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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. | ||
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== 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]]. | ||
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== Specialized builds == | == Specialized builds == | ||
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=== All Miners === | === All Miners === | ||
− | {{collapsible | + | {{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=== | |
− | 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. | + | 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. |
− | === | + | ===Hop in the minmax-y taxi=== |
− | By eliminating the | + | 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 | + | 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 |
− | + | 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 | + | 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 | + | {{collapsible|title=Profile| |
[PROFILE] | [PROFILE] | ||
− | [TITLE:Profile | + | [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: | + | [ITEM:6:BAR:NONE:INORGANIC:COPPER] |
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[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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}} | }} | ||
− | + | 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 :) | |
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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. | |
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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 | |
+ | [[Category:DF2012:Guides]] |