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Editing v0.34:Sample Starting Builds
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− | + | This is a collection of '''starting buils''' (or embark setups) which individual players find useful and generally worth trying. | |
− | This is a collection of '''starting | ||
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== 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 [[Grower]] (good [[Attributes# | + | * 1 Proficient [[Grower]] (good [[Attributes#Patience|patience]]) |
* 1 Proficient [[Wood cutter]] | * 1 Proficient [[Wood cutter]] | ||
* 1 Proficient [[Carpenter]] | * 1 Proficient [[Carpenter]] | ||
− | Make one of five non-miners at least an adequate [[ | + | Make one of five non-miners at least an adequate [[appraiser]] (the one with good [[Attributes#Memory|memory]] or [[Attributes#Intuition|intuition]]) |
=== Items === | === Items === | ||
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=== First year roadmap === | === First year roadmap === | ||
− | We deliberately | + | We deliberately don't take any [[cook]] or [[brewer]]. 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. |
Your aims for the first year are: farming, traps, trade, healthcare (ordered by importance) | Your aims for the first year are: farming, traps, trade, healthcare (ordered by importance) | ||
==== Farming ==== | ==== Farming ==== | ||
− | Start [[farming]] as soon as possible. Try to harvest the spring crop of your first year. | + | Start [[farming]] as soon as possible. Try to harvest the spring crop of your first year. Build a [[mechanic's workshop]] soon and let him churn out about 2–3 dozens of [[mechanism]]s. Your carpenter should produce roughly as much wooden cages before autumn. |
==== Traps ==== | ==== Traps ==== | ||
− | + | When you build traps, build them in a one tile wide meandring corridor—preferably outdoors. There should be no way around this corridor for the enemies. Use raising [[bridge]]s to direct the flow of all enemies heading for your fort's entrance through this trap corridor. Lower the bridges to allow your dwarves fast access to the fort's entrance bypassing the trap corridor. You should have at least ten traps up and ready by autumn. To deal with a [[siege]] a one or two years later without fighting you better have 40 of these traps ready. | |
==== Trade ==== | ==== Trade ==== | ||
− | Make one of your first immigrants a [[Stone crafter|stone crafter]] and let him make stone crafts 24/7. You will need them as [[trade]] goods | + | Make one of your first immigrants a [[Stone crafter|stone crafter]] and let him make stone crafts 24/7. You will need them as [[trade]] goods. |
==== Healthcare ==== | ==== Healthcare ==== | ||
Before you start thinking of having some military, build a [[well]] and a [[hospital]]. | Before you start thinking of having some military, build a [[well]] and a [[hospital]]. | ||
− | + | [[Category:DF2012:Guides]] | |
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