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Difference between revisions of "40d:Starting builds"

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Starting builds vary heavily depending on the area where you start building your fortress, as well as its surroundings.  Notice that many of the quantities suggested end in a "1" or a "6"; this is to maximize the number of [[barrels]] you start with, since most foodstuffs fit five to a barrel.  More barrels will let you build a larger stockpile for your first winter and conserves the [[wood]] you harvest in the early game for beds and other necessities.
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#REDIRECT [[40d:Starting build]]
 
 
 
 
== Desert ==
 
=== Overview ===
 
Desert areas usually have an [[aquifer]] running under them, and waiting for the water to freeze to be mined out and damed up does not work in this climate. Additionally, finding stones/minerals will prove hard.
 
 
 
The first  1-2 layers will consist of sand/clay alone, and digging these does not produce any stones for your masons to detail nor make stone furniture.
 
 
 
The ground level layer usually has some trees though, so wood will be your primary resource for fortress building.
 
 
 
The initial starting build for desert areas:
 
 
 
=== Dwarves & skills ===
 
 
 
* A leader dwarf with points in [[negotiator]], [[comedian]] and [[liar]] skills
 
* 1 proficient [[miner]]
 
* 2 competent [[Woodcutter]]/[[carpenter]]s
 
* 1 competent [[wood crafter]] with novice [[mechanic]]s and [[masonry]] and [[architecture]]
 
* 2 dwarves capable of working with plants:
 
** Competent [[herbalist]]s if there are outside plants (option 1)
 
** Competent [[grower]]s (option 2)
 
 
 
=== Items ===
 
 
 
* 2 copper [[pick]]s
 
* 2 steel [[battle axe]]s
 
* 1 [[Anvil]]
 
* 30 [[dwarven ale]]
 
* 50 [[plump helmet]] spawn
 
* 5 [[cave wheat]] seeds
 
* 5 [[sweet pod]] seeds
 
* 5 [[dimple cup]] spawn
 
* 8 [[rock nut]]s
 
* 40 [[turtle]]s (Turtles leave a [[shell]] and [[bones]] after they are eaten, giving your craftsdwarf valuable crafting resources to trade in when the first [[caravan]] arrives)
 
* 20 wooden logs
 
 
 
 
 
== Grassland ==
 
=== Overview ===
 
Grassland areas can either contain an [[aquifer]] or not, though here the ice method will normally work, if the former is true, you will have to dig through sand or clay before reaching rock, however if there is no aquifer present, starting stone craft production and masonry etc will be much simpler.
 
The initial starting build for grassland areas:
 
 
 
=== Dwarves & skills ===
 
 
 
* One of your dwarves for leader with points in [[negotiator]], [[comedian]] and [[liar]] skills.
 
* 2 Proficient [[miner]]s.
 
* 1 [[woodcutter]] / competent [[carpenter]].
 
* 1 [[stone crafter]] with novice skill in [[mechanic]]s.
 
* 1 competent [[mason]] with novice skill in [[architecture]].
 
* 1 competent [[grower]].
 
* 1 competent [[fisherdwarf]] with novice skill in [[fish cleaner]].
 
 
 
=== Items ===
 
 
 
* 2 copper [[pick]]s.
 
* 1 steel [[battle axe.]]
 
* 1 [[anvil]].
 
* 2 [[dog]]s.
 
* 20 logs, or if there are already a lot of trees on your map, or an extra 30 dwarven beer/ale.
 
* 40 [[plump helmet spawn]].
 
* 36 [[plump helmet]].
 
* 5 [[pig tail seed]]s.
 
* 40 [[dwarven wine]]
 
* 20 [[dwarven rum]]
 
* 11 [[dwarven beer]]
 
* 11 [[dwarven ale]]
 
* 6 of every 2-point meat.
 
 
 
 
 
== Mountains ==
 
=== Overview ===
 
 
 
Mountains present one of the tougher areas to settle your fort. There are usually very little or no trees or plants, meaning most, if not all of your wood will have to be imported from [[caravan]]s, or brought with you (Tower-Cap logs).
 
 
 
=== Dwarves & skills ===
 
* A leader with points in [[negotiator]], [[comedian]] and [[liar]] skills
 
* 2 proficient [[miners]]
 
* 1 competent [[Woodcutter]]/[[carpenter]]
 
* 1 competent [[stone crafter]] with  [[mechanic]]s
 
* 1 competent  Mason/engraver with novice build designing
 
** 2 Competent [[herbalist]]s if there are outside plants (option 1)
 
** 2 Competent [[grower]]s (option 2)
 
 
 
=== Items ===
 
* 2 copper [[pick]]s
 
* 1 steel [[battle axe]]
 
* 1 [[Anvil]]
 
* 30 [[dwarven ale]]
 
* 20 [[dwarven wine]]
 
* 40 [[plump helmet spawn]]
 
* 10 [[pig tail]] seeds
 
* 10 [[cave wheat]] seeds
 
* 5 [[sweet pod]] seeds
 
* 5 [[dimple cup spawn]]
 
* 50 [[turtle]]s (Turtles leave a [[shell]] and [[bones]] after they are eaten, giving your craftsdwarf valuable crafting resources to trade in when the first [[caravan]] arrives. You could also take less turtles and try to take one of each of the other cost 2 food items for a free barrel.)
 
* 10 [[rock nut]]s
 
* 10 [[bag]]s (Why?)
 
* 45 logs
 

Latest revision as of 21:52, 25 March 2010

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