege]]. Any useless migrants of the later waves will become our military. | ||
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== ELLIOTTCABLE's Twerking Band == | == ELLIOTTCABLE's Twerking Band == | ||
{{User:ELLIOTTCABLE/Starting_build}} | {{User:ELLIOTTCABLE/Starting_build}} | ||
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== Specialized builds == | == Specialized builds == | ||
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Now, what for all those saved points? One possibility is to bring along a few pieces of [[iron]] ore to equip a basic guard just in case, or some cheaper [[tin]] to at least ensure [[bronze]] production at some point. But perhaps the best use of points is to buy a SHITLOAD OF COAL. [[Bituminous coal]] and [[lignite]] are only 3 points each at embark, as they are a basic "economic stone" rather than an ore. By bringing along some 90 or so coal, not only will there be enough for early production, squad equipping, and buying out the first two years of caravans with metal goods, but with some care literally hundreds of [[coke]] will be ready by the time the first [[magma forge]] is set up. That means mass steel production without any reliance on lucky sedimentary layers. | Now, what for all those saved points? One possibility is to bring along a few pieces of [[iron]] ore to equip a basic guard just in case, or some cheaper [[tin]] to at least ensure [[bronze]] production at some point. But perhaps the best use of points is to buy a SHITLOAD OF COAL. [[Bituminous coal]] and [[lignite]] are only 3 points each at embark, as they are a basic "economic stone" rather than an ore. By bringing along some 90 or so coal, not only will there be enough for early production, squad equipping, and buying out the first two years of caravans with metal goods, but with some care literally hundreds of [[coke]] will be ready by the time the first [[magma forge]] is set up. That means mass steel production without any reliance on lucky sedimentary layers. | ||
− | The dwarves' skills in this build are an afterthought, following the template of Miner/Mayor/Proficient Armorsmith, Miner/Doctor/Proficient Weaponsmith, Carpenter/Cutter, | + | The dwarves' skills in this build are an afterthought, following the template of Miner/Mayor/Proficient Armorsmith, Miner/Doctor/Proficient Weaponsmith, Carpenter/Cutter, Grower/Cook, Grower/Brewer, Furnace operator/Proficient Metalcrafter, and Mason. One neat trick: there is novice training in [[armorsmith]] on both growers, so that if they avoid doing any job but their planting/cooking, and ever go [[strange mood#Fey|fey]], that's a guaranteed [[legendary]] armorsmith. It happens more than you might think. |
The profile is not completely optimized. The bags can be replaced with thread. The 16 turtles are brought along so there's something to eat between brewing all the helmets and reaping the first harvest, but 7 turtles would probably do just fine. | The profile is not completely optimized. The bags can be replaced with thread. The 16 turtles are brought along so there's something to eat between brewing all the helmets and reaping the first harvest, but 7 turtles would probably do just fine. | ||
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Upon embarking, immediately use some bauxite to build a [[wood furnace]], [[smelter]], and [[forge]]. Burn a piece of wood to charcoal, then use the charcoal to process a few units of coal. Smith an axe and two picks, build a brewery and brew all the plump helmets. Plant seeds, and then one can proceed as with the normal embark, with some 80-100 coal in the wagon. | Upon embarking, immediately use some bauxite to build a [[wood furnace]], [[smelter]], and [[forge]]. Burn a piece of wood to charcoal, then use the charcoal to process a few units of coal. Smith an axe and two picks, build a brewery and brew all the plump helmets. Plant seeds, and then one can proceed as with the normal embark, with some 80-100 coal in the wagon. | ||
− | Warning: there is a good chance that your starting civilization has neither coal nor lignite. In that case, restart the embark and try another civilization; an entire world of coalless | + | Warning: there is a good chance that your starting civilization has neither coal nor lignite. In that case, restart the embark and try another civilization; an entire world of coalless dwarfs is rare. Also, the added burrowing/starting time may prove fatal on inhospitable maps. |
===Dwarves for a safer start=== | ===Dwarves for a safer start=== | ||
− | This build adds some military and medical skills into the mix, so they are not defenseless. The seven | + | This build adds some military and medical skills into the mix, so they are not defenseless. The seven dwarfs are able to do all important work and you can set up two squads. When new dwarfs arrive, remove hauling task (wood!) from your starting dwarfs (and all new important (crafting) dwarfs, so they do not run into ambushes, useless dwarfs can get fishing, to scout the outside. |
− | At the beginning, you can give the starting | + | At the beginning, you can give the starting dwarfs all important labors like butcher, cook, brewing, plant processing, ... until you got a better dwarf for those jobs. |
− | Building a pen near your entrance with walls and a door (only passable for | + | Building a pen near your entrance with walls and a door (only passable for dwarfs) for your sheep (stone blocks help a lot), and a pen in your entrance for your dogs to take care of thieves. Make the entrance passable for caravans (3 tiles). |
Dwarves: | Dwarves: | ||
− | # | + | # Grower 5 / Leather Crafting 5 / Wood Cutting 0 (till miners are ready for inside growing) |
# Weapons Smith 5 / Armor Smith 5 (this dwarf is very important) | # Weapons Smith 5 / Armor Smith 5 (this dwarf is very important) | ||
# Mechanics 5 / Buildings Design 5 (for traps, with 5-10 spears, stones, ...) | # Mechanics 5 / Buildings Design 5 (for traps, with 5-10 spears, stones, ...) | ||
− | # Diagnose 5 / Surgery Setting Bones, Suturing, Dressing Wounds all 1, | + | # Diagnose 5 / Surgery Setting Bones, Suturing, Dressing Wounds all 1 (your medical dwarf, has one free skill point) |
# Mason 5 / Carpenter 5 | # Mason 5 / Carpenter 5 | ||
# Mining 1 / Armor Use 5 / Dodging 4 (give him an axe and a squad and a leather armor, trouser and shield) | # Mining 1 / Armor Use 5 / Dodging 4 (give him an axe and a squad and a leather armor, trouser and shield) | ||
# Mining 1 / Armor Use 5 / Dodging 4 (give him a spear and a squad and a leather armor, trouser and shield) | # Mining 1 / Armor Use 5 / Dodging 4 (give him a spear and a squad and a leather armor, trouser and shield) | ||
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Items: | Items: | ||
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* copper axe, | * copper axe, | ||
− | * copper picks | + | * copper picks 2, |
* seeds (all 6+) | * seeds (all 6+) | ||
* drinks (all 21+) | * drinks (all 21+) | ||
− | * meat and fish (cheap | + | * meat and fish (cheap one with 1 stacks for free barrels) |
− | * leather (20-40 | + | * iron anvil |
+ | * leather (cheap, 20-40) | ||
Animals: | Animals: |