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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?) (To be able to process the Quarry Bush Leaves to bag.  Rock Nuts grow Quarry Bushes.)
 
* 45 logs
 
 
 
 
 
== Metalbashing/Glassworking ==
 
=== Overview ===
 
 
 
Heavy metalbashing and glassworking requires a site with 1) abundant fuel and 2) raw materials.  Magma is ideal but large coal seams or a forest will also suffice.  A site with either limestone or chalk means nearly unlimited steel.  Any site with "sand" (not "loamy sand" or the like) will permit glassworking.  Failing these, any place with lots of rock, trees, and preferably sand will work fine.  Your biggest choice when setting up is whether to optimize for a fast start or long-term success.
 
 
 
=== Dwarves & skills ===
 
Unless you're trying a low-skills challenge, each dwarf should get the maximum possible number (currently 10) of skill boosts; remove a battle axe to free up needed points.  Individual preferences can be mighty handy; if you have a dwarf who likes steel, clear glass, crossbows, siege engine parts, or something else equally interesting, he's an ideal candidate for matching skills.
 
 
 
* A carpenter/leader:  Points into Carpenter, Wood Cutter, and a bunch of nobles' skills, including at least novice Negotiator and Appraiser.  This dwarf should have good inter-personal thoughts/preferences.
 
* A Mason/Mechanic:  Points into Mason, Building Designer, and Mechanic.  Adding more points to Mason gets construction materials and furniture faster.  More points to Mechanic allows faster trap-setting.  Adding Appraiser and/or Negotiator skills gives you a back-up leader or broker.  A boost to Wrestling gets you better on-call defense.
 
* A Farmer/Herbalist (assumes the site has at least some plants):  This dwarf will gather the plant material you need to brew drinks.  Points into Grower and Herbalist.  Leftover skill raises should be invested in a valuable, hard to raise trade skill such as Metalsmith, Metal Crafter, or perhaps Glassworking.
 
* A Farmer/Brewer/Cook:  This dwarf is responsible for keeping your community fed and liquored up.  Points into Grower, Brewer, and (optionally) Cook.  Leftover skill raises should be invested as for the Farmer/Herbalist.
 
* A Metalbasher:  Points into whatever hard-to-raise skills you most want.  Armorsmith, Weaponsmith, Bowyer, Glassworker, and even Siege Engineer can all be good choices depending on your setup.  Remember to spend a few points on Furnace Operator and perhaps also Wood Burning.
 
* 2 Miners/Soldiers:  Points into both mining and military skills.  The miners first get legendary and then become extremely powerful fighters.  Remember that it's much easier to increase Mining skill than most of the military skills (especially Armor User), but also that you'll want capable miners immediately.
 
 
 
With this setup, you have several ways to make the trade goods you'll need to buy what you lack.  Metal goblets, stone mugs, handwear, footwear, mechanisms, bone or wood crossbows, prepared meals, or bone and shell crafts are all solid choices.
 
 
 
=== Equipment (all starts) ===
 
You want picks, food, and a way to get drink.  Everything else is optional.
 
 
 
* 2 copper [[pick]]s
 
* 6 or 11 of each of [[Dwarven wine]], [[dwarven ale]], [[dwarven beer]], and [[dwarven rum]].  With abundant brewable plants and lots of wood you don't actually need any starting booze, but it's nice to have a backup.
 
* at least 11 [[plump helmet]]s.  Bring a lot more if you anticipate problems with gathering brewable plants.
 
* at least 6 [[turtle]]s.  Not only are they good eating, they ensure you have the [[shells]] and [[bones]] needed to satisfy [[strange moods]].
 
* 1 of every kind of meat that costs 2 or 4, as each type of meat will be packed in its own free barrel and cooking the meat will release that barrel for use.  If you don't like this feature, bring more turtles or plump helmets instead.
 
* Unless the map is glacial, or you intend only outdoor agriculture, bring plenty of seeds as well.  A minimum of 15 plump helmet seeds are essential for a quick start to underground agriculture; rock nuts, sweet pod seeds, pig tail seeds, and cave wheat seeds will diversify your meals and drinks and let you set up for clothes-making.  Seeds are packed in bags.
 
* optionally, some cheap (5 point) leather to make quivers and bags and such
 
* optionally, some cheap leather bags (if you're too impatient to make them yourself)
 
 
 
==== Equipment (fast start) ====
 
* 1 [[Anvil]]
 
* no [[battle axe]] ... as long as you're confident the site has either iron or copper.
 
* only a few logs (just enough to get started with), unless the map has no trees
 
 
 
==== Equipment (moderate start) ====
 
* no [[Anvil]]
 
* 1 [[battle axe]] (at present, steel is the only option)
 
* few or no logs, unless the map has no trees
 
* with the points you save by not bringing an anvil, buy logs and metal cages.  Each cage can be melted into one metal bar, which is an easy way to ensure stocks of metals you expect your site to lack.  That missing anvil will slow you down until you get one in trade (which normally takes about 6 or 7 seasons) and might even cost you a failed [[strange mood]], but it means 50 extra metal bars or enough logs to make beds and barrels for all.
 
 
 
==== Equipment (slow start) ====
 
* no [[Anvil]]
 
* no [[battle axe]]s
 
* lots of logs - at least 25 on a heavily forested map.  You can survive without them, but it's a lot cheaper to buy logs to make barrels than to bring more drink.
 

Latest revision as of 21:52, 25 March 2010

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