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Difference between revisions of "User:Apparentbliss"
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(change setup for 0.31) |
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!Notes / Comments | !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/Farmer || [[Brewer]] ''5'', [[Grower]] ''5'' || ''Booziness is next to godliness ... if you're a dwarf.'' |
|- | |- | ||
− | | Cook/Farmer || | + | | Cook/Farmer || [[Cook]] ''5'', [[Grower]] ''5'' || ''I have grown fond of using the food industry for trade wealth'' |
|- | |- | ||
− | | Mason | + | | Mason || [[Mason]] ''5'', ??? ''5'' || ''Possible second skills: [[Building_designer|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.'' |
|- | |- | ||
− | |colspan="3"|'' '' | + | |colspan="3"|'' ‡ '' |
|- | |- | ||
− | |colspan="3"| '' | + | |colspan="3"| ''some changes for 0.31; not using 1-point "moodable" skills, not yet using a doctor'' |
|} | |} | ||
{{-}} | {{-}} | ||
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==Preferred Starting Build (40d)== | ==Preferred Starting Build (40d)== |
Latest revision as of 14:21, 6 October 2010
Preferred Starting Build (0.31)[edit]
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]
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 |