v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing Starting build

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

If you are creating a redirect to the current version's page, do not use any namespace. For example: use #REDIRECT [[Cat]], not #REDIRECT [[Main:Cat]] or #REDIRECT [[cv:Cat]]. See DF:Versions for more information.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{migrated article}}
+
{{quality|masterwork}}{{av}}
{{Quality|Unrated}}{{av}}
 
  
 
:''This is not a tutorial, a FAQ, or a new player's guide. This is a mildly advanced theoretical treatment for someone ready to take the plunge and make all the decisions about their own fortress. The following are intended for beginners:''
 
:''This is not a tutorial, a FAQ, or a new player's guide. This is a mildly advanced theoretical treatment for someone ready to take the plunge and make all the decisions about their own fortress. The following are intended for beginners:''
Line 57: Line 56:
 
==== Design Constraints: Which skills do I need, really? ====
 
==== Design Constraints: Which skills do I need, really? ====
  
All production* skills add one or both of two things to your fortress: higher [[quality]] goods, and/or faster production of those goods. That second should not be quickly dismissed - for example, although higher skill produces no quality in [[booze]], your fortress will consume quite a lot of it, so having a dwarf skilled as a [[brewer]] means significantly less time spent at that task, freeing them to do other things. This, in effect, "adds" dwarfpower to your fortress by reducing the time needed for predictable and necessary tasks. Such skills are labor multipliers - less time spent means more time doing something else, like hauling or crafting items.
+
The only thing that you absolutely must do in the first year is get your [[food]] supplies into a food stockpile, preferably inside, or 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 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). So the short answer is: none.
  
: (* There are also military skills, which add nothing except killing locals that threaten your fortress. It has been observed, generally speaking, that dead dwarves produce considerably less than living dwarves.
+
That said, there are some skills which 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 of the following, but these are the skills you will find it exceptionally hard to avoid creating jobs for:
 
 
: There are also some other, rarely used skills that are still important, e.g. [[Appraiser]] and [[Judge of intent|Judge of Intent]], among others, but those are not part of a basic introduction.)
 
 
 
The only thing that you absolutely must do in the first year is get your [[food]] supplies into a food stockpile, preferably inside, or 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 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 and environment, which adds more variables). So the short answer is: ''There are no skills that you 100% ~need~.''
 
 
 
Also, there is the difference between a ''starting'' fortress and a ''mature'' fortress. ''Migrants'' will bring new skills and additional dwarfpower to your mix, and you can [[train]] any dwarf in any skill if you really want to.  As an example, while [[Strand extractor]] is a very time-consuming process if the dwarf is unskilled, it's not something that you should invest points into at the start, since by the time you need it, you'll have almost certainly gotten a migrant with the skill.
 
 
 
That said, there are some skills which will be '''used''', to one extent or another, by virtually every starting/growing 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 of the following, but these are the skills you will find it exceptionally hard to avoid creating jobs for:
 
  
 
*[[Mining]] - to dig your fortress, and create loose [[stone]] for projects. It's only possible to avoid mining if you're secretly an [[elf]].
 
*[[Mining]] - to dig your fortress, and create loose [[stone]] for projects. It's only possible to avoid mining if you're secretly an [[elf]].
** Inexperienced [[miner]]s work very slowly. Mining can be leveled up quite quickly by mining [[soil#soil|soil]], but taking at least one dwarf with some starting skill in mining is recommended in most cases.
+
** Inexperienced [[miner]]s work very slowly. Mining can be leveled up quite quickly by mining [[soil#soil|soil]], but taking two dwarves with at least some points in mining is recommended in most cases.
 
*[[Carpentry]], [[wood cutter|Wood cutting]] - [[bed]]s can only be produced from [[wood]] (rare [[mood]]s aside). This skill is also quite useful for producing [[bin]]s and [[barrel]]s.
 
*[[Carpentry]], [[wood cutter|Wood cutting]] - [[bed]]s can only be produced from [[wood]] (rare [[mood]]s aside). This skill is also quite useful for producing [[bin]]s and [[barrel]]s.
 
** It's best not to assign carpentery and wood cutting to the same dwarf. Doing so creates a bottleneck early on, when carpentry is your only reliable industry.
 
** It's best not to assign carpentery and wood cutting to the same dwarf. Doing so creates a bottleneck early on, when carpentry is your only reliable industry.
*[[Masonry]] - to fashion dwarven [[furniture]] from stone, and build [[building]]s and [[constructions]] from stone.
+
*[[Masonry]] - to fashion dwarven [[furniture]] from stone, and build [[buildings]] and [[constructions]] from stone.
 
** Due to the vast supply of loose stones, masons can be easily trained by [[repeat]]ing jobs at a mason's workshop.  
 
** Due to the vast supply of loose stones, masons can be easily trained by [[repeat]]ing jobs at a mason's workshop.  
 
*[[Grower|Growing]] - your farmers' work echoes throughout so many other tasks, it's stunning.
 
*[[Grower|Growing]] - your farmers' work echoes throughout so many other tasks, it's stunning.
Line 93: Line 84:
 
A common skill list (Just as a general quick start):
 
A common skill list (Just as a general quick start):
 
*2 Miners
 
*2 Miners
*1 Axe Dwarf/Woodcutter
+
*1 Woodcutter
 
*1 Grower/Cook
 
*1 Grower/Cook
 
*1 Grower/Brewer
 
*1 Grower/Brewer
*1 Mechanic/Carpenter
+
*1 Carpenter
*1 Stone Carver/ Judge of Intent 1/Appraiser 1
+
*1 Mason
  
 
This is not the be all end all, of course; it all depends upon your location, your goals, and what you consider fun.
 
This is not the be all end all, of course; it all depends upon your location, your goals, and what you consider fun.
 
* see also [[Sample Starting Builds]]
 
  
 
==== Balancing military and economic needs ====
 
==== Balancing military and economic needs ====
Line 163: Line 152:
  
 
The items you choose to bring with you will need to satisfy a number of needs. Most importantly, you need to keep yourself alive - at least until the caravan arrives in the fall to resupply your fortress. You probably also want to plan on some way of making a shelter, whether that be the traditional delved hall, a majestic castle, a log cabin, or something even more exotic. You may want to plan for mishaps by bringing essential medical supplies, especially those which may be hard to acquire on site. And you might bring items which will assist in creating items for trade to that first caravan, should you need anything for the skills you're planning on.
 
The items you choose to bring with you will need to satisfy a number of needs. Most importantly, you need to keep yourself alive - at least until the caravan arrives in the fall to resupply your fortress. You probably also want to plan on some way of making a shelter, whether that be the traditional delved hall, a majestic castle, a log cabin, or something even more exotic. You may want to plan for mishaps by bringing essential medical supplies, especially those which may be hard to acquire on site. And you might bring items which will assist in creating items for trade to that first caravan, should you need anything for the skills you're planning on.
 
For example, some players might want to spend the points for a [[crossbow]], [[quiver]] and a stack of [[bolt]]s for early defense and hunting, while others might prefer to save those points and bring just one [[Skin|tanned hide]] for the quiver, waiting to find [[ore]] underground to make their own superior crossbow and bolts. The variations, and reasoning behind all the possible choices, are endless.
 
  
 
For the purposes of this article, livestock are considered items.
 
For the purposes of this article, livestock are considered items.
Line 212: Line 199:
 
==== Container mechanics and free items ====
 
==== Container mechanics and free items ====
  
Many items come in containers such as [[barrel]]s and [[bag]]s, including [[food]], liquids, [[seed|seeds]], and [[powder]]s. The cost to embark with these items can be cheaper than the cost of the container itself, and each different type of item for each category will come in its own container. [[Meat]] barrels are grouped by animal type, so if you get horse tripe and horse meat they'll combine in one barrel, but horse meat and donkey meat will come in separate barrels. This applies to [[Fish]] as well; the two genders will come in the same barrel, but different fish species will come with their own barrels. [[Egg|Eggs]] and [[Milk]] also come in barrels, again with each type getting its own barrel. [[Plump_helmet|Plump Helmets]] come in a barrel, while other [[Crop|Garden Vegetables]] come in bags. Similarly, each [[seed]] type comes with its own bag. Powders, such as [[sand]] and [[Gypsum_plaster|gypsum]], get a bag for each unit. [[Lye]] can be brought for another cheap barrel.
+
Many items come in containers such as [[barrel]]s and [[bag]]s, including [[food]], liquids, [[seed]]s, and [[powder]]s. The cost to embark with these items can be cheaper than the cost of the container itself, and each different type of item for each category will come in its own container. Furthermore, you'll get a new container after every 10th instance for food, most liquids, and seeds, and after every item of powders.{{verify}} [[Alcohol]] gets a new barrel after every 5th unit. (Food actually groups by animal type, so if you get horse tripe and horse meat they'll combine in one barrel, but horse meat and donkey meat will come in separate barrels). Thus diversifying your initial food supply with 1 of each low-cost food item will net you a large number of barrels. Similarly, it is worth taking 1 of each seed you weren't planning on taking more of, solely for the bags. Taking some sand or gypsum powder is also a cheap way to get bags. [[Lye]] (for soap) and [[milk]]s can be brought for more barrels - and milk can be made into cheese for a low-cost embark option that becomes food.
 
 
[[Alcohol]] gets a new barrel after every 5th unit, despite normally being able to hold 25. Other items don't get additional containers at low enough amounts to matter for this trick. Other [[Extracts]] also come in barrels, though most have no use other than trading, with no easy way to free up the barrel. They are also grouped by animal type, so if you really want some sheep [[blood]] with your sheep milk, go for it.
 
  
Diversifying your initial food supply with 1 of each low-cost food item will net you a large number of barrels. As stockpiling and some jobs are container-limited, getting as many free containers as you can will free up labor (and possibly valuable materials) that would otherwise be used making containers. Note, however, that this behavior is considered by some to be an [[exploit]] since it provides substantial advantage at no cost.
+
As stockpiling and some jobs are container-limited, getting as many free containers as you can will free up labor (and possibly valuable materials) that would otherwise be used making containers. Note, however, that this behavior is considered by some to be an [[exploit]] since it provides substantial advantage at no cost.
  
 
==== Finished product or do-it-yourself ====
 
==== Finished product or do-it-yourself ====

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

This page is a member of 2 hidden categories: