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Editing 40d:Starting build

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* Inexperienced [[miner]]s work very slowly and are less likely to recover mined gems or valuable ores. Mining can be levelled up quite quickly by mining [[soil#soil|soil]], but taking two dwarves with at least some points in mining is recommended in many cases.
 
* Inexperienced [[miner]]s work very slowly and are less likely to recover mined gems or valuable ores. Mining can be levelled up quite quickly by mining [[soil#soil|soil]], but taking two dwarves with at least some points in mining is recommended in many cases.
 
* In nearly all [[workshop]]s, inexperienced dwarves who create items will only rarely produce high-quality goods, and take a long time doing so. Skilled dwarves work quickly and produce high-quality items far more reliably.
 
* In nearly all [[workshop]]s, inexperienced dwarves who create items will only rarely produce high-quality goods, and take a long time doing so. Skilled dwarves work quickly and produce high-quality items far more reliably.
** [[Quality]] is a central concept in the game - it affects [[food]], [[alcohol]], and almost anything you will have your dwarves create in the game: [[trading]] goods, [[barrel]]s, [[clothing]], [[armor]], [[furniture]], [[weapon]]s, and so on. Quality also has a large effect on the worth of an item while [[trading]].
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** [[Main:Quality|Quality]] is a central concept in the game - it affects [[Main:food|food]], [[Main:alcohol|alcohol]], and almost anything you will have your dwarves create in the game: [[trading]] goods, [[barrel]]s, [[clothing]], [[armor]], [[furniture]], [[weapon]]s, and so on. Quality also has a large effect on the worth of an item while [[trading]].
  
 
Dwarves improve their skills on a learning-by-doing-basis. Dwarves who have specific labors will attain Dabbling status as soon as they complete one job of that type.  (Certain jobs, such as building workshops, won't make your dwarves more experienced.  But most will.)  As the number of jobs they do increases, their skill will increase as well.  Overall, "levelling up" the dwarves' skills quickly is a good game goal to set.  Doing so may result in your dwarves efficiently creating a magnificent fortress filled to the brim with valuable items and [[furniture]].  (Or it might [[losing|not]].)
 
Dwarves improve their skills on a learning-by-doing-basis. Dwarves who have specific labors will attain Dabbling status as soon as they complete one job of that type.  (Certain jobs, such as building workshops, won't make your dwarves more experienced.  But most will.)  As the number of jobs they do increases, their skill will increase as well.  Overall, "levelling up" the dwarves' skills quickly is a good game goal to set.  Doing so may result in your dwarves efficiently creating a magnificent fortress filled to the brim with valuable items and [[furniture]].  (Or it might [[losing|not]].)
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The only thing that you absolutely must do in the first year is get your food supplies into a food stockpile, preferably inside, otherwise your food will rot on the ground and your dwarves will starve.  Anything else you want to do can be accommodated by sufficient investment in initial food supplies and/or skills.  This means the options for possible starting builds are vast because virtually any set of starting skills for your dwarves is viable (and that's before you even think about equipment, which adds more variables).
 
The only thing that you absolutely must do in the first year is get your food supplies into a food stockpile, preferably inside, otherwise your food will rot on the ground and your dwarves will starve.  Anything else you want to do can be accommodated by sufficient investment in initial food supplies and/or skills.  This means the options for possible starting builds are vast because virtually any set of starting skills for your dwarves is viable (and that's before you even think about equipment, which adds more variables).
  
In the longer term, the following skills will be "used", to one extent or another, by virtually every fortress - but that doesn't mean you "need" or even want to invest points in them to start.  You could even manipulate the fortress (see [[challenge]]) to completely avoid one or more, but these are the skills you will find it exceptionally hard to avoid creating jobs for:
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In the longer term, the following skills will be "used", to one extent or another, by virtually every fortress - but that doesn't mean you "need" or even want to invest points in them to start.  You could even manipulate the fortress (see [[Main:challenge|challenge]]) to completely avoid one or more, but these are the skills you will find it exceptionally hard to avoid creating jobs for:
 
:[[Mining]] - to dig your fortress, and gain stone for projects.  Only possible to avoid using if you're secretly an elf.
 
:[[Mining]] - to dig your fortress, and gain stone for projects.  Only possible to avoid using if you're secretly an elf.
 
:[[Carpentry]] - [[bed]]s can only be produced from [[wood]] (rare [[mood]]s aside)
 
:[[Carpentry]] - [[bed]]s can only be produced from [[wood]] (rare [[mood]]s aside)
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=== Desert, Glaciers, and Barren ===
 
=== Desert, Glaciers, and Barren ===
Treeless (or near-treeless) [[biome]]s are challenging sites for a fortress: you get most of the disadvantages of a flatland site without having access to nearly as many trees and plants.  However, near-lifeless zones such as [[glacier]]s are wonderful for those with slower machines, as there's little to burden the CPU but your dwarves and livestock.  [[Desert]]s and barren areas often have sand; with a sufficient source of energy (preferably magma), you can build almost anything out of unlimited glass.
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Treeless (or near-treeless) [[Main:biome|biome]]s are challenging sites for a fortress: you get most of the disadvantages of a flatland site without having access to nearly as many trees and plants.  However, near-lifeless zones such as [[glacier]]s are wonderful for those with slower machines, as there's little to burden the CPU but your dwarves and livestock.  [[Desert]]s and barren areas often have sand; with a sufficient source of energy (preferably magma), you can build almost anything out of unlimited glass.
  
 
Hunters should be replaced with fisherdwarves and a fish cleaner (although the latter can be easily trained).  Depending how much water vs. land, more starting wood and ores might be helpful.  Swimming is rarely useful in Fortress mode, even at the beach, and can be trained.
 
Hunters should be replaced with fisherdwarves and a fish cleaner (although the latter can be easily trained).  Depending how much water vs. land, more starting wood and ores might be helpful.  Swimming is rarely useful in Fortress mode, even at the beach, and can be trained.

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