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Difference between revisions of "40d:Embark"

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A checklist of what to do before you actually start the game by unpausing to help make sure your young fortress runs smoothly and avoids becoming a tiny, tiny tomb. Particularly important in less hospitable [[biome]]s and other dangerous sites.  
 
A checklist of what to do before you actually start the game by unpausing to help make sure your young fortress runs smoothly and avoids becoming a tiny, tiny tomb. Particularly important in less hospitable [[biome]]s and other dangerous sites.  
  
 +
* First thing, figure out where you're gonna dig your fortress. Look around, get a feel for what is visible, and what the terrain can do for (or to) you. Think about it while you do the rest, come back to it as you need to...
 +
* Press {{k|u}} to check for the presence of hostile wild [[animal]]s.  (However, be aware that creatures can appear from off-map after the game has been going for a while.)
 +
:* Activate military if desired.
 
* Press {{k|c}} to check for the presence of other civilizations.
 
* Press {{k|c}} to check for the presence of other civilizations.
* Press {{k|u}} to check for the presence of hostile wild [[animal]]s.  (However, be aware that they often appear only after the game has been going for a few minutes.)
+
:* In that same screen ({{k|u}}nits), press {{k|v}} to view specific units and set their preferences.  You can give them custom titles if you like.  Change labor preferences as needed.   
* Press {{k|v}} to view units and set their preferences.  You can give them custom titles if you like.  Change labor preferences as needed.  If the environment is particularly dangerous, you may consider disabling the Hunting and/or Fishing labors at first to keep your dwarves from wandering too far afield.
+
::* Make sure at least one dwarf has the [[carpenter]] labor designated to break down the [[wagon]].
 +
::*Add any other unskilled labors you want active.
 +
::*If the environment is particularly dangerous, you may consider disabling the Hunting and/or Fishing labors at first to keep your dwarves from wandering too far afield.
 
* Press {{k|q}} and mark the [[wagon]] for removal.
 
* Press {{k|q}} and mark the [[wagon]] for removal.
* Press {{k|o}} for orders and options.  Toggle as you like.
+
* Press {{k|o}} for orders and options.  Toggle to suit your preferences.
* Press {{k|n}} and reassign [[noble]] positions as desired.
+
:* Consider {{k|r}}efuse orders
* Press {{k|z}} and forbid the kitchen use of alcohol and plump helmets if necessary.
+
:* Consider fishing/drinking {{k|z}}one options.
* At this point, you figure out where, you know, you're gonna dig your fortress.
+
* Press {{k|i}} and designate a [[meeting area]] for animals and idle dwarves (or the wagon's location will be the default).
* Press {{k|i}} and designate a [[meeting area]].
+
* Press {{k|n}} and reassign [[noble]] positions ''if desired''.
* Press {{k|d}} to designate areas for plant gathering, wood cutting, and/or stone smoothing.  (Stone smoothing is good for getting rid of boulders that impede outdoor farming.)
+
* Press {{k|z}} and forbid the kitchen from cooking alcohol and plump helmets if desired.
* Press {{k|d}}, then {{k|o}} to place traffic restrictions.  Things to watch for: saplings, wild plants.  Consider encouraging your dwarves to traffic specific areas to minimize damage to subsequent growth.
+
* Press {{k|d}} to designate areas for plant gathering, wood cutting, and/or stone smoothing if needed/desired.  (Stone smoothing is good for getting rid of boulders that impede outdoor farming.)
 +
:* Press {{k|d}}, then {{k|o}} to place traffic restrictions.  Things to watch for: saplings, wild plants, dangerous shortcuts (like near magma or cave creatures).  Consider encouraging your dwarves to traffic specific areas to minimize damage to subsequent growth.
 
* Press {{k|p}} to create [[stockpile]]s for wild plants, [[wood]], and/or [[refuse]].
 
* Press {{k|p}} to create [[stockpile]]s for wild plants, [[wood]], and/or [[refuse]].
 +
* {k|b}}uild any {{k|w}}orkshops you feel that you need immediately.
 +
* {{k|d}}esignate where your miner(s) will dig in first.
 +
 +
 +
----
 +
 +
 +
'''See also:'''
 +
:* [[What_should_I_build_first]]
 +
:* [[Defense guide]] (et al)
 +
:* [[Starting build]]
  
 
[[Category:Guides]]
 
[[Category:Guides]]

Revision as of 18:40, 18 October 2009

"Embark" is a general term that refers to the very beginning of the game, during or immediately following site selection but before actual game play begins. It is used to refer to any choices during that period - site selection, equipment or skills selected for your starting 7 dwarfs (or the "Play Now" option), and the actual "landing" on your new site, the 7 dwarfs and any animals around the wagon filled with supplies.

Examples -

  • "I made a big mistake at embark when I forgot..."
  • "I knew I was in trouble when I got attacked on embark..."
  • "This is one of the choices you need(ed) to make at embark, before the game..."
  • "After embark the first thing you want to do is..."
  • "Once you've embarked, that's when the fun starts..."

"Embark options" can refer to

  • choosing starting skills, equipment and supplies (aka Starting build),
  • site selection, possibly using the <f>ind function to help locate an acceptable site for your fortress.

"Information at embark" can include:

  • looking at the Wold and Regional map to view the general region you will be playing in
  • looking at the Local map to confirm the presence of and note the location of important features of your game map, such as magma vents or rivers.
  • using the f key to "find" a site to your liking
  • using the tab key to view your:
  • stone layers, by using the various F1, F2, F3, & etc. keys
  • various biomes, using the same keys, to check for stone layers and climate
  • view and (if more than one) choose your starting dwarven civilization.
  • view neighboring civilizations and relationships with them

(Need a quick list of Embark screen features, with links to full pages)


Before you unpause

A checklist of what to do before you actually start the game by unpausing to help make sure your young fortress runs smoothly and avoids becoming a tiny, tiny tomb. Particularly important in less hospitable biomes and other dangerous sites.

  • First thing, figure out where you're gonna dig your fortress. Look around, get a feel for what is visible, and what the terrain can do for (or to) you. Think about it while you do the rest, come back to it as you need to...
  • Press u to check for the presence of hostile wild animals. (However, be aware that creatures can appear from off-map after the game has been going for a while.)
  • Activate military if desired.
  • Press c to check for the presence of other civilizations.
  • In that same screen (units), press v to view specific units and set their preferences. You can give them custom titles if you like. Change labor preferences as needed.
  • Make sure at least one dwarf has the carpenter labor designated to break down the wagon.
  • Add any other unskilled labors you want active.
  • If the environment is particularly dangerous, you may consider disabling the Hunting and/or Fishing labors at first to keep your dwarves from wandering too far afield.
  • Press q and mark the wagon for removal.
  • Press o for orders and options. Toggle to suit your preferences.
  • Consider refuse orders
  • Consider fishing/drinking zone options.
  • Press i and designate a meeting area for animals and idle dwarves (or the wagon's location will be the default).
  • Press n and reassign noble positions if desired.
  • Press z and forbid the kitchen from cooking alcohol and plump helmets if desired.
  • Press d to designate areas for plant gathering, wood cutting, and/or stone smoothing if needed/desired. (Stone smoothing is good for getting rid of boulders that impede outdoor farming.)
  • Press d, then o to place traffic restrictions. Things to watch for: saplings, wild plants, dangerous shortcuts (like near magma or cave creatures). Consider encouraging your dwarves to traffic specific areas to minimize damage to subsequent growth.
  • Press p to create stockpiles for wild plants, wood, and/or refuse.
  • {k|b}}uild any workshops you feel that you need immediately.
  • designate where your miner(s) will dig in first.




See also:



See Also: