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Editing User:Bob
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Latest revision | Your text | ||
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== Current Favored Build == | == Current Favored Build == | ||
'''Skilled Dwarfs''' | '''Skilled Dwarfs''' | ||
− | *Carpenter/ | + | *Carpenter/<sup>1</sup> |
*Mason/BuildingDesigner | *Mason/BuildingDesigner | ||
*Mechanic/SiegeEngineer | *Mechanic/SiegeEngineer | ||
− | *Weaponsmith/ | + | *Weaponsmith/<sup>1</sup> |
− | *Armorsmith/ | + | *Armorsmith/<sup>1</sup> |
− | * | + | *Metalsmith/<sup>1</sup> |
− | * | + | *GemSetter/<sup>1</sup> |
+ | <sup>1</sup> one each Grower, Herbalist<sup>2</sup>, Brewer, Cook, Leader (social skills)<br> | ||
+ | <sup>2</sup> Herbalist may be a second grower if no gatherable plants. | ||
+ | |||
+ | Skills are chosen mostly for mood, but if I start metal-bashing I really like having with the proficient Armorer. I don't have plans to level up the Weaponsmith and Metalsmith - if they get a mood, great, I'll make stuff for export. | ||
+ | The starting dwarfs will almost certainly reach legendary in their farming or social skills first (and probably never for other skills). The mechanic and mason are kind of hosed there. As soon as stone is available, the mason will start cranking out furniture for dining room and bedrooms and the mechanic will make mechanisms. | ||
'''Food Items''' | '''Food Items''' | ||
*each 2-[[Currency|dwarfbuck]] meat x1 (for barrels) | *each 2-[[Currency|dwarfbuck]] meat x1 (for barrels) | ||
− | * | + | *turtle x41 (for bones and shells) |
− | + | *each booze x21 | |
− | + | *each seed x10 | |
− | |||
− | *each seed | ||
'''Various "industry" items''' | '''Various "industry" items''' | ||
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*tetrahedrite (or other copper ore if unavail) x5 (for bronze weapons and chance of silver bar) | *tetrahedrite (or other copper ore if unavail) x5 (for bronze weapons and chance of silver bar) | ||
*cassiterite x5 (make bronze from bars for weapons) | *cassiterite x5 (make bronze from bars for weapons) | ||
− | |||
*common stone x5 (for smelter/forge/other workshops) | *common stone x5 (for smelter/forge/other workshops) | ||
− | *Tower-cap logs x5 (for beds | + | *Tower-cap logs x5 (for beds) |
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'''Livestock''' | '''Livestock''' | ||
− | *cat x1 ( | + | *cat x1 |
− | * | + | *dog x4 |
+ | |||
+ | '''What I don't bring''' | ||
+ | *leather (I don't like leather bags so not worth bringing initially) | ||
+ | *thread/cloth (too expensive - I can plant pigtails in the first summer if I really want cloth) | ||
'''Quick Start Goals''' | '''Quick Start Goals''' | ||
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*Set Herbalist to work | *Set Herbalist to work | ||
*Make tools (axes and picks) | *Make tools (axes and picks) | ||
− | *Cook all the meat - forbid the meals after created to trade them | + | *Cook all the meat (disallow cooking of turtles and booze) - forbid the meals after created to trade them |
*Cook/brew any surface plants and seeds | *Cook/brew any surface plants and seeds | ||
*Dig underground farms out of soil level | *Dig underground farms out of soil level | ||
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==Current Fort== | ==Current Fort== | ||
+ | '''Ducimzat "Workstabbed"''' | ||
+ | *2x3 map composed of 1 heavily wooded square and 5 mountain squares | ||
+ | *contains underground river and HFS - no magma, surface river, aquifer, sand, chasm | ||
+ | |||
+ | My goal with this fort is to get king and go for a HFS end-game. Usually I just get bored after repelling years of sieges, so I want something different. Also, I've never had a fort that has discovered an underground river. | ||
+ | |||
'''Progress''' | '''Progress''' | ||
+ | My first legendary dwarf was an immigrant Armorer. I am pretty stoked. Too bad I have no magma and have mostly run out of wood making all the beds (60+), bins, and barrels. | ||
+ | |||
+ | Have so far discovered two pools of magnetite, a vein of hematite, a vein of limonite, and a pretty rich vein of gold (50+ gold nuggets). | ||
− | + | Herbalist was the first of my starting seven to hit Legendary - no big surprise there. | |
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