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Editing Starting build
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− | {{ | + | {{quality|masterwork}}{{av}} |
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:''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:'' | ||
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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, 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~.'' | 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 | + | 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. |
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: | 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: | ||
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*[[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 [[ | + | *[[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. | ||
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*1 Grower/Brewer | *1 Grower/Brewer | ||
*1 Mechanic/Carpenter | *1 Mechanic/Carpenter | ||
− | *1 | + | *1 Mason/ Judge of Intent 1/Appraiser 1 |
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. |