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Editing User:ELLIOTTCABLE/Starting build
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=== Notes: === | === Notes: === | ||
* ('''*''') I've cross-referenced the relevant attributes here only as a reference. Don't stress too much over matching each dwarf's attributes to the attributes listed here in minute detail ... just try and avoid making an ''‘abysmally clumsy’'' dwarf your Carpenter <tt>:P</tt> | * ('''*''') I've cross-referenced the relevant attributes here only as a reference. Don't stress too much over matching each dwarf's attributes to the attributes listed here in minute detail ... just try and avoid making an ''‘abysmally clumsy’'' dwarf your Carpenter <tt>:P</tt> | ||
− | * ('''†''') Mining is so easy to train that it's not worth spending at-embark levels on; nonetheless, it is both an intensive task, and the primary (intensive) labor of the | + | * ('''†''') Mining is so easy to train that it's not worth spending at-embark levels on; nonetheless, it is both an intensive task, and the primary (intensive) labor of the militia commander. |
* As with the original build, I try to optimized such that each starting dwarf has A) only one '''moodable skill''', and B) basically only one '''‘time-intensive’ labor'''. (Only the Mechanic has two moodable labors. I couldn't figure out a way around this.) | * As with the original build, I try to optimized such that each starting dwarf has A) only one '''moodable skill''', and B) basically only one '''‘time-intensive’ labor'''. (Only the Mechanic has two moodable labors. I couldn't figure out a way around this.) | ||
− | * This makes no provision for immediate defense, other, perhaps, than the | + | * This makes no provision for immediate defense, other, perhaps, than the militia commander. If you're embarking to a dangerous location, this may not be the best build. :P |
− | * As with Tatter's build, the caveat about Armor User applies: we're simply spending our extra points on our | + | * As with Tatter's build, the caveat about Armor User applies: we're simply spending our extra points on our commander, trying to make them a better combatant. If you prefer to give them a specific weapon skill, go ahead. (The advantage of Armor User is being able to later promote them to Sheriff, without them being über-deadly to your criminals.) Similarly, it's debatable whether Armor User (which basically makes them faster in that full suit of steel armor that you're embarking with (right?)) or Shield User (which makes their blocks more successful) is a better choice. |
* Leatherworking, Bowyer, or Clothier may be almost as desirable as Armorsmith or Weaponsmith, in some circumstances. If it applies to you (map with few metals, but may trees, for instance), you may consider those as replacements. | * Leatherworking, Bowyer, or Clothier may be almost as desirable as Armorsmith or Weaponsmith, in some circumstances. If it applies to you (map with few metals, but may trees, for instance), you may consider those as replacements. | ||
* Similarly, Engraver is an extremely valuable skill for [[Dining room#Stress considerations|engendering happiness in your dwarves]]; I decided on Mason over it, simply because it's less wasteful to train Engraver up (have them follow your miners around, engraving all your exploratory-mining tunnels, before they go and engrave your living quarters) after embark. However, it's still worth considering switching them out. | * Similarly, Engraver is an extremely valuable skill for [[Dining room#Stress considerations|engendering happiness in your dwarves]]; I decided on Mason over it, simply because it's less wasteful to train Engraver up (have them follow your miners around, engraving all your exploratory-mining tunnels, before they go and engrave your living quarters) after embark. However, it's still worth considering switching them out. |