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Editing 40d:Starting build
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Many builds recommend combinations such as: | Many builds recommend combinations such as: | ||
− | * | + | * Outdoors: Woodcutter/Plant Gatherer. Add [[axeman|Axedwarf]] for added security. |
− | * | + | * Mason+____ : In many fortresses, the Mason is a very busy dwarf. He could be a spare miner, have abilities that are only rarely needed, or do tasks that can be accomplished quickly like [[building designer]]. |
− | * | + | * Farmer/Cook, Farmer/Brewer. Basic two-person food team. |
− | * | + | * Farmer/Herbalist, Farmer/Brewer/Cook. One bold dwarf to farm and venture outside looking for wild plants, the other to keep busy in the [[still]], kitchen, and indoor farms. |
− | * | + | * Boss: Novice [[Negotiator]]/Novice [[Judge of intent]]/Novice [[Appraiser]]. This guy will be your Boss and Trader, make him [[record keeper]] too, at least to start with. Combine this with a single time-intensive task such as [[Masonry]] and optionally turn off all hauling tasks right at the start of the game. Or keep him a generalist, or combine with one of the other options. |
− | * | + | * Weaponsmith/Leatherworker: If they're not arming your military, they're making leather armor for them. |
− | * | + | * [[Craftsdwarf]], depending on your strategy - e.g. [[glass]] maker, [[weaponsmith]] or [[armorsmith]], sometimes combined with related tasks from that industry ([[furnace operating]], [[wood burner|wood burning]]). Typically an item hauler in the initial months of your fortress, this dwarf may become one of your most valuable dwarves later. |
Not all combinations have to "look right" together. A weaponsmith will most probably not spend nearly 100% of their time creating weapons - what they do with the other part of their time may have nothing at all to do with forges or smithing. | Not all combinations have to "look right" together. A weaponsmith will most probably not spend nearly 100% of their time creating weapons - what they do with the other part of their time may have nothing at all to do with forges or smithing. | ||
− | * | + | * Grower/GemCutter: When gems are found, he's there, otherwise he's outstanding in his fields. |
− | * | + | * Mechanic/Brewer: usually produces the mechanized defenses, but does moonshining when it's called for. |
− | * | + | * Miner/______: This dwarf will quickly become legendary in mining, and then retire to pursue something else full time. On call for important veins of high-value ore. |
− | * | + | * Brewer/Appraiser/Leatherworker: several typically low-demand skills |
− | * | + | * StoneCrafter/Herbalist/ - after quickly finding above-ground plants for seeds for the first season, they never go back unless something goes wrong. |
− | * | + | * ____/Armor User: Plan for the future - armor using is slow to train in if this dwarf is ever going to join the military. |
You can max out one skill and have several lower-level skills additionally, or just several skills that are not maxed out - the combinations are (almost) infinite. | You can max out one skill and have several lower-level skills additionally, or just several skills that are not maxed out - the combinations are (almost) infinite. |