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Difference between revisions of "40d:Starting builds"

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* 1 competent [[Woodcutter]]/[[carpenter]]
 
* 1 competent [[Woodcutter]]/[[carpenter]]
 
* 1 competent [[stone crafter]] with  [[mechanic]]s  
 
* 1 competent [[stone crafter]] with  [[mechanic]]s  
* 1 competent  Mason
+
* 1 competent  Mason/engraver with novice build designing
 
** 2 Competent [[herbalist]]s if there are outside plants (option 1)
 
** 2 Competent [[herbalist]]s if there are outside plants (option 1)
 
** 2 Competent [[grower]]s (option 2)
 
** 2 Competent [[grower]]s (option 2)
 
=== Items ===
 
=== 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

Revision as of 21:46, 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

Items


mountains

Dwarves & skills

A leader with points in negotiator, comedian and liar skills

Items