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40d:Starting builds
Starting builds vary heavily depending on the area where you start building your fortress, as well as its surroundings. Notice that many of the quantities suggested end in a "1" or a "6"; this is to maximize the number of barrels you start with, since most foodstuffs fit five to a barrel. More barrels will let you build a larger stockpile for your first winter and conserves the wood you harvest in the early game for beds and other necessities.
Desert
Overview
Desert areas usually have an aquifer running under them, and waiting for the water to freeze to be mined out and damed up does not work in this climate. Additionally, 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
Grassland
Overview
Grassland areas can either contain an aquifer or not, though here the ice method will normally work, if the former is true, you will have to dig through sand or clay before reaching rock, however if there is no aquifer present, starting stone craft production and masonry etc will be much simpler. The initial starting build for grassland areas:
Dwarves & skills
- One of your dwarves for leader with points in negotiator, comedian and liar skills.
- 2 Proficient miners.
- 1 woodcutter / competent carpenter.
- 1 stone crafter with novice skill in mechanics.
- 1 competent mason with novice skill in architecture.
- 1 competent grower.
- 1 competent fisherdwarf with novice skill in fish cleaner.
Items
- 2 copper picks.
- 1 steel battle axe.
- 1 anvil.
- 2 dogs.
- 20 logs, or if there are already a lot of trees on your map, or an extra 30 dwarven beer/ale.
- 40 plump helmet spawn.
- 36 plump helmet.
- 5 pig tail seeds.
- 40 dwarven wine
- 20 dwarven rum
- 11 dwarven beer
- 11 dwarven ale
- 6 of every 2-point meat.
Mountains
Overview
Mountains present one of the tougher areas to settle your fort. There are usually very little or no trees or plants, meaning most, if not all of your wood will have to be imported from caravans, or brought with you (Tower-Cap logs).
Dwarves & skills
- A leader with points in negotiator, comedian and liar skills
- 2 proficient miners
- 1 competent Woodcutter/carpenter
- 1 competent stone crafter with mechanics
- 1 competent Mason/engraver with novice build designing
- 2 Competent herbalists if there are outside plants (option 1)
- 2 Competent growers (option 2)
Items
- 2 copper picks
- 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 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. You could also take less turtles and try to take one of each of the other cost 2 food items for a free barrel.)
- 10 rock nuts
- 10 bags (Why?)
- 45 logs