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Difference between revisions of "40d:Starting builds"
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* 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) | * 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 | * 20 wooden logs | ||
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+ | == Ice == |
Revision as of 18:28, 31 October 2007
Starting builds vary heavily depending on the area where you start building your fortress
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/carpenters
- 1 competent wood crafter with novice mechanics and masonry and architecture
- 2 dwarves capable of working with plants:
- Competent herbalists if there are outside plants (option 1)
- Competent growers (option 2)
Items
- 2 copper picks
- 2 steel battle axes
- 1 Anvil
- 30 dwarven ale
- 50 plump helmet spawn
- 5 cave wheat seeds
- 5 sweet pod seeds
- 5 dimple cup spawn
- 8 rock nuts
- 40 turtles (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