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Editing v0.31:Sample Starting Builds
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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 | + | ===The Warriors === |
The Dwarves: | The Dwarves: | ||
− | *1 | + | *1 Miner (No secondary skill, he does all mining, all the time) |
− | *1 | + | *1 Carpenter/Mechanic |
− | *1 | + | *1 Mason/Brewer |
− | * | + | *1 Herbalist/Farmer |
− | * | + | *1 Axeman/Armor User |
− | + | *1 Spearman/Dodger | |
+ | *1 Swordman/Shield User | ||
The Supplies: | The Supplies: | ||
− | *1 | + | *1 copper pick. |
− | * | + | *6 Iron Ore, 6 Flux Stone (For making steel weapons and helmets) |
− | + | *5 Magma safe stone (for first workshops) | |
− | *5 | ||
*15 Logs | *15 Logs | ||
− | *15 Leather | + | *15 Leather |
− | * | + | *5 Lye (For soapmaking) |
− | * | + | *Remaining points go to bronze-making supplies and/or steel making supplies and coal (or more logs). |
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Notes: | Notes: | ||
− | * The | + | * 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. |
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===The Mining Guild=== | ===The Mining Guild=== |