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Editing v0.31:Sample Starting Builds

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{{Quality|Fine|21:31, 3 April 2012 (UTC)}}
 
{{av}}
 
 
 
The following are sample starting builds provided by users.  They may be as specific as full skill and item specifications with a file that you can copy and paste to use yourself, or as general as suggestions on how you might set up your starting build.
 
The following are sample starting builds provided by users.  They may be as specific as full skill and item specifications with a file that you can copy and paste to use yourself, or as general as suggestions on how you might set up your starting build.
  
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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 ===
+
===The Warriors ===
 
The Dwarves:
 
The Dwarves:
*1 Dodger (To be trained up as a dedicated miner)
+
*1 Miner (No secondary skill, he does all mining, all the time)
*1 Armorsmith/Furnace Operator
+
*1 Carpenter/Mechanic
*1 Weaponsmith/Herbalist
+
*1 Mason/Brewer
*2 Proficient Axe dwarves
+
*1 Herbalist/Farmer
*2 Proficient Spear dwarves
+
*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.
+
*1 Spearman/Dodger
 +
*1 Swordman/Shield User
  
 
The Supplies:
 
The Supplies:
*1 Anvil
+
*1 copper pick.
*20 Iron Ore, 20 Flux Stone (For making steel weapons, helmets and other armor-pieces of choice)
+
*6 Iron Ore, 6 Flux Stone (For making steel weapons and helmets)
*4 Copper Bars (for 2 picks and 2 wood-cutting axes)
+
*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)
+
*15 Leather
*1 Lye, 3 Gypsum Plaster, 3 Thread, 3 Cloth (hospital supplies - optional).
+
*5 Lye (For soapmaking)
*1 Male Dog and 1 Female Dog.
+
*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:
 
* 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.
 
* 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:
 
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.
+
* 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 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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Designed to pair important time-consuming skills with important but quickly completed skills, moodable skills with non-moodable skills, and generally embark only with skills that can't be trained from "unskilled" quickly (for example, no mining skills). Tailored to minimize bugs in versions 31.12.
 
Designed to pair important time-consuming skills with important but quickly completed skills, moodable skills with non-moodable skills, and generally embark only with skills that can't be trained from "unskilled" quickly (for example, no mining skills). Tailored to minimize bugs in versions 31.12.
*Boss: 5 points in Armor User, 1 point in Appraiser, Negotiator, Judge of Intent, Record Keeper, and Organizer. Will be your chief miner, militia commander, and all-around noble early on, and almost certainly will become expedition leader as well. As other dwarves arrive with mining and/or noble skills (even if they aren't as high-level as the Boss's), replace the Boss with them as soon as possible, to relieve his workload. Keep the Boss as your militia commander and broker, mining mostly to train his skill with a pick, until a dwarf with better skills for these tasks arrives. If you embark with dogs, give the Boss the Animal Trainer labor as well and have him train them into War Dogs for extra protection. Note: As of 31.12, training seems to finally be working as intended, making axe/sword/hammer/spear dwarves feasable. Swap the Armor User with any other weapon skills if you like, but Armor User seems to be the slowest skill to develop, and I personally prefer to stick with it for the Boss. Plus, picks being pretty crummy weapons will help if you decide to make a Sherriff or Captain of the Guard with poor weapon skills so punishing "crime" won't result in undue maiming. (Moodable skill: Mining)
+
*Boss: 5 points in Armor User, 1 point in Appraiser, Negotiator, Judge of Intent, Record Keeper, and Organizer. Will be your chief miner, militia commander, and all-around noble early on, and almost certainly will become expedition leader as well. As other dwarves arrive with mining and/or noble skills (even if they aren't as high-level as the Boss's), replace the Boss with them as soon as possible, to relieve his workload. Keep the Boss as your militia commander and broker, mining mostly to train his skill with a pick, until a dwarf with better skills for these tasks arrives. If you embark with dogs, give the Boss the Animal Trainer labor as well and have him train them into War Dogs for extra protection. Note: As of 31.12, training seems to finally be working as intended, making axe/sword/hammer/spear dwarves feasable. Swap the Armor User with any other weapon skills if you like, but Armor User seems to be the slowest skill to develop, and I personally prefer to stick with it for the Boss. Plus, picks being pretty crummy weapons will help if you decide to make a Sherrif or Captain of the Guard with poor weapon skills so punishing "crime" won't result in undue maiming. (Moodable skill: Mining)
 
*Doc: 5 points in Carpentry, 1 point in Diagnostician, Bone Doctor, Surgeon, Suturer, and Wound Dresser. A doctor that can make his own beds, splints, and crutches (and tables and cabinets, if you have an excess of wood). Make him Chief Medical Dwarf right away, but replace him as soon as a better Diagnostician comes along. Make him a Plant Gatherer and Wood Cutter as well (until immigrants with better skills arrive), to give him something to do when he has nothing to build and nobody to heal. (Moodable skill: Carpentry)
 
*Doc: 5 points in Carpentry, 1 point in Diagnostician, Bone Doctor, Surgeon, Suturer, and Wound Dresser. A doctor that can make his own beds, splints, and crutches (and tables and cabinets, if you have an excess of wood). Make him Chief Medical Dwarf right away, but replace him as soon as a better Diagnostician comes along. Make him a Plant Gatherer and Wood Cutter as well (until immigrants with better skills arrive), to give him something to do when he has nothing to build and nobody to heal. (Moodable skill: Carpentry)
 
*Rock Farmer: 5 points in Grower, 5 points in Gem Cutting. Farming is more difficult to set up than it used to be, but no less time consuming. Gem Cutting takes little time and provides the fortress with the highest-value, lowest-weight trade items you're likely to find early on. You can also make him a Plant Processor and/or Miller if you need the materials for emergency mood satisfaction and/or cooking, but these skills should be provided at higher levels by immigrants fairly quickly, and cloth isn't critical for an early fortress (hunt and butcher wildlife with your militia instead, and make bags/clothes out of leather). Give him the Mining labor at least, though, as all dwarves who aren't Wood Cutting or Hunting should be available as backup miners and emergency militia. (Moodable skill: Gem Cutting)
 
*Rock Farmer: 5 points in Grower, 5 points in Gem Cutting. Farming is more difficult to set up than it used to be, but no less time consuming. Gem Cutting takes little time and provides the fortress with the highest-value, lowest-weight trade items you're likely to find early on. You can also make him a Plant Processor and/or Miller if you need the materials for emergency mood satisfaction and/or cooking, but these skills should be provided at higher levels by immigrants fairly quickly, and cloth isn't critical for an early fortress (hunt and butcher wildlife with your militia instead, and make bags/clothes out of leather). Give him the Mining labor at least, though, as all dwarves who aren't Wood Cutting or Hunting should be available as backup miners and emergency militia. (Moodable skill: Gem Cutting)
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* Required
 
* Required
** 3p x 1 unit of [[magma-safe]] [[stone]] from the Stone category
+
** 3p x 1 unit of [[fire-safe]] [[stone]] from the Stone category
 
** 100p x 1 [[iron]] [[anvil]]
 
** 100p x 1 [[iron]] [[anvil]]
 
** A distinct lack of [[steel]] weapons
 
** A distinct lack of [[steel]] weapons
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You could then, for instance, embark with several copper picks since pick material doesn't really help actual mining much{{Verify}}, then forge axes. Lots of them. Only 72p per pair. Wowza.
 
You could then, for instance, embark with several copper picks since pick material doesn't really help actual mining much{{Verify}}, then forge axes. Lots of them. Only 72p per pair. Wowza.
 
Why buy picks? If you're running this setup it's cheaper to get steel.
 
Why buy picks? If you're running this setup it's cheaper to get steel.
 
== ELLIOTTCABLE's Tweaking Band ==
 
{{User:ELLIOTTCABLE/Starting_build}}
 

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