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User:Apparentbliss
Preferred Starting Build (0.31)
Role | Skills | Notes / Comments |
---|---|---|
Leader/Carpenter | Carpentry 5, Appraiser 2, Negotiator 1, Judge of Intent 1 | Stone is great, and all, but you can't make barrels and bins out of it |
Brewer/Farmer | Brewing 5, Growing 5 | booze |
Cook/Farmer | Cooking 5, Growing 5 | I have grown fond of using the food industry for trade wealth |
Mason/Miner | Masonry 5, Mining 5 | can split digging duties with the mechanic; this dwarf will likely mine a little less than the mechanic |
Mechanic/Miner | Mechanics 5, Mining 5 | Mechanics for early traps and a little caravan wealth; will predominantly mine |
Outdoorsdwarf | Axedwarf 2, Ambusher 3, Marksdwarf 2, Woodcutting 2, Herbalism 1 | not sure how effective hunting is any more; perhaps a great focus on woodcutting? |
??? | ??? 5, ??? 5 | a wild card: perhaps a Fisher/Fishcleaner? Maybe a plant processor? A spare miner? |
updated for 0.31 -- no "moodable" hacks |
Preferred Starting Build (40d)
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 |