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Difference between revisions of "40d:Starting builds"

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(New page: Starting builds vary heavily depending on the area where you start building your fortress == Desert == Desert areas usually have an aquifer running under them, so finding stones/minera...)
 
(→‎Desert: wikify)
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== Desert ==
 
== Desert ==
 
  
 
Desert areas usually have an aquifer running under them, so finding stones/minerals will prove hard.
 
Desert areas usually have an aquifer running under them, so finding stones/minerals will prove hard.
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The initial starting build for desert areas:
 
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/carpenters
 +
* 1 competent wood crafter with novice mechanics and masonry and architecture
 +
* 2 Competent herbalists if there are outside plants (option 1)
 +
* 2 competent growers (option 2)
  
 +
=== Items ===
  
Dwarves & skills
+
* 2 copper [[pick]]s
 
+
* 2 steel [[battle axe]]s
A leader dwarf with points in negociator, comedian and liar skills
+
* 1 [[Anvil]]
 
+
* 30 [[dwarven ale]]
1 proficient miner
+
* 50 [[plump helmet]] spawn
 
+
* 5 [[cave wheat]] seeds
2 competent Woodcutter/carpenters
+
* 5 [[sweet pod]] seeds
 
+
* 5 [[dimple cup]] spawn
1 competent wood crafter with novice mechanics and masonry and architecture
+
* 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)
2 Competent herbalists if there are outside plants
+
* 20 wooden logs
otherwise
 
2 competent growers
 
 
 
 
 
Items;
 
 
 
2 copper picks
 
2 steel battle axes
 
1 Anvil
 
30 dwarven ale
 
50 plump helmet spawn
 
5 cave wheat seeds
 
5 sweet pod seeds
 
5 dimple cup spawn
 
8 rock nuts
 
40 turtles (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
 
 
 
----
 

Revision as of 17:59, 31 October 2007

Starting builds vary heavily depending on the area where you start building your fortress


Desert

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

  • A leader dwarf with points in negotiator, comedian and liar skills
  • 1 proficient miner
  • 2 competent Woodcutter/carpenters
  • 1 competent wood crafter with novice mechanics and masonry and architecture
  • 2 Competent herbalists if there are outside plants (option 1)
  • 2 competent growers (option 2)

Items