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40d:Starting builds

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Revision as of 19:22, 1 November 2007 by Jurph (talk | contribs) (edited out some typos, explained why so many quantities are 5n+1)
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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.


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

Items


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

Items


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 caravans, or brought with you (Tower-Cap logs).

Dwarves & skills

A leader with points in negotiator, comedian and liar skills

Items