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Editing v0.34:Sample Starting Builds

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These can be found in [[embark_profiles.txt]]. Each one begins with a [PROFILE] tag. To use a raw starting build, just copy the text and paste it at the end of the file.
 
These can be found in [[embark_profiles.txt]]. Each one begins with a [PROFILE] tag. To use a raw starting build, just copy the text and paste it at the end of the file.
 
== PeridexisErrant LNP ==
 
 
The unofficial updated Lazy Newb Pack includes a large number of basic embark profiles, including scenarios adapted from Masterwork mod.  If you don't want to download the whole pack, you can also find the profiles at http://pastebin.com/buqxbNqj
 
  
 
== Nagidal's Allrounder ==
 
== Nagidal's Allrounder ==
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Before you start thinking of having some military, build a [[well]] and a [[hospital]].
 
Before you start thinking of having some military, build a [[well]] and a [[hospital]].
  
== ELLIOTTCABLE's Tweaking Band ==
 
{{User:ELLIOTTCABLE/Starting_build}}
 
  
 
== Specialized builds ==
 
== Specialized builds ==
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=== All Miners ===
 
=== All Miners ===
{{collapsible-pre|title=Profile|
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{{collapsible|title=Profile|
 
[PROFILE]
 
[PROFILE]
 
[TITLE:MINE 2]
 
[TITLE:MINE 2]
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Remember, you can make adjustments to this before you embark, if you feel inclined to. I added a few animals here, which you can change before embarking.
 
Remember, you can make adjustments to this before you embark, if you feel inclined to. I added a few animals here, which you can change before embarking.
  
====Challenges====
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===Challenges===
While 7 miners are useful for building a fort quickly, it definitely isn't a good idea for every fortress. This profile doesn't include any crafting labors, which are usually helpful as an initial source of income. Brewing is '''highly''' recommended, unless you have a source of fresh water.
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While 7 miners are useful for building a fort quickly, it definitely isn't a good idea for every fortress. This profile doesn't include any crafting labors, which are usually helpful as an initial source of income. Brewing is '''highly''' recommended, unless you have a source of fresh water.  
  
===Minmax build===
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===Hop in the minmax-y taxi===
By eliminating the [[battle axe]]s, [[pick]]s, and other equipment from the starting build, and replacing them with the raw goods to [[make your own weapons]] on the spot, many points are saved. To illustrate, a [[steel]] battle axe is around 300 or 500 points; quite an expense. Iron is more affordable but still up there. But the only advantage a steel battle axe or pick has over a silver or copper one is in combat effectiveness, not wood chopping or mining. Bring a [[copper]] [[ore]] and some fuel, and that 300-point axe gets replaced with 16 points of raw ingredients.
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By eliminating the iron/steel/whatever battle axes, picks, and other final product items which can be removed from the starting build, and replacing them with the raw goods to go into them then making them on the spot, massive point savings can be had. To illustrate, a steel battle axe is like 300 points or 500 points or something huge like that. Iron's more affordable but still up there. But all that steel gets you over silver or copper for a battle axe or pick is combat effectiveness, not wood chopping or mining. Bring along a copper bar and some fuel and you've just replaced that 300-point axe with like 16 points of stuff.
  
Taking this to the logical extreme of removing picks and all the fancy things that are included in the default embark, the build below brings along one copper and one tin ore (enough for 8 bronze tools), some magma-safe rock to build a forge and furnaces (remember - no mining before you have a pick!), and some [[plump helmet]]s for immediate [[brewing]] and [[seed]]s+[[drink]]s.
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Taking this to the logical extreme of removing picks and all the fancy default embark stuff, the below build brings along six copper bars (one axe two picks three extras) for early tools, some magma-safe rock to build your forge and furnaces with (remember - no mining before you have a pick!), some plump helmets for immediate brewing for seeds+drinks far cheaper than the embark screen will give them to you
  
Now, what for all those saved points? One possibility is to bring along a few pieces of [[iron]] ore to equip a basic guard just in case, or some cheaper [[tin]] to at least ensure [[bronze]] production at some point. But perhaps the best use of points is to buy a SHITLOAD OF COAL. [[Bituminous coal]] is only 3 points each at embark, as it is a basic "economic stone" rather than an ore. By bringing along some 90 or so coal, not only will there be enough for early production, squad equipping, and buying out the first two years of caravans with metal goods, but with some care literally hundreds of [[coke]] will be ready by the time the first [[magma forge]] is set up. That means mass steel production without any reliance on lucky sedimentary layers.
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But what to do with all those extra points you ask? Well you could bring along a few pieces of iron ore to equip a basic guard just in case, or some cheaper zinc to at least ensure you can probably make bronze, but I find by far the best use of the points to be a SHITLOAD OF COAL. Bituminous coal and lignite are both only 3pts each @ embark as basic 'economic stones' rather than ores. Bring along some 90 or so coal and not only are you set for early production, squad equipping, and buying out the first two years of caravans with metal goods without ever burning a piece of charcoal beyond your first, but with some care you'll have literally hundreds of coke when you set up your magma forge. Mass steel production without any reliance on lucky sediments in your map, AT ALL! Well worth the trouble to me
  
The dwarves' skills in this build are an afterthought, following the template of Miner/Mayor/Proficient Armorsmith, Miner/Doctor/Proficient Weaponsmith, Carpenter/Cutter, Grower/Cook, Grower/Brewer, Furnace operator/Proficient Metalcrafter, and Mason. One neat trick: there is novice training in [[armorsmith]] on both growers, so that if they avoid doing any job but their planting/cooking, and ever go [[strange mood#Fey|fey]], that's a guaranteed [[legendary]] armorsmith. It happens more than you might think.
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The dwarfs' skills are sort of an afterthought and just follow my old personal preferences of Miner/Mayor/Prof Armorsmith, Miner/Doctor/Prof Weaponsmith, Carpenter/Cutter, Grower/Cook, Grower/Brewer, Furnace op/Prof Metalcrafter, and a Mason. One neat trick on there is novice training in armorsmith on both growers - avoid having them do any other jobs but their planting/cooking, and if they should ever go fey, you've got a guaranteed legendary armorsmith on your hands. It happens more than you might think.
  
{{collapsible-pre|title=Profile|
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{{collapsible|title=Profile|
 
[PROFILE]
 
[PROFILE]
[TITLE:Profile MINMAX]
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[TITLE:Profile 1SDKFLJDSLKFJSDLFJ]
 
[SKILL:1:MINING:1]
 
[SKILL:1:MINING:1]
 
[SKILL:1:FORGE_ARMOR:5]
 
[SKILL:1:FORGE_ARMOR:5]
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[ITEM:5:BOX:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]
 
[ITEM:5:BOX:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]
 
[ITEM:81:BOULDER:NONE:INORGANIC:COAL_BITUMINOUS]
 
[ITEM:81:BOULDER:NONE:INORGANIC:COAL_BITUMINOUS]
[ITEM:1:BOULDER:NONE:INORGANIC:MALACHITE]
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[ITEM:6:BAR:NONE:INORGANIC:COPPER]
[ITEM:1:BOULDER:NONE:INORGANIC:CASSITERITE]
 
 
[ITEM:15:WOOD:NONE:PLANT_MAT:PINE:WOOD]
 
[ITEM:15:WOOD:NONE:PLANT_MAT:PINE:WOOD]
 
[ITEM:9:BOULDER:NONE:INORGANIC:BAUXITE]
 
[ITEM:9:BOULDER:NONE:INORGANIC:BAUXITE]
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}}
 
}}
  
The preceding profile is not completely optimized. The bags can be replaced with thread. The 16 turtles are brought along so there's something to eat between brewing all the helmets and reaping the first harvest, but 7 turtles would probably do just fine.
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When you embark, immediately use some bauxite to build a wood burner, smelter, and forge. Burn a piece of wood to charcoal, then use the charcoal to process a few units of coal. Smith your axe and two picks, build a brewery and brew all your plump helmets. Plant seeds and proceed as normal embark, plus some 80-100 coal in the wagon :)
 
 
Upon embarking, immediately use some bauxite to build a [[wood furnace]], [[smelter]], and [[forge]]. Burn a piece of wood to charcoal, then use the charcoal to process a few units of coal. Smith an axe and two picks, build a brewery and brew all the plump helmets. Plant seeds, and then one can proceed as with the normal embark, with some 80-100 coal in the wagon.
 
 
 
Warning: there is a good chance that your starting civilization has neither coal nor lignite. In that case, restart the embark and try another civilization; an entire world of coalless dwarves is rare. Also, the added burrowing/starting time may prove fatal on inhospitable maps.
 
 
 
===Dwarves for good start===
 
The seven dwarves are able to do all important work and you can set up two squads. When new dwarves arrive, remove hauling task (wood!) from your starting dwarves (and all new important (crafting) dwarves, so they do not run into ambushes, useless dwarves can get fishing, to scout the outside.
 
 
 
At the beginning, you can give the starting dwarves all important labors like butcher, cook, brewing, plant processing, ... until you got a better dwarf for those jobs.
 
 
 
Building a pen near your entrance with walls and a door (only passable for dwarves) for your sheep (stone blocks help a lot), and a pen in your entrance for your dogs to take care of thieves. Make the entrance passable for caravans (3 tiles).
 
 
 
Dwarves:
 
# Grower 5 / Leather Crafting 5 / Wood Cutting 0 (till miners are ready for inside growing)
 
# Weapons Smith 5 / Armor Smith 5 (this dwarf is very important)
 
# Mechanics 5 / Buildings Design 5 (for traps, with 5-10 spears, stones, ...)
 
# Diagnose 5 / Surgery Setting Bones, Suturing, Dressing Wounds  all 1 (your medical dwarf, has one free skill point)
 
# Mason 5 / Carpenter 5
 
# Mining 1 / Armor Use 5 / Dodging 4 (give him an axe and a squad and a leather armor, trouser and shield)
 
# Mining 1 / Armor Use 5 / Dodging 4 (give him a spear and a squad and a leather armor, trouser and shield)
 
 
 
Items:
 
* copper axe,
 
* copper picks 2,
 
* seeds (all 6+)
 
* drinks (all 21+)
 
* meat and fish (cheap one with 1 stacks for free barrels)
 
* iron anvil
 
* leather (cheap, 20-40)
 
  
Animals:
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Note: This is actually still a bit suboptimal because I never saved the last version. You can replace the bags with some thread and save the points for ~more coal booya~ Also the 16 turtles are brought along so there's something to eat after brewing all the helmets but while waiting on the first crop. 7 would probably do just fine.
* 3 dogs (2 female, 1 male)
 
* 3-6 sheep (2-5 female, 1 male)
 
  
{{Category|Guides}}
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Warning: good chances of your starting civ having neither coal, nor lignite, and you have to restart the embark and try another civ. An entire world of coal-less dwarfs is pretty rare though, in my experience. Added burrowing/starting time may prove fatal on inhospitable maps
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[[Category:DF2012:Guides]]

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