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User:Apparentbliss

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Revision as of 18:13, 5 October 2010 by Apparentbliss (talk | contribs) (change setup for 0.31)
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Preferred Starting Build (0.31)

Dwarves
Role Skills Notes / Comments
Leader/Carpenter Carpentry 5, Appraiser 2, Negotiator 1, Judge of Intent 1 Stone is great, and all, but you can't make barrels and bins out of it
Brewer/Farmer Brewing 5, Growing 5 booze
Cook/Farmer Cooking 5, Growing 5 I have grown fond of using the food industry for trade wealth
Mason/Miner Masonry 5, Mining 5 can split digging duties with the mechanic; this dwarf will likely mine a little less than the mechanic
Mechanic/Miner Mechanics 5, Mining 5 Mechanics for early traps and a little caravan wealth; will predominantly mine
Outdoorsdwarf Axedwarf 2, Ambusher 3, Marksdwarf 2, Woodcutting 2, Herbalism 1 not sure how effective hunting is any more; perhaps a great focus on woodcutting?
??? ??? 5, ??? 5 a wild card: perhaps a Fisher/Fishcleaner? Maybe a plant processor? A spare miner?
updated for 0.31 -- no "moodable" hacks



Preferred Starting Build (40d)

Dwarves
Role Skills Notes / Comments
Weaponsmith/Miner Weaponsmith 5, Mining 5 early DIY axe / pick use the WSmth, and a good headstart for later
Miner/Siege Siege Engineer 5, Mining 4, Armorsmith 1 SEng is expensive enough to train that it's nice to start with 5 somewhere
Cook Cooking 5, Growing 4, Metal Crafter 1 I have grown fond of using the food industry for trade wealth
Brewer Brewing 5, Growing 4, Metalsmith 1 semi-useless moodable skill allows the beer to flow even after a strange mood
Outdoorsdwarf Axedwarf 2, Ambusher 3, Marksdwarf 2, Woodcutting 2, Herbalism 1 early meat industry is handy; not a great idea in terrifying biomes, however
Mason Masonry 5, Carpentry 5 faster furniture&barrels; try to keep Masonry > Carpentry in case of mood
Grand Architect Building Design 5, Appraiser 2, Negotiator 1, Judge of Intent 1, Armorsmith 1
allows for early weapon/pick bootstrapping; all dwarves contain moodable skills