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And again during the Uristid-19 quarantine - Taverns, Shrines, Missions - FUN![[User:Albedo|Albedo]] ([[User talk:Albedo|talk]]) 01:04, 9 June 2020 (UTC)
 
 
 
Back after a 5+ year hiatus - last edit late May of '10. Just catching up to new version atm - we'll see. [[User:Albedo|Albedo]] ([[User talk:Albedo|talk]]) 16:50, 18 June 2015 (UTC)
 
Back after a 5+ year hiatus - last edit late May of '10. Just catching up to new version atm - we'll see. [[User:Albedo|Albedo]] ([[User talk:Albedo|talk]]) 16:50, 18 June 2015 (UTC)
  
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Feb, 2010: I just added my name to the list for '''Asst. Admin''' for this site - see [[Dwarf Fortress Wiki:Request for Adminship/Albedo|here]].
 
Feb, 2010: I just added my name to the list for '''Asst. Admin''' for this site - see [[Dwarf Fortress Wiki:Request for Adminship/Albedo|here]].
  
* [[Template:DFtext]]
 
 
<hr>
 
<hr>
 
== Gate Scar ==
 
New (as of 2020 fortress) diary [[User:Albedo/GateScar|here]].
 
  
 
=Beast Whips=
 
=Beast Whips=
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(* If you're going with only 1 or 2 crops, spend the 1 dwarfbuck at the start for 1 seed and a free bag for the other crops.  But you still really don't need much more than 3 seeds each, as they'll multiply quickly enough, depending on your use of raw plants, and you should be bringing about 60 total booze to last until the 1st caravan, unless you have a personal plan that calls for another approach.)
 
(* If you're going with only 1 or 2 crops, spend the 1 dwarfbuck at the start for 1 seed and a free bag for the other crops.  But you still really don't need much more than 3 seeds each, as they'll multiply quickly enough, depending on your use of raw plants, and you should be bringing about 60 total booze to last until the 1st caravan, unless you have a personal plan that calls for another approach.)
  
So, 1x3 or 2x2 each seems a good size for most crops to start, unless you're going to use plant products as trade exports. (Same w/ UG size plots.)   25 tiles total of [u]food[/u]-plant production is "common wisdom".  (Don't count plants that produce only dye/etc.)
+
So, 1x3 or 2x2 each seems a good size for most crops to start, unless you're going to use plant products as trade exports. (Same w/ UG size plots.) 25 tiles total of [u]food[/u]-plant production is "common wisdom".  (Don't count plants that produce only dye/etc.)
  
And since "[[DF2014:Farming#Yield_and_fertilization|fertilzing]]" sees a cutpoint at "size 3" as a cutpoint (next is size 7), let's go with size 3, which also allows some refined customization if you want to tweak the final output one way or another.
+
Sample layout for 5 edible crops w/ 4 seed stockpiles (1 doubled up):
 +
::1 1 2 3 4 5 5
 +
::1 1 2 3 4 5 5
 +
::s s 2 3 4 '''s''' s    
  
 
:''(At a total footprint of 3x7, this is only 17 tiles of food production, and so while adequate for your 1st 7 this needs either some expanding or some AG food crops to back it up before your fortress grows too big.)''
 
:''(At a total footprint of 3x7, this is only 17 tiles of food production, and so while adequate for your 1st 7 this needs either some expanding or some AG food crops to back it up before your fortress grows too big.)''
  
 +
Note that walking on seeds/farm plots/crops doesn't seem to hurt them, which is not true of wild plants or saplings.  Food does not take "wear".
  
Seeds are stored in bags - 100/bag max ''(so getting 6 free bags at embark is a good move, but you won't get any more than that'').  And then the bags will be set into barrels.  If your settings are on "mix food" (<o, m>), then 1 barrel can hold all you need - but you can easily customize your food stockpiles to have no barrels at all.  I like to set 1-tile large stockpiles customized to accept only that one seed adjacent to the plots they will serve - makes planting (and visually checking your seed supply) too easy.  (While the bags might get wear from being walked on, the seeds won't suffer - put them in hallways if you have to, and/or use <d, o> to set Restricted traffic on them.)
 
  
Adding a specific seed stockpile at the end of each row is handy. Note that walking on seeds/farm plots/crops doesn't seem to hurt them, which is not true of wild plants or saplings.  Food does not take "wear".
+
Alternately, a larger number of 1x2 plots lets you easily tweak the total output if one plant type is needed more or less, and easily add just a little more here or there if something is weak. While this may seem like a hassle at first, the flexibility is huge later in the game, rather than have to tear down a farmplot and/or build a new one, which may require new irrigation.
  
===Crop Rotation===
 
A glance at the [[Farming#Farm_plots_in_action|time for growth for underground crops]] shows that different crops grow at different rates - Plump Helmets and Pig Tails grow 3x/season, the others 2x*. With 5 fields of size 3 and a dedicated Grower, you can just about balance the 5 UG crops and feed your fortress up to 100 dwarfs very easily.
 
  
: (* At least in theory. The time to harvest/replant is '''very''' tight with 84-day seasons (since all months are only 28 days long).)
+
Seeds are stored in bags - 100/bag max ''(so getting 6 free bags at embark is a good move, but you won't get any more than that'').  And then the bags will be set into barrels.  If your settings are on "mix food" (<o, m>), then 1 barrel can hold all you need - but you can easily customize your food stockpiles to have no barrels at all.  I like to set 1-tile large stockpiles customized to accept only that one seed adjacent to the plots they will serve - makes planting (and visually checking your seed supply) too easy.  (While the bags might get wear from being walked on, the seeds won't suffer - put them in hallways if you have to, and/or use <d, o> to set Restricted traffic on them.)
  
{| class="wikitable"
 
|-
 
|
 
! Spring
 
! Summer
 
! Autumn
 
! Winter
 
|-
 
| Plot #1
 
| SP x2
 
| SP x2
 
| PT x3
 
| PH x3
 
|-
 
| Plot #2
 
| SP x2
 
| PT x3
 
| PT x3
 
| PH x3
 
|-
 
| Plot #3
 
| SP x2
 
| CW x2
 
| CW x2
 
| PH x3
 
|-
 
| Plot #4
 
| QB x2
 
| QB x2
 
| QB x2
 
| DC* x2
 
|-
 
| Plot #5
 
| QB x2
 
| CW x2
 
| CW x2
 
| DC* x2
 
|}
 
 
: ''Legend: DC = Dimple Cup, CW = Cave Wheat, PH = Plump Helmet, PT = Pig Tail, QB = Quarry Bush, and SP = Sweet Pod.''
 
 
: * Dimple Cups are non-edible, but if you want to start your dye industry, toss them in. Otherwise, Plump Helmets are the only other winter UG crop.
 
 
Over 4 seasons, the harvests that these plots yield are...
 
:* 9x Plump Helmets
 
:* 9x Pig Tails
 
:* 8x Cave Wheat
 
:* 8x Sweet Pods
 
:* 8x Quarry Bushes
 
:* 4x Dimple Cups (dye only)
 
  
 
I like to send a quick, large wave of unskilled Plant Gathering out early in the game, 1st Spring or Summer (once everything is nearly underground but before real trouble shows up), to get a nice selection of AG plants, and then brew those up (or forbid all other foods and let them get eaten first) to get the seeds asap for a Summer planting.   
 
I like to send a quick, large wave of unskilled Plant Gathering out early in the game, 1st Spring or Summer (once everything is nearly underground but before real trouble shows up), to get a nice selection of AG plants, and then brew those up (or forbid all other foods and let them get eaten first) to get the seeds asap for a Summer planting.   
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= Next Fort =
 
= Next Fort =
 
Beastwhips (see section & link near top of this page) was many versions ago, and this next effort calls for a more refined approach. So, to that end...
 
Beastwhips (see section & link near top of this page) was many versions ago, and this next effort calls for a more refined approach. So, to that end...
 
(EDITOR'S UPDATE: This is from about 2013, so a LOT of the details are out of date - and in DF, the devil is, indeed, in the details. e.g., Silver is not longer the rough equiv of iron/steel for blunt weapons, etc. etc. etc.
 
 
As a result of this edit, the below is now a combo of my most recent beliefs and the original record.)
 
  
  
 
==Starting Seven==
 
==Starting Seven==
(updated for 2020)
+
Screened my original seven slightly, tossing out the first couple groups - no cat lovers, no real slackers, no serious over-indulgers or quitters. Very slightly diff than before, switching armor/weapon, and bumping the leather skill by 1.
Screened my original seven slightly, tossing out the first couple groups - no cat lovers, no real slackers, no serious over-indulgers or quitters. Very diff than before, switching several secondary skills, both in choice and pairing.
 
 
 
(Edit - this is not the original BeastWhips 7, but closer to my current (2020) layout.)
 
  
 
The party now consists of the following:
 
The party now consists of the following:
  
:* 1) "'''Boss Axe'''": Axe +4, Armor User +5, Discipline 1
+
:* 1) Leader/Security/Outdoorsdwarf: Ambush +1, Axe +1, Armor User +5, Appraise +1, Judge of Intent +1, Architect +1  
:* 2) "Dirty" '''Grower''' +5/Glassmaker 5 (or Wrestler 3/Discipline 2?) (or ???)
+
:* 2) Miner +5/(Siege Engineer) +5
:* 3) "Stoney" '''Mason''' +5/Stonecrafter +4 (or ???)
+
:* 3) Mason +5/Stone Crafter +5
:* 4) "Cutter" '''Weaponsmith''' +5/Brewer +3/Appraise +1, Judge of Intent +1 (or ???)
+
:* 4) Weaponsmith +5/Leatherworker +5
:* 5) "Hardpan" '''Armorsmith''' +5/Cook +5
+
:* 5) Armorsmith +5/Cook +5
:* 6) "Cagey" '''Mechanic''' +5/Carpenter +5
+
:* 6) Mechanic +5/Brewer +5  
:* 7) "Striker" '''Miner''' +5/Armor User +5 (or ???)
+
:* 7) Grower +5/(tbd) +5  
  
 
:Notes:
 
:Notes:
(& see [[Sample Starting Builds#Albedo's 7]])
+
:: 1) Essentially a dedicated hauler to start, also our Trader and early fast-reaction force. He'll also train the dogs early, and cover most misc. skilled jobs like Woodcutting and Record Keeper.
 
+
:: 2) No Hauling, 24/7 miner from the start. He gets some stat boosts by the time he makes Legendary, trains up some replacements, then gets transferred to the military. SE is tough to skill up, but that skill could as easily be any military skill(s).
:: 1) '''Boss Axe''': Leader/Security, misc. (non-Moodable) tasks, hauler. Essentially a dedicated hauler to start, also our Trader and early fast-reaction force. He'll also train the dogs early, and cover most misc. skilled jobs like Woodcutting, Furnace operator and Record Keeper. This is my 1-dwarf "starting military"; activate Woodcutting to keep his axe in his hand. Hopefully on a dwarf with high social inclinations and no preferences for any "item". Early on, task him to forge another pick for the fortress, and so get Weaponsmith as his moodable skill.
+
:: 3) Stonecraft mugs for the Caravan. Plus, a few nice ☼mugs☼ for the Tavern couldn't hurt. Important to keep Mason skill > Stonecraft in case of moods - the goal is an artifact coffin, statue or throne, not a jug or hive. This means little or no early hauling - if he's not making furniture or constructing buildings, he's making blocks for practice. Mug production starts sometime mid-Summer. Often has more than a few each of Mason's and Cratdwarf's workshops cluttered before the Caravan arrives, just because early on it's faster to build new ones ''(in the middle of a stone field)'' than to store everything.
 
+
:: 4) Important to keep Weaponsmith > Leatherworker for moods, shouldn't be hard - a few sets of leather armour, a couple quivers, backpacks and water bags for early military actions... he's mostly done. Beds, cages etc. will be low-quality until a replacement migrates in.  ''(Note: Woodworking might get prioritized if expecting few trees to practice on.)''
:: (Note: Go Axe 3/Discipline 2 if expecting undead)
+
:: 5) Empty the food barrels into meals, then some suits of bronze armor for emergencies, then haul until migrants arrive. Steel armour once he's better skilled.
 
+
:: 6) Brew early booze, then mechanisms and traps when he isn't hauling. A little more booze here and there from found/grown foodstuffs won't hurt.
:: 2) '''Dirty''': Non-Hauler. This is partly a "wildcard" - he'll be THE Grower 24/7 until/unless a better replacement migrates in (and maybe even still then), so he shouldn't be given anything that will demand his time early on. Grower 5 will take 2 starting seeds of each and turn them into more than I need by the end of the 1st year.
+
:: 7) This is partly a "wildcard" - he'll be THE Grower 24/7 until/unless a better replacement migrates in (and maybe even still then), so he shouldn't be given anything that will demand his time. He needs one moodable skill (and that depends entirely on [[preferences]]), but producing one (1) item will fill that need, so dealer's choice. Maybe something like Dodge (he will be outside), or any rarely-needed, low time-drain skill(s), something like Medical (until Migrants can do better), or possibly Soapmaker (purely as a time saver). Or, if he has a useful preference, take that skill @ 5 and plan to change careers once a decent Grower migrates in. Or just save the points and buy another war dog. Whatever works for you.
 
 
:: Dealer's choice on the 2nd skill. He could take "nothing" and save the embark points He could take Wrestler (3-5), enough to keep him alive if he gets ambushed while outdoor farming, possibly coupled with enough Discipline not to fall apart at the sight of dead bodies. I chose a moodable skill that he can change to once a capable Grower migrates in to replace him. However, this should be something that can, indeed, wait until that time, and not something that will take time away from growing early on.
 
 
 
::: (Any or all of the four "(or ???)" skills could be any rarely-needed, low time-drain skill(s), something until Migrants can do better. Or, if that dwarf has a useful [[Preference]], take that skill @ 5 and plan to change careers once any decent Grower migrates in (and hope to get that new skill dominant for Moods). Or plan for more starting military - Crossbow 5 or Armor User 5 (or Weapon 1/Armor 4 - "mace" is probably the best all-around weapon, esp vs. undead).  Or just save the points and buy another war dog. Whatever works for you. <br>For me, Wrestler is for unpleasant surprises when farming outside, and ''in extremis'' as backup starting military. The miner will shift to military once he has his replacement.)
 
 
 
:: 3) '''Stoney''': Semi-hauler, to-start only. Stonecraft mugs for the Caravan. Plus, a few nice ☼mugs☼ for the Tavern couldn't hurt. Important to keep Mason skill > Stonecraft in case of moods - the goal is an artifact coffin, statue or throne, not a jug or hive. This means little or no early hauling - if he's not making furniture or constructing buildings, he's making blocks for practice and fortress expansion. Mug production starts sometime mid-Summer (or start of Summer if no skill). Often has more than a few each of Mason's and Cratdwarf's workshops cluttered before the Caravan arrives, just because early on it's faster to build new ones ''(in the middle of a stone field)'' than to haul/store everything.
 
 
 
:: 4 & 5) '''Cutter''' & '''Hardpan''': (Initial Haulers, both.) One moodable skill w/ one non-moodable that we don't have to worry about. There are 2 reasons for starting with a high skill - quality or speed. Both Brewer/Cook 5 means they can spend less time away from what's important, and high-quality meals can be used for their trade values (and eventually keep dwarves happier). Brewer 3 is almost as good on speed and saves 17 embark points - 5 more bituminous coal, pls, tysvm.
 
 
 
:: 6) '''Cagey''': (Initial Hauler.) Necessary wooden products (beds, buckets, etc.) will mostly be meh-quality until a better replacement migrates in, but something adequate to start.
 
 
 
:: 7) '''Striker''': No Hauling, the fortress needs a 24/7 miner from the start. I like [[ballista]]e, but they're not for everyone, admittedly. And while you could start with no Miner and train one up to 4-5 in about 1 season (especially in [[soil]]), starting with a 5 means he strikes the earth with alacrity and purpose, going through soil like magma through an elf - which is critical early on to create quick space underground. He gets some stat boosts by the time he makes Legendary, trains up some replacements, then gets transferred to the military once a couple/few migrants can take his place. SE is tough to skill up - or, that skill could as easily be any Military skill(s) for military dwarf #2 (Mace 1, Armor 4?).
 
  
 
::''(Any other personal preferences/likes are, well, pretty much dull and pointless.  Squares.  Trumpets.  Siliceous ooze.  Yay.)''
 
::''(Any other personal preferences/likes are, well, pretty much dull and pointless.  Squares.  Trumpets.  Siliceous ooze.  Yay.)''
  
:: ''(These skill mixes were chosen with an eye to several factors, including future possible [[mood]]s, time-demands of skills, and when the skill would be needed in the fortress (sooner vs. later).  For me, for my priorities and gamestyle, I like this mix far better than other, more conventional choices.)''
+
:: ''(These skill mixes were chosen with an eye to several factors, including future possible [[mood]]s, time-demands of skills, and when the skill would be needed in the fortress (sooner vs. later).  I'm not perfectly happy with the mason/stonecraft combo, but for me, for my priorities and gamestyle, I like this mix far better than other, more conventional choices.)''
  
For the start, the Leader/Axedwarf will add in unskilled Woodcutter, Herbalist and Animal Trainer, and cover all the outdoor duties with a few wardogs in tow (until they're assigned elsewhere).  The Miner will do nothing else but mine, all hauling turned off until they're legendary (which will be fast enough), and will be some early reserve military with those increased attributes.  Almost everyone else will be Furnace Operators, to cover that as it comes up, and almost everyone except the Cook will be a Butcher/Tanner, to cover those duties asap before anything rots (the cook will cook what's butchered, not unspurprisingly). The Weaponsmith/Lthrwrkr will add Carpenter, and cover those duties as well for now - gotta make sure they maintain "Weaponsmith" as a profession, for any mood.
+
For the start, the Leader/Axedwarf will add in unskilled Woodcutter, Herbalist and Animal Trainer, and cover all the outdoor duties with a few wardogs in tow (until they're assigned elsewhere).  The Miner will do nothing else but mine, all hauling turned off until they're legendary (before Summmer mining in soil), and will be some early reserve military with those attributes.  Almost everyone else will be Furnace Operators, to cover than as it comes up, and almost everyone except the Cook will be a Butcher/Tanner, to cover those duties asap before anything rots (the cook will cook what's butchered, oddly enough). The Weaponsmith/Lthrwrkr will add Carpenter, and cover those duties as well for now - gotta make sure they maintain "Weaponsmith" as a profession, for any mood.
  
The Mason/Stonecrafter will have their hands full at first, and I know I'll sometimes wish they were two separate dwarfs (been there before with this mix), but, after a few caravans, stonecrafts will only take a few weeks out of the year, and at some point a mood will create a legendary one while this dwarf concentrates on keeping Mason > Stonecraft in case a mood strikes.   
+
The Mason/Stonecrafter will have their hands full at first, and I know I'll sometimes wish they were two separate dwarfs (been there before with this mix), but, after a few caravans, stonecrafts will only take a few weeks out of the year, and at some point a mood will create a legendary one while this dwarf concentrates on keeping Mason > Stonecraft for any mood that strikes.   
  
The 2nd half of the Grower/X* is a ''"fill in this blank" ''. Armor User is harder to train than Wrestler or Dodge, and any collection of Medical skills is a joke - but ultimately dealer's choice.  Even odds whether this Grower or some random migrant will have a better Grower score, so a "production" skill means he's not completely tied to agriculture if he wants to change careers and someone (almost) as good/better comes along.
+
The 2nd half of the Grower/Gemsetter is a "fill in this blank" ''. Could easily have gone Dodge (since he'll be outside a lot), or some collection of Medical skills, or almost anything, but for me, Gemsetter is a long-term plan (for the sand/glass) - but ultimately dealer's choice.  Even odds whether this Grower or some random migrant will have a better Grower score, so he's not completely tied to agriculture if he wants to change careers.
  
: ''(* In a previous incarnation of this embark profile, this was a Grower/Gemsetter. For me, Gemsetter was a long-term plan once the [[glass industry]] was up and running.)''
+
==In the wagon==
  
==In the wagon==
+
NOTE: DON'T JUDGE, '''NOT''' DONE.
  
I intend to '''[[Make your own weapons|DIY]]''' my own axe for woodcutting and defense, out of bronze, plus a second pick. Bronze is about +33% better in combat than copper and actually takes less fuel (8 bars/1 fuel!). The rest is for moods, and because Bismuth Bronze costs the same # of embark points as regular Bronze ''(a bit more time and fuel)'', but is worth 20% more.
+
I intend to DIY my own axe for woodcutting and defense, out of bronze, plus a second pick. Bronze is about +33% better in combat than copper and actually takes less fuel (8 bars/1 fuel!). The rest if for moods, and because Bismuth Bronze costs the same # of embark points as regular Bronze ''(a bit more time and fuel)'', but is worth 20% more.
  
 
And I have no shame in exploiting the "1 free container for 1 unit" rule. ymmv.
 
And I have no shame in exploiting the "1 free container for 1 unit" rule. ymmv.
Line 211: Line 137:
 
:* 4 dogs (@ 16/) ''(not wardogs, just "dogs". 1 male, 3 females. Keep male safe, hope he's not a genetic loser)''
 
:* 4 dogs (@ 16/) ''(not wardogs, just "dogs". 1 male, 3 females. Keep male safe, hope he's not a genetic loser)''
 
:* 2 cats (@ 11/) ''(to intentionally breed for leather, meat & bones)''
 
:* 2 cats (@ 11/) ''(to intentionally breed for leather, meat & bones)''
:* 3 sheep (@ 51/) ''(rejected as too expensive. Hope can trade for same later)''
+
:* <s>3 sheep (@ 51/) ''(1 male; food & wool, milk & horn)''</s>
 
:* 4 rabbits (@ 2/) ''(1 male. Yes, watch-bunnies and bait animals; altho' cavies would suffice. Be afraid.)''
 
:* 4 rabbits (@ 2/) ''(1 male. Yes, watch-bunnies and bait animals; altho' cavies would suffice. Be afraid.)''
 
= 94
 
= 94
  
:* 5 jet stones (@ 3/) ''(lightest fire-safe stone, for early workshops* etc. while digging in dirt. When made into 20 blocks, this will cover all early shops/etc.)''
+
:* 4 petrified wood (@ 3/) ''(for immediate fire-safe workshops, and (later) guaranteed magma-safe items; lightest of magma-safe stones.)''
:* 4 petrified wood (@ 3/) ''(for immediate fire-safe workshops*, and (later) guaranteed magma-safe mechanisms/etc.; lightest of magma-safe stones. Also bright red.)''
+
:* 8 jet stones (@ 3/) ''(lightest fire-safe stone, for early workshops* etc. while digging in dirt)''  
:* 2 cinnabar (@ 3/) ''(heaviest common stone - just because. Nice early "welcome" door prize.)''
+
:* 1 cinnabar (@ 3/) ''(heaviest common stone - just because. Nice "welcome" door prize.)''
= 33
+
= 54
  
:: ''(* Kitchen, Still, Carpenter, Butcher & Tanner, and Furnace, Smelter & Forge...<br> Anything else can be made of nearby stone once that becomes available.)''
+
:: ''(* Furnace, Smelter, Forge, Butcher, Tanner, Carpenter, Kitchen, Still...<br> Anything else can be made of nearby stone once that starts to be created.)''
  
  
 
Okay...  
 
Okay...  
  
: 1 Suit of metal* armour requires...
+
: 1 Suit of armour requires...
 
:: Bars
 
:: Bars
 
:: 1 : Helm
 
:: 1 : Helm
:: 3 : Breastplate ''(or 2 for chain mail)''
+
:: 3 : Breastplate
 
:: 1 : Gauntlets
 
:: 1 : Gauntlets
:: 2 : Greaves ''(not needed if use chain!)''
+
:: 2 : Greaves
 
:: 1 : High Boots
 
:: 1 : High Boots
 
:: '''8 bars total/full suit'''
 
:: '''8 bars total/full suit'''
 
::: (* Leather for armor is more expensive than ore for bronze. Only consider if expect to need ''immediate'' armor.)
 
  
 
: 2(-3) suits should be good to start, with a couple/few more later...
 
: 2(-3) suits should be good to start, with a couple/few more later...
  
: 1 Copper ore + 1 Cassiterite (tin) ore = 8 Bronze bars
+
: 1 Copper ore + 1 Cassiterite (tim) ore = 8 Bronze bars
:: ''That's 1 suit, or 8 misc. items (picks, weapons, chains, whatever). (The axe comes first, obviously, for woodcutting and immediate defense. And a bronze pick too, in case miner needs to join in, and/or we need a 2nd miner. And a crossbow and bolts. And... )''
+
:: ''That's 1 suit, or 8 misc. items (picks, weapons, chains, whatever). (The axe comes first, obviously, for woodcutting and immediate defense. And a bronze pick too, in case miner needs to join in, and/or we need a 2nd miner.)''
  
 
: 2 Tetrahedrite =  
 
: 2 Tetrahedrite =  
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: That's 2 more (fancier!) suits once Armorsmith gets skilled up a bit.
 
: That's 2 more (fancier!) suits once Armorsmith gets skilled up a bit.
: Plus a silver hammer* or two ''(rough equiv of steel for hammers)''
+
: Plus a silver hammer or two ''(rough equiv of steel for hammers)''
:: (* Maces are better vs. undead)
+
: Good bronze axe
: Good bronze axe (2? or wait for steel?)
+
: 2 crossbows (of any metal - silver?)
: 2 crossbows ''(of any metal - silver is better to beat on stuff with?)''
 
 
:: & bolts (bronze)
 
:: & bolts (bronze)
  
:* 4 copper ore (@ 6/) ''(= easy 32 bronze bars)''
+
:* 3 copper ore (@ 6/)
:* 2(?) tetrahedrite (@ 9/) ''(copper + silver %)''
+
:* ? 2 tetrahedrite (@ 9/) ''(copper & silver)''
:* 7 cassiterite (@ 6/) ''(above, +1-2 for moods/etc.)''
+
:* 6 cassiterite (@ 6/) ''(above, +2 for moods/etc.)''
 
:* 3 bismuthinite (@ 3/) ''( " )''
 
:* 3 bismuthinite (@ 3/) ''( " )''
:* 3 garnierite (@ 6/) ''(Nickel, for moods/etc.)''
+
:* 2 garnierite (@ 6/) ''(Nickel, for moods/etc.)''
:* 3 sphalerite (@ 6/) ''(Zinc, for moods/etc.)''
+
:* 2 sphalerite (@ 6/) ''(Zinc, for moods/etc.)''
:* 2 iron ore (@ 24/) ''(1 ore = 4 steel, for 2 axes & 1st suit (steel) armor)''
+
:* 2 iron ore (@ 24/) ''(1 ore = 4 steel, for 2 axes & misc.)
:* 8 (flux stone) (@ 3/) ''(use 4 w/ above 2 iron; hope to find more for 2nd suit)''
+
:* 8 (flux stone) (@ 3/)
:* 20++ bituminous coal (@ 3/)
+
:* 20 bituminous coal (@ 3/)
= 201+?
+
= 195?
 +
 
 +
:* 1 lye (@ 2/) ''(for soap)''
 +
:* 2 gypsum plaster powder (@ 3/) ''(for 2 casts)''
 +
:* 30 sand (6 each @ 1/, x5?) ''(the sand itself is convenient, but any glass industry needs a lot of bags)''
 +
:* 3 leather (@ 5/) ''(2 quivers, 3 waterskins; anything else can wait. I chose "dog" leather on my saved /embark list, because I have faith it will be there. Dog soldiers ftw.)''
 +
:* ? 12 wood (@ 3/) ''(Depends on map & biome. 5 beds plus 2 early buckets, 1 ladder, cages, etc. Lighter = better. Less important if not featherwood I guess.)''
 +
= ~64
  
:* 3 lye (@ 2/) ''(for soap)''
+
:* 19-24 alcohol (@ 2/)
:* 3 gypsum plaster powder (@ 3/) ''(for 3 casts)''
+
::* 1 wine ''(first alcohol that will be produced, for seeds)''
:* 30 sand (6 each @ 1/, x5?) ''(the sand itself is convenient, but the bags are the 1/ target)''
+
::* 6-11 of ale, beer &/or rum, w/ 11 only if preferred by > 1 dwarf
:* 3-6 leather (@ 5/) ''(2-4 quivers, 3-6 waterskins; anything else can wait. I chose "dog" leather on my saved /embark list, because I have faith it will be there. Dog soldiers ftw.)''
+
= 38-48
:* ? 12 lightweight wood (@ 3/) ''(For training room walls/floors/etc. Depends on map & biome. Featherwood 100 (good), Papaya 130 (tropical), Candlenut 140 (tropical forest), Kapok 260 (Tropical Moist Broadleaf Forest), then...Willow 390, etc.)''
 
= ~96
 
  
Total 9 seeds  (@ 1/)
+
Total 17 seeds  (@ 1/)
:* 2 seeds for quarry bushes
+
:* 6 seeds for quarry bushes
:* 2 seeds each of cave wheat, pig tails & sweet pods
+
:* 3 seeds x3 cave wheat, pig tails & sweet pods
 +
:* 1 seed for plump helmets
 
:* 1 seed for dimple cups ''(no rush, wait until Grower skill improves)''
 
:* 1 seed for dimple cups ''(no rush, wait until Grower skill improves)''
 
= 17
 
= 17
  
:* 5x Plump Helmets (for fast wine. Get seeds = brew!)
+
:* 6 plump helmet (@ 4/) ''(brewing these will be among very first jobs done, = +30 wine)''
:* 2x each seeds Cave Wheat, Sweet Pod, Pig Tail, Quarry bush
 
:* 1x seed for Dimple Cup (dye)
 
 
 
:* 6x Dwarven Wine (more brewed asap)
 
:* +38x total Dwarven Ale, D'n Beer, & D'n Rum
 
::: (16, 11, 11, based on favorite preference for the starting 7)
 
 
 
 
:* 1 each milk (@ 1/) ''(will become cheese, then meals)''
 
:* 1 each milk (@ 1/) ''(will become cheese, then meals)''
 
:* 1 each of every available brewable vegie that costs 2/ ''(for more and different booze)''
 
:* 1 each of every available brewable vegie that costs 2/ ''(for more and different booze)''
Line 308: Line 230:
  
 
Caravan entry, goblin "shortcuts"  g ^^^ g
 
Caravan entry, goblin "shortcuts"  g ^^^ g
 +
  
 
= Density Table =
 
= Density Table =

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