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Difference between revisions of "40d:Starting builds"

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(Linking skills, showing otions more clearly)
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=== Dwarves & skills ===
 
=== Dwarves & skills ===
  
* A leader dwarf with points in negotiator, comedian and liar skills
+
* A leader dwarf with points in [[negotiator]], [[comedian]] and [[liar]] skills
* 1 proficient miner
+
* 1 proficient [[miner]]
* 2 competent Woodcutter/[[Carpenter|carpenters]]
+
* 2 competent [[Woodcutter]]/[[carpenter]]s
* 1 competent wood crafter with novice mechanics and masonry and architecture
+
* 1 competent [[wood crafter]] with novice [[mechanic]]s and [[masonry]] and [[architecture]]
* 2 Competent herbalists if there are outside plants (option 1)
+
* 2 dwarves capable of working with plants:
* 2 competent growers (option 2)
+
** Competent [[herbalist]]s if there are outside plants (option 1)
 +
** Competent [[grower]]s (option 2)
  
 
=== Items ===  
 
=== Items ===  

Revision as of 18:17, 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

Items