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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
 
 
 
 
 
== Grassland ==
 
 
 
Grassland areas can either contain an [[aquifer]] or not, if the former is true, you will have to dig through sand or clay before reaching rock, however if there is no aquifer present, starting stone craft production and masonry etc will be much simpler.
 
The initial starting build for grassland areas:
 
 
 
=== Dwarves & skills ===
 
 
 
* One of your dwarves for leader with points in [[negotiator]], [[comedian]] and [[liar]] skills.
 
* 2 Proficient [[miner]]s.
 
* 1 [[woodcutter]] / competent [[carpenter]].
 
* 1 [[stone crafter]] with novice skill in [[mechanic]]s.
 
* 1 competent [[mason]] with novice skill in [[architecture]].
 
* 1 competent [[grower]].
 
* 1 competent [[fisherdwarf]] with novice skill in [[fish cleaner]].
 
 
 
=== Items ===
 
 
 
* 2 copper [[pick]]s.
 
* 1 steel [[battle axe.]]
 
* 1 [[anvil]].
 
* 2 [[dog]]s.
 
* 20 logs, or if there are already a lot of trees on your map, or an extra 30 dwarven beer/ale.
 
* 40 [[plump helmet spawn]].
 
* 36 [[plump helmet]].
 
* 5 [[pig tail seed]]s.
 
* 40 [[dwarven wine]]
 
* 20 [[dwarven rum]]
 
* 11 [[dwarven beer]]
 
* 11 [[dwarven ale]]
 
* 6 of every 2-point meat.
 
 
 
== Ice ==
 
 
 
=== Dwarves & skills ===
 
 
 
=== Items ===
 
 
 
 
 
== mountains ==
 
 
 
=== Dwarves & skills ===
 
A leader with points in [[negotiator]], [[comedian]] and [[liar]] skills
 
* 2 proficient [[miners]]
 
* 1 competent [[Woodcutter]]/[[carpenter]]
 
* 1 competent [[stone crafter]] with  [[mechanic]]s
 
* 1 competent  Mason/engraver with novice build designing
 
** 2 Competent [[herbalist]]s if there are outside plants (option 1)
 
** 2 Competent [[grower]]s (option 2)
 
=== Items ===
 
* 2 copper [[pick]]s
 
* 1 steel [[battle axe]]
 
* 1 [[Anvil]]
 
* 30 [[dwarven ale]]
 
* 20 [[dwarven wine]]
 
* 40 [[plump helmet]] spawn
 
* 10 [[pig tail]] seeds
 
* 10 [[cave wheat]] seeds
 
* 5 [[sweet pod]] seeds
 
* 5 [[dimple cup]] spawn
 
* 50 [[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)
 
* 10 [[rock nut]]s
 
* 10 [[bag]]s
 
* 45 logs
 

Latest revision as of 21:52, 25 March 2010

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