v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Editing User:ELLIOTTCABLE/Starting build
Jump to navigation
Jump to search
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | This is [http://ell.io/tt my] tweaked alternative to [[v0.31:Sample_Starting_Builds#Tatter.27s_Ragtime_Band|Tatter's build]]. | + | This is [http://ell.io/tt my] tweaked alternative to [[v0.31:Sample_Starting_Builds#Tatter.27s_Ragtime_Band|Tatter's build]]. As with his, I try to optimized such that each starting dwarf has A) only one '''moodable skill''', and B) basically only one '''‘time-intensive’ labor'''. |
{| class="wikitable" | {| class="wikitable" | ||
− | ! colspan=4 | + | ! colspan=4 | ELLIOTTCABLE's Twerking Band |
|- | |- | ||
+ | ! | ||
! Primary skill(s) | ! Primary skill(s) | ||
! Secondary skill(s) | ! Secondary skill(s) | ||
! Tertiary skill(s) | ! Tertiary skill(s) | ||
− | |||
|- | |- | ||
− | | | + | ! Commander / Broker |
− | + | | '''[[Miner|<span style="color:teal">Miner</span>]]'''<sup>'''†'''</sup>: '''<tt>0</tt>''' | |
− | + | | [[Negotiator|<span style="color:black">Negotiator</span>]]: '''<tt>3</tt>'''<br>[[Judge of Intent|<span style="color:black">Judge of Intent</span>]]: '''<tt>2</tt>''' | |
− | : | + | | [[Armor User|<span style="color:black">Armor User</span>]]: '''<tt>5</tt>''' |
− | : | ||
|- | |- | ||
− | + | ! Carpenter / Brewer | |
− | + | | '''[[Carpenter|<span style="color:teal">Carpenter</span>]]''': '''<tt>5</tt>''' | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | | | ||
| [[Brewer|<span style="color:black">Brewer</span>]]: '''<tt>5</tt>''' | | [[Brewer|<span style="color:black">Brewer</span>]]: '''<tt>5</tt>''' | ||
| | | | ||
− | |||
|- | |- | ||
− | ! | + | ! Farmer / Jeweler |
− | + | | '''[[Grower|<span style="color:black">Grower</span>]]''': '''<tt>5</tt>''' | |
− | + | | [[Gem Setter|<span style="color:teal">Gem Setter</span>]]: '''<tt>5</tt>''' | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | | | ||
− | | [[Gem | ||
| | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
+ | ! Doctor | ||
| [[Diagnostician|<span style="color:black">Diagnostician</span>]]: '''<tt>5</tt>''' | | [[Diagnostician|<span style="color:black">Diagnostician</span>]]: '''<tt>5</tt>''' | ||
− | | [[Bone | + | | [[Bone Doctor|<span style="color:black">Bone Doctor</span>]]: '''<tt>1</tt>'''<br>[[Surgeon|<span style="color:black">Surgeon</span>]]: '''<tt>1</tt>'''<br>[[Suturer|<span style="color:black">Suturer</span>]]: '''<tt>1</tt>'''<br>[[Wound Dresser|<span style="color:black">Wound Dresser</span>]]: '''<tt>1</tt>''' |
− | | [[Record | + | | [[Record Keeper|<span style="color:black">Record Keeper</span>]]: '''<tt>1</tt>''' |
− | |||
|- | |- | ||
− | ! | + | ! Armorsmith / Cook |
− | + | | '''[[Armorsmith|<span style="color:teal">Armorsmith</span>]]''': '''<tt>5</tt>''' | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | | | ||
| [[Cook|<span style="color:black">Cook</span>]]: '''<tt>5</tt>''' | | [[Cook|<span style="color:black">Cook</span>]]: '''<tt>5</tt>''' | ||
| | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | | + | ! Mason / Architect |
− | | [[Building | + | | '''[[Mason|<span style="color:teal">Mason</span>]]''': '''<tt>5</tt>''' |
+ | | [[Building Designer|<span style="color:black">Building Designer</span>]]: '''<tt>5</tt>''' | ||
| | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | | + | ! Weaponsmith / Mechanic |
+ | | '''[[Weaponsmith|<span style="color:teal">Weaponsmith</span>]]''': '''<tt>5</tt>''' | ||
| [[Mechanic|<span style="color:teal">Mechanic</span>]]: '''<tt>5</tt>''' | | [[Mechanic|<span style="color:teal">Mechanic</span>]]: '''<tt>5</tt>''' | ||
| | | | ||
− | |||
|} | |} | ||
− | + | <small>'''†''' (Mining is so easy to train that it's not worth spending at-embark levels on; nonetheless, it is both an intensive task, and the primary (intensive) labor of the militia commander.)</small> | |
− | |||
− | |||
− | === Post-embark | + | === Post-embark preperation: === |
As soon as your dwarves reach the site, you can '''follow these steps''' to optimally configure your (currently) few dwarven resources. | As soon as your dwarves reach the site, you can '''follow these steps''' to optimally configure your (currently) few dwarven resources. | ||
− | # Turn on the '''mining''' labor for your | + | # Turn on the '''mining''' labor for your commander ({{k|u}}, select dwarf, {{k|c}}, {{k|p}}-{{k|l}}, select labor, {{k|return}}). |
# Choose at least one (temporary) secondary miner; probably either the Doctor or Carpenter. Enable '''Mining''' for them as well. | # Choose at least one (temporary) secondary miner; probably either the Doctor or Carpenter. Enable '''Mining''' for them as well. | ||
# Immediately disable the various '''Hauling''' labors for your most important dwarves, that have better things to be doing (definitely the Architect, and probably the Farmer). | # Immediately disable the various '''Hauling''' labors for your most important dwarves, that have better things to be doing (definitely the Architect, and probably the Farmer). | ||
− | # Set the | + | # Set the commander as your '''militia commander''' and '''broker''' in the {{k|n}}obles screen. (He'll probably already be your '''expedition leader''', but you can't control that.) Set the Doctor as your '''chief medical dwarf'''. |
− | |||
# The exact order of initial tasks you undertake can vary on circumstances; but you have the skills in this set to do all of the following important tasks: | # The exact order of initial tasks you undertake can vary on circumstances; but you have the skills in this set to do all of the following important tasks: | ||
− | #* Plant some [[Farming#Subterranean | + | #* Plant some [[Farming#Subterranean Farming|underground farms]] with the seeds you brought (right?). |
#* Start cooking [[Cook#Prepared Meals|lavish meals]] from any food you brought. | #* Start cooking [[Cook#Prepared Meals|lavish meals]] from any food you brought. | ||
− | #* Get a [[Carpenter's | + | #* Get a [[Carpenter's Workshop]] or [[Mason's Workshop]] built, whichever material is more abundant for you; start churning out high-quality furniture for the basics of your fortress (chairs, tables, beds.) |
− | #* If you chose to [[make your own weapons|DIY]] [[starting build#Finished product or do | + | #* If you chose to [[make your own weapons|DIY]] [[starting build#Finished product or do it yourself|your embarkation]] (i.e. didn't bring any pre-built weapons or picks or axes with you), get your [[Wood furnace]], [[Smelter]], and [[Metalsmith's Forge]] built to start pumping out those items. You may temporarily enable the '''Wood burning''' and '''furnace operating''' labors on one of your dwarves (Doctor, or one of the Armorsmith / Weaponsmith, are good choices for this). |
− | #* Get your [[Mechanic's | + | #* Get your [[Mechanic's Workshop]] up, and start churning out the dozens of [[Mechanism]]s you'll need to construct all the trap-related items one needs for a functioning, safe fortress. |
# As soon as you can (i.e. after you receive otherwise-useless immigrants), disable all of the hauling labors for most of the rest of these dwarves, as they should be forming the backbone of your economy. | # As soon as you can (i.e. after you receive otherwise-useless immigrants), disable all of the hauling labors for most of the rest of these dwarves, as they should be forming the backbone of your economy. | ||
− | |||
=== Notes: === | === Notes: === | ||
− | + | * This makes no provision for immediate defense, other, perhaps, than the militia commander. If you're embarking to a dangerous location, this may not be the best build. :P | |
− | + | * As with Tatter's build, the caveat about Armor User applies: we're simply spending our extra points on our commander, trying to make them a better combatant. If you prefer to give them a specific weapon skill, go ahead. (The advantage of Armor User is being able to later promote them to Sheriff, without them being über-deadly to your criminals.) Similarly, it's debatable whether Armor User (which basically makes them faster in that full suit of steel armor that you're embarking with (right?)) or Shield User (which makes their blocks more successful) is a better choice. | |
− | |||
− | * This makes no provision for immediate defense, other, perhaps, than the | ||
− | * As with Tatter's build, the caveat about Armor User applies: we're simply spending our extra points on our | ||
* Leatherworking, Bowyer, or Clothier may be almost as desirable as Armorsmith or Weaponsmith, in some circumstances. If it applies to you (map with few metals, but may trees, for instance), you may consider those as replacements. | * Leatherworking, Bowyer, or Clothier may be almost as desirable as Armorsmith or Weaponsmith, in some circumstances. If it applies to you (map with few metals, but may trees, for instance), you may consider those as replacements. | ||
− | * Similarly, Engraver is an extremely valuable skill for [[Dining room# | + | * Similarly, Engraver is an extremely valuable skill for [[Dining room#Happiness considerations|engendering happiness in your dwarfs]]; I decided on Mason over it, simply because it's less wasteful to train Engraver up (have them follow your miners around, engraving all your exploratory-mining tunnels, before he goes and engraves your living quarters) after embark. However, it's still worth considering switching them out. |
− | * | + | * I chose Gem ''Setting'' over the Gem ''Cutting'' from Tatter's build, because the skill-level in Cutting has no effect on value; whereas high skill-levels in ''Setting'' add value to the final product. |
+ | * Your record-keeping doctor will desire an office. Why not tack one on your hospital? :P | ||
+ | * The Mechanic has two moodable labors. I couldn't figure out a way around this. | ||
<blockquote><tt>~~</tt> Thanks for reading! If you liked my build, or have suggestions, [http://twitter.com/ELLIOTTCABLE let me know!] <tt><3</tt></blockquote> | <blockquote><tt>~~</tt> Thanks for reading! If you liked my build, or have suggestions, [http://twitter.com/ELLIOTTCABLE let me know!] <tt><3</tt></blockquote> |