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Editing v0.31:Sample Starting Builds

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*Trading early on will mostly consist of stone crafts/mugs encrusted with any gems you find.
 
*Trading early on will mostly consist of stone crafts/mugs encrusted with any gems you find.
  
=== The Military Elite ===
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===The Warriors ===
 
The Dwarves:
 
The Dwarves:
*1 Dodger (To be trained up as a dedicated miner)
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*1 Miner (No secondary skill, he does all mining, all the time)
*1 Armorsmith/Furnace Operator
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*1 Carpenter/Mechanic
*1 Weaponsmith/Herbalist
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*1 Mason/Brewer
*2 Proficient Axe dwarves
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*1 Herbalist/Farmer
*2 Proficient Spear dwarves
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*1 Axeman/Armor User
Note: The military dwarves have no secondary skill to save points for supplies. If embarking to an area without sand/soil/clay, you will want to give the miner some mining skill.
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*1 Spearman/Dodger
 +
*1 Swordman/Shield User
  
 
The Supplies:
 
The Supplies:
*1 Anvil
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*1 copper pick.
*20 Iron Ore, 20 Flux Stone (For making steel weapons, helmets and other armor-pieces of choice)
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*6 Iron Ore, 6 Flux Stone (For making steel weapons and helmets)
*4 Copper Bars (for 2 picks and 2 wood-cutting axes)
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*5 Magma safe stone (for first workshops)
*5 stones (for first workshops)
 
 
*15 Logs
 
*15 Logs
*15 Leather (You can get by with as little as 2, for waterskins, if you need more points elsewhere)
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*15 Leather
*1 Lye, 3 Gypsum Plaster, 3 Thread, 3 Cloth (hospital supplies - optional).
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*5 Lye (For soapmaking)
*1 Male Dog and 1 Female Dog.
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*Remaining points go to bronze-making supplies and/or steel making supplies and coal (or more logs).
*2 points leftover to spend on whatever you like.
 
* This assumes a woodland embark. If embarking to an impoverished site without trees, you will need to bring 3 logs or 1.5 bituminous coal for every iron ore. If no copper is available, bring extra iron ore to make iron axes and picks - it's still cheaper than embarking with them.
 
  
 
Notes:
 
Notes:
* The spear dwarves make charcoal, and once 2 copper axes have been forged (no wussy wooden axes for these guys), the axe dwarves chop wood. The other three dwarves take care of producing a minimal booze and food supply (cook the seeds, or slaughter the pack animals), and fulfill their roles in producing weapons and armor (including wooden shields, and leather waterskins). As soon as a suitable supply of logs and charcoal has been produced to finish all initial smelting and forging, set the military dwarves to training in 2 squads of 2. The Herbalist/Weaponsmith should train the dogs as wardogs so he has some protection while gathering plants. The starting seven form the heart of the military. It will be up to immigrants to take up more civilian roles.
+
* The warriors are immediately set to forging their own gear, then quickly set to training. If you like ditch the mason/brewer and replace with a 4th warrior for 2 squads of 2 (maximum training speed). Herbalist provides brewing and food (hint: cook the seeds) until the warriors can hunt. This setup is also ideal for piercing aquifers, since it is well-adapted to life on the surface, and the warriors can double as pump-operators.
* This is optimized to produce a grossly effective military
 
 
 
===The Six Masters===
 
The Dwarves:
 
*1 Proficient Herbalist
 
*6 Proficient Weapon Users
 
 
 
The Supplies:
 
*1 Anvil
 
*27 Iron Ore
 
*24 Flux Stone
 
*2 Leather
 
*10 Logs
 
*5 Stones
 
*1 Lye, 3 Gypsum Plaster, 3 Thread, 3 Cloth
 
*2 Dogs
 
 
 
Notes:
 
* Everyone needs to help at the beginning. Produce 2 Iron Axes and 1 Iron Pick asap. The military dwarves should mainly focus on woodcutting/burning and smelting/smithing, while the Herbalist takes care of everything else. As soon as all the gear is forged, set the 6 to training in 3 squads of 2.
 
*This will require being extremely efficient with the Herbalist's time, to help him out, have the military stockpile a couple of dozen logs before they start training.
 
*There is a point to Herbalism, in that a more skilled Herbalist produces much larger stacks of plants. This means more booze per precious barrel, more seeds for cooking, more time to do other tasks.
 
*This is generally a lot less tight on points if you go with some bronze-making supplies, reserving steel only for the weapons and perhaps helmets. By mixing in some bronze you can fully armor everyone. On an iron-ore-less civilization it will be necessary to go with bronze everything. If there is no iron ore, nor bronze making supplies, replace the 27 iron ore and fluxstone with 20 bronze bars.
 
  
 
===The Mining Guild===
 
===The Mining Guild===

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