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Editing User talk:Squirrelloid/Optimizing Skills

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:Thanks, I'm new to DF (and wiki's in general) but I enjoy playing when I can.  I meant to add something to the * section, where * could mean "Easy IF you have access to large amounts of wood".  Otherwise, a carpenter could be really hard to level.  In fact, now that I think about it, they don't level very fast in carpenter. <br> For the section under "Mood based skills", why not start with your comment on the [[Starting_builds]] discussion page? I have to admit, though, I just started a fortress with "mood" based skills and it was a very tough start.  I haven't finished the second year, but it is starting to go faster.  One thing to keep in mind is the fact that starting with a (not mood based) proficient craftsdwarf allows you to get a lot more income quickly so that you can get more dwarfs faster.  Whereas, if you get a proficient armorsmith (mood based), you don't really generate (At least I didn't) any wealth using the skill right away. So, there is a tradeoff.--[[User:Kwieland|Kwieland]] 21:13, 13 March 2009 (UTC)
 
:Thanks, I'm new to DF (and wiki's in general) but I enjoy playing when I can.  I meant to add something to the * section, where * could mean "Easy IF you have access to large amounts of wood".  Otherwise, a carpenter could be really hard to level.  In fact, now that I think about it, they don't level very fast in carpenter. <br> For the section under "Mood based skills", why not start with your comment on the [[Starting_builds]] discussion page? I have to admit, though, I just started a fortress with "mood" based skills and it was a very tough start.  I haven't finished the second year, but it is starting to go faster.  One thing to keep in mind is the fact that starting with a (not mood based) proficient craftsdwarf allows you to get a lot more income quickly so that you can get more dwarfs faster.  Whereas, if you get a proficient armorsmith (mood based), you don't really generate (At least I didn't) any wealth using the skill right away. So, there is a tradeoff.--[[User:Kwieland|Kwieland]] 21:13, 13 March 2009 (UTC)
 
::Better late than never...
 
::Better late than never...
::I use my mechanic in that capacity.  Sure, its a little harder to trade mechanisms because they weigh more, but those mechanisms also fill useful roles so you can cull the crappy mechanisms making stonefall traps or whatnot and don't *have* to trade them away.  And you can generally trade for random bars/blocks/cages the dwarf (or human) merchants bring to free up weight capacity in the merchant caravan.  Doesn't hurt to have another plan for elven merchants, since they have basically no weight capacity, but that plan usually involves magma, right?  
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::I use my mechanic in that capacity.  Sure, its a little harder to trade mechanisms because they weigh more, but those mechanisms also fill useful roles so you can cull the crappy mechanisms making stonefall traps or whatnot and don't *have* to trade them away.  And you can generally trade for random bars/blocks/cages the dwarf (or human) merchants bring to free up weight capacity in the merchant caravan.  Doesn't hurt to have another plan for elven merchants, since they have basically no weight capacity, but that plan usually involves magma, right? --[[User:Squirrelloid|Squirrelloid]] 06:51, 30 October 2009 (UTC)
::Also, if necessary you can trade prepared meals at a good profit.
 
::--[[User:Squirrelloid|Squirrelloid]] 06:51, 30 October 2009 (UTC)
 

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