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Difference between revisions of "User:Apparentbliss"

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(inital / halfdone starting build)
 
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==Preferred Starting Build==
 
==Preferred Starting Build==
  
{|cellspacing="0" cellpadding="5" style="width:400px; border:1px solid #666999; margin:10px; float:left; text-align:center; vertical-align:text-top;"
+
{|cellspacing="0" cellpadding="5" style="border:1px solid #666999; margin:10px; float:left; text-align:center; vertical-align:top;"
 
|+'''Dwarves'''
 
|+'''Dwarves'''
 
!Role
 
!Role
 
!Skills
 
!Skills
 +
!Notes / Comments
 
|-
 
|-
| Miner/Mason || Mason ''5'', Mining ''4'', Armorsmith ''1''
+
| Weaponsmith/Miner || Weaponsmith ''5'', Mining ''5'' || ''early DIY axe / pick use the WSmth, and a good headstart for later''
 
|-
 
|-
| Miner || Siege Engineer ''5'', Mining ''4'', Weaponsmith ''1''
+
| 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''
+
| 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''
+
| Brewer || Brewing ''5'', Growing ''4'', Metalsmith ''1'' || ''semi-useless moodable skill allows the beer to flow even after a strange mood''
 
|-
 
|-
| Hunter ||  
+
| 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'', Judge of Intent ''1'', Leader ''1'', Armorsmith ''1''
+
| Grand Architect || Building Design ''5'', Appraiser ''2'', Negotiator ''1'', Judge of Intent ''1'', Armorsmith ''1''
 
|-
 
|-
|colspan="2"|'' ''
+
|colspan="3"|'' ''
|}
 
 
 
{|cellspacing="0" cellpadding="5" style="border:1px solid #666999; margin:10px; float:left; text-align:center;"
 
|+'''Equipment'''
 
!Item
 
!Number
 
!Comments
 
 
|-
 
|-
| Iron Anvil || 1 || ''necessary for DIY weapon/picks''
+
|colspan="3"| ''allows for early weapon/pick bootstrapping; all dwarves contain moodable skills''
|-
 
| Copper Pick || 1 || ''too useful to forgo''
 
|-
 
|colspan="2"|'' ''
 
 
|}
 
|}
  
 
{{-}}
 
{{-}}

Revision as of 10:11, 16 March 2010

Preferred Starting Build

Dwarves
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