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Editing User:Mixtrak/Strategy/part 1

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This first section of the strategy guide covers world generation, site and civilisation choice, provisioning and skill allotment.
 
This first section of the strategy guide covers world generation, site and civilisation choice, provisioning and skill allotment.
  
==Worldgen, site and civ Choice==
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==Worldgen, Site and Civ Choice==
  
 
This step is rather straightforward, and well-covered in the wiki. First, read the article on basic [[World Generation]]. Then, create your world, using the following settings:
 
This step is rather straightforward, and well-covered in the wiki. First, read the article on basic [[World Generation]]. Then, create your world, using the following settings:
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Now that your world is done baking you could, if you desired, dive right in with [[Dwarf fortress mode]]. However, I prefer to learn a bit more about the various dwarven civilisations before I choose one to play. If you'd like to do the same, you want some third-party tools (otherwise skip a section).
 
Now that your world is done baking you could, if you desired, dive right in with [[Dwarf fortress mode]]. However, I prefer to learn a bit more about the various dwarven civilisations before I choose one to play. If you'd like to do the same, you want some third-party tools (otherwise skip a section).
  
==Examining the world==
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==Examining the World==
  
 
Install [[Utility:DFHack|DFhack]], and then [http://www.bay12forums.com/smf/index.php?topic=154617.0 Legends Viewer]. Follow the instructions to get Legends Viewer working - it's fairly straightforward and easy to use.
 
Install [[Utility:DFHack|DFhack]], and then [http://www.bay12forums.com/smf/index.php?topic=154617.0 Legends Viewer]. Follow the instructions to get Legends Viewer working - it's fairly straightforward and easy to use.
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Now for some useful items which are somewhat difficult to obtain in early-game:
 
Now for some useful items which are somewhat difficult to obtain in early-game:
 
* Take three gypsum plaster, three yarn thread and three yarn cloth in case we get unlucky and need emergency supplies for a field hospital.
 
* Take three gypsum plaster, three yarn thread and three yarn cloth in case we get unlucky and need emergency supplies for a field hospital.
* Bring two yarn ropes: one for building a well, and one for making a traction bench (again, for the hospital).
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* Bring four yarn ropes: two for tying up guard dogs, one for building a well, and one for making a traction bench (again, for the hospital).
 
* Bring ten yarn bags for storing seeds; our textile industry will take a while to get off the ground.
 
* Bring ten yarn bags for storing seeds; our textile industry will take a while to get off the ground.
  
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* Bring a single male cat. Cats kill vermin and so protect your food stocks. Their population can be [[Catsplosion|difficult to control]], however, so using a tom cat allows [[Gelder|gelding]].
 
* Bring a single male cat. Cats kill vermin and so protect your food stocks. Their population can be [[Catsplosion|difficult to control]], however, so using a tom cat allows [[Gelder|gelding]].
  
You should have about ☼430 remaining, though the costs vary depending on your civilisation.
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You should have about ☼443 remaining.
  
 
===Skills===
 
===Skills===
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* Another dwarf should get 5 points in masonry and architecture. Architecture is used in designing certain buildings - principally, for the early game, trade depots, bridges, and wells - and well-designed buildings make dwarves happy. In any case, the skill is required to build these things, and it's rather difficult to train: why not start off Proficient? But this dwarf's main job will be masonry. Stone blocks are going to be necessary in great abundance for all manner of building projects, as well as sundry stone tables, grates, hatches, chairs, doors, and so on.
 
* Another dwarf should get 5 points in masonry and architecture. Architecture is used in designing certain buildings - principally, for the early game, trade depots, bridges, and wells - and well-designed buildings make dwarves happy. In any case, the skill is required to build these things, and it's rather difficult to train: why not start off Proficient? But this dwarf's main job will be masonry. Stone blocks are going to be necessary in great abundance for all manner of building projects, as well as sundry stone tables, grates, hatches, chairs, doors, and so on.
 
* Another dwarf should get 5 points in each of wood cutting and carpentry. In the early game, your carpentry needs are, apart from some odds and ends, mostly confined to storage bins and cage traps, so in fact your carpenter needn't be particularly busy at first. In which case, they can spend their time happily wielding the Axe of Elvish Irritation and getting as much timber on the ground as possible before those blasted tree-huggers can upbraid you for the senseless slaughter of nature's precious children, or whatever.
 
* Another dwarf should get 5 points in each of wood cutting and carpentry. In the early game, your carpentry needs are, apart from some odds and ends, mostly confined to storage bins and cage traps, so in fact your carpenter needn't be particularly busy at first. In which case, they can spend their time happily wielding the Axe of Elvish Irritation and getting as much timber on the ground as possible before those blasted tree-huggers can upbraid you for the senseless slaughter of nature's precious children, or whatever.
* Nearly there. Another dwarf should get 5 points in each of herbalist and woodcrafter: they will gather plants and make wooden pots. When we arrive, they will also be the brewer - since this is a no-[[Item quality|quality]] job, they can develop that skill after you arrive. Although your dwarves absolutely [[Thirst|MUST NOT]] run out of booze, it should be easy for one dwarf to keep up with demand while still being responsible for gathering the plants and making the vessels.
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* Nearly there. Another dwarf should get 5 points in each of herbalist and brewer. Although your dwarves absolutely [[Thirst|MUST NOT]] run out of booze, for various reasons you won't want your brewer working 24/7 at first, so your brewer should have a fair bit of time to frolic in the meadows collecting posies of amaranths and baskets of apples to supplement your stocks while your fortress's farms are coming online.
 
* Finally, a dwarf should get 5 points of planter and 5 of cook. Now, it'll be a little while before you get farms and a kitchen up and running, but it doesn't hurt to have a general oddbody hauling stuff hither and thither early in the game. Your herbalist and egg-layers should soon supply the ingredients for your kitchen in any case, and once the farms come on-line this skill mix represents a good balance of labour time. Cooked meals have many benefits - they're worth a packet in trade if you can spare them, are easier to store, make more things edible, and can add to dwarven happiness.
 
* Finally, a dwarf should get 5 points of planter and 5 of cook. Now, it'll be a little while before you get farms and a kitchen up and running, but it doesn't hurt to have a general oddbody hauling stuff hither and thither early in the game. Your herbalist and egg-layers should soon supply the ingredients for your kitchen in any case, and once the farms come on-line this skill mix represents a good balance of labour time. Cooked meals have many benefits - they're worth a packet in trade if you can spare them, are easier to store, make more things edible, and can add to dwarven happiness.
  
Once you've assigned all these skills, you should have a few DBs left over (about 27). Go ahead, buy yourself something nice. Don't spend it all in one place - but I will point out that despite my earlier nonchalance about victuals, no fortress ever failed by having ''too much'' food (including seeds) and booze…
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Once you've assigned all these skills, you should have a few DBs left over. Go ahead, buy yourself something nice. Don't spend it all in one place - but I will point out that despite my earlier nonchalance about victuals, no fortress ever failed by having ''too much'' food (including seeds) and booze…
  
 
===Other considerations===
 
===Other considerations===
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As for which dwarves are suited for which labour, that's complicated. Check the dwarves' [[Thoughts and Preferences]] pages. If they like a material or product associated with a particular skill (e.g. oak wood, mugs, quarry bush leaves) then it's a good bet to match those up. Other [[Personality trait|characteristics]] can also be [[Attributes|important]] - you ideally want miners who are slow to tire, for example. The wiki pages for individual skills list the attributes they require and train, if you're interested. On the whole, however, it's not likely to make an enormous difference. By all means bury yourself in the wiki but if you haven't the patience then nobody will blame you. I do cover the subject of dwarf management in more detail later.
 
As for which dwarves are suited for which labour, that's complicated. Check the dwarves' [[Thoughts and Preferences]] pages. If they like a material or product associated with a particular skill (e.g. oak wood, mugs, quarry bush leaves) then it's a good bet to match those up. Other [[Personality trait|characteristics]] can also be [[Attributes|important]] - you ideally want miners who are slow to tire, for example. The wiki pages for individual skills list the attributes they require and train, if you're interested. On the whole, however, it's not likely to make an enormous difference. By all means bury yourself in the wiki but if you haven't the patience then nobody will blame you. I do cover the subject of dwarf management in more detail later.
  
So, embark! If you need to, you can pause and save the game when you arrive, then pick it up later.
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So, embark! If you need to, you can save the game when you arrive and pick it up later.

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