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Difference between revisions of "40d:Starting builds"

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Starting builds vary heavily depending on the area where you start building your fortress
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#REDIRECT [[40d:Starting build]]
 
 
 
 
== Desert ==
 
 
 
Desert areas usually have an [[aquifer]] running under them, so finding stones/minerals will prove hard.
 
 
 
The first  1-2 layers will consist of sand/clay alone, and digging these does not produce any stones for your masons to detail nor make stone furniture.
 
 
 
The ground level layer usually has some trees though, so wood will be your primary resource for fortress building.
 
 
 
The initial starting build for desert areas:
 
 
 
=== Dwarves & skills ===
 
 
 
* A leader dwarf with points in [[negotiator]], [[comedian]] and [[liar]] skills
 
* 1 proficient [[miner]]
 
* 2 competent [[Woodcutter]]/[[carpenter]]s
 
* 1 competent [[wood crafter]] with novice [[mechanic]]s and [[masonry]] and [[architecture]]
 
* 2 dwarves capable of working with plants:
 
** Competent [[herbalist]]s if there are outside plants (option 1)
 
** Competent [[grower]]s (option 2)
 
 
 
=== Items ===
 
 
 
* 2 copper [[pick]]s
 
* 2 steel [[battle axe]]s
 
* 1 [[Anvil]]
 
* 30 [[dwarven ale]]
 
* 50 [[plump helmet]] spawn
 
* 5 [[cave wheat]] seeds
 
* 5 [[sweet pod]] seeds
 
* 5 [[dimple cup]] spawn
 
* 8 [[rock nut]]s
 
* 40 [[turtle]]s (Turtles leave a [[shell]] and [[bones]] after they are eaten, giving your craftsdwarf valuable crafting resources to trade in when the first [[caravan]] arrives)
 
* 20 wooden logs
 

Latest revision as of 21:52, 25 March 2010

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