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Editing Sample Starting Builds

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The 4 "(or ???)" skills can be tweaked to suit the target environment or your own playstyle/preference. They could be military, or something else if you think you need some other starting skill more. Ymmv, and that's fine.
 
The 4 "(or ???)" skills can be tweaked to suit the target environment or your own playstyle/preference. They could be military, or something else if you think you need some other starting skill more. Ymmv, and that's fine.
  
Against most early animal threats, the '''leader''' dwarf should be able to crush most anything non-[[ambush]] level if you give him a decent axe*. Add some quick chain armor (and some back-up!) if something serious shows up.  
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Against most early animal threats, the '''leader''' dwarf should be able to crush most anything non-[[invasion]] level if you give him a decent axe*. Add some quick chain armor (and some back-up!) if something serious shows up.  
  
: (* I start w/ one generic pick for embark, and [[Make your own weapons|DIY]] a quality bronze axe asap (followed quickly by a crossbow) - but that can take a while. If you expect trouble, start w/ a generic axe.)
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: (* I start w/ one generic pick for embark, and [[Make your own weapons|DIY]] a quality bronze axe asap (and then a crossbow) - but that can take a while. If you expect trouble, start w/ a generic axe.)
  
 
The '''Planter''' will probably be working close to 24/7 on the farm. He has "Wrestler" only as a defense for when working above ground - he's not really "military grade", but it will help keep him alive if he's surprised by something unpleasant. He'd make a good crossbow candidate, as you don't want to lose him - Farming skill is a great labor multiplier, and a Farmer 5 does the work of score of dwarves compared to a Farmer 1. (You could also just lose a 2nd skill on this guy, and spend the 15 Embark points on something else, maybe another dog.)
 
The '''Planter''' will probably be working close to 24/7 on the farm. He has "Wrestler" only as a defense for when working above ground - he's not really "military grade", but it will help keep him alive if he's surprised by something unpleasant. He'd make a good crossbow candidate, as you don't want to lose him - Farming skill is a great labor multiplier, and a Farmer 5 does the work of score of dwarves compared to a Farmer 1. (You could also just lose a 2nd skill on this guy, and spend the 15 Embark points on something else, maybe another dog.)

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