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Difference between revisions of "40d:Starting builds"

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* 30 [[dwarven ale]]
 
* 30 [[dwarven ale]]
 
* 20 [[dwarven wine]]
 
* 20 [[dwarven wine]]
* 40 [[plump helmet]] spawn
+
* 40 [[plump helmet spawn]]
 
* 10 [[pig tail]] seeds
 
* 10 [[pig tail]] seeds
 
* 10 [[cave wheat]] seeds
 
* 10 [[cave wheat]] seeds
 
* 5 [[sweet pod]] seeds
 
* 5 [[sweet pod]] seeds
* 5 [[dimple cup]] spawn
+
* 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)
 
* 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)
 
* 10 [[rock nut]]s
 
* 10 [[rock nut]]s
* 10 [[bag]]s
+
* 10 [[bag]]s (Why?)
 
* 45 logs
 
* 45 logs

Revision as of 22:08, 31 October 2007

Starting builds vary heavily depending on the area where you start building your fortress, as well as it's surroundings.


Desert

About and Challenges

Desert areas usually have an aquifer running under them, so 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

Items


Grassland

About and Challenges

Grassland areas can either contain an aquifer or not, 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

Items


Mountains

About and Challenges

Dwarves & skills

A leader with points in negotiator, comedian and liar skills

Items