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User:HebaruSan/2010 Notes
Notes on my experiences with the 2010 releases.
Razorclear
Since magma is allegedly no longer hard to come by, I selected a half-mountain, half-forest site with a stream running through the middle and no aquifer. I think there's some flux.
Initial skills
I want to experiment with one-skill-per-dwarf, one-dwarf-per-skill for civilians, more to minimize task conflicts than as a challenge. Anyone leftover goes to the military.
For the initial load-out, this means maxing out 7 skills important to the early game. For now I'll also violate my 1-per-1 rule by assigning each specialist a significantly less useful, thematically related minor (or a useful skill related to the same main task, as with trading).
Tulon Ginetreg | Grower | Herbalist |
---|---|---|
Lor Eralbab | Mechanic | Trapper |
Reg Liruknish | Fighter, Wrestler, Striker, Kicker, Dodger | Ambusher |
Iden Likoturrith | Miner | Building Designer |
Iton Kakdalsibrek | Brewer | Milker |
Zuglar Lilumolin | Appraiser | Negotiator |
Zulban Thimshurerith | Fighter, Wrestler, Striker, Kicker, Dodger | Ambusher |
Things I'll be hoping for from (or assigning to) early immigrants:
- Carpenter
- Mason
- Woodcutter
- Cook
- Record Keeper
Later:
- Engraver
- Weaponsmith
- Armorsmith
- Physician
- Bowyer
Gear
Conventional wagon-load of tools and rations; not looking for a challenge in this area.
- 1 each of many, many 2-point meats, to see if this brings a huge surplus of free barrels.
- 4 dogs, 3 female for parallelized pregnancies.
Ambitions
- Heavy use of traffic designations to help processing speed
- Attempt to navigate the 0.31.x military screen
- Rest/train/patrol schedules
- Design a good alert/burrow scheme