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Difference between revisions of "User:Albedo"

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Okay, going to use this page as a log for my latest fortress. Which, with luck, will be the first of 5 I take to the end, without some fatal n00b oversight early, either by selecting a world without any challenges (no goblins) or traders (not even other dwarves) or without adequate resources (no flux, very little metal of any type), or just bad luck - namely, landing too close to waaay too much [[fun]] (for a beginner, anyway).
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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)
  
I tend to micromanage, and don't play marathons each day, and don't have a powerful PC that can crank through dwarf-seasons in a few minutes - and what this means is that this will go slowly, compared to some others.
+
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)
  
== And so it begins... (pre-embark) ==
+
<hr><hr>
  
===The site===
+
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]].
  
The chosen site is 6x6, with sand over flux (chalk) in 4 of the northernmost tiles, and a savage good biome on 3 of the western  most - the two southern most, and 1 extreme NW'ern - trees in these 7 blocks are scarce, at best.  It's almost flat, but mostly obsidian (treeless).  Magma Pipe just off center to NE, long UG river across the southern half of the map, brook across the northern half near the sand.  In lower layers we have more obsidian, some granite (nice!), some gabbro (also nice!) and a lot of diorite (yawn.)
+
* [[Template:DFtext]]
 +
<hr>
  
===Starting Seven===
+
== Gate Scar ==
Screened my original seven slightly, tossing out the first couple groups - no cat lovers, no real slackers, no serious over-indulgers or quitters. The party consists of the following:
+
New (as of 2020 fortress) diary [[User:Albedo/GateScar|here]].
  
:* '''Thob''' - Leader/Security/Outdoorsdwarf: Ambush 6, Axe 6, Armor User 10, Appraise 6, Judge of Intent 6, Architect 6
+
=Beast Whips=
:* '''Zan''' - Miner 10/Siege Engineer 10
 
:* '''Urist''' - Mason 10/Stone Crafter 10
 
:* '''Sodel''' - Armorsmith 10/Leatherworker 8 /Armor User 7
 
:* '''Iden''' - Weaponsmith 10/Cook 10
 
:* '''Atis''' - Mechanic 10/Brewer 10
 
:* '''Asob''' - Gemsetter 10/Grower 10
 
  
:: ''(These 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 (sooner or 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.)''
+
: BeastWhips game diary moved to [[User:Albedo/BeastWhips|here]].
  
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 have a solid replacement (and they themselves are Legendary+, hopefully with some monster Strength/Agility for hauling in wood and then moving those siege parts).  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/cook will add Carpenter, and cover those duties as well for now.
+
<hr>
  
The mason/stonecrafter will have their hands full at first, and I'll sometimes wish they were two separate dwarfs (been there before with this mix), but after a few seasons stonecrafts will only take a few weeks out of the year, and at some point a mood will create a legendary one while this concentrates on mason.  The Gemsetter is a long plan - personal pref.
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=Basic Farming Article=
 +
There was a recent thread titled "seeds" that was hoping to get "world gen seeds" - but [s]it's now[/s] it was slipping toward page 3, before I accidentally bumped it.    ::)
  
===In the wagon===
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Anyway, these were the 2 responses...
Provisions chosen include:
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:''(final numbers somewhat variable, depending on availabilities)''
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I thought you meant strawberry seeds or something. Now I have nothing to contribute :(
:* 1 anvil
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:* 1 copper pick
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Yeah, I was hoping to learn something new about seeds, but alas...
:* 4 dogs ''(not wardogs, just "dogs")''
+
 
:* 2 cats ''(to intentionally breed for leather, meat & bones)''
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''mmmm... "seeds"... indeed...  well, deep on page 2 doesn't look like "world seeds" is taking off... ok, by request of 2 posters, some thoughts on plant seeds and related topics, targeted at a variety of game experience levels. Don't know how much "new" this will be, but I was struck by a strange mood...''
:* 1 each of every available fish/meat that costs 8 or less
+
 
:* 11 turtle
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:* 2 cave lobster
+
First, let's talk about the planter, your Grower.  Plant stack size is based on the Grower doing the planting, not the harvester.  A better Grower means fewer seeds are needed to produce the same number of plants, and your farm plots can be smaller, saving irrigated space and keeping farmplots closer to your kitchens/stills/etc ''(which should all be in the same area, and near the Dining Hall - but we digress.)''
:* 11 plump helmet
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:* 49 alcohol
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With the exception of Quarry Bushes ''(which pad out prepared meals nicely, but usually a food industry is not up to that level in the first couple seasons)'', plants are mostly for booze, at least to start.  [i](Later, flours and such - but not at first.)[/i] You can trade, hunt or breed for all the food you need, but the 1st caravan won't bring enough booze, and you shouldn't rely on them later.  Booze is the lubricant of a Fortress, and without it will, quite literally, come to a grinding halt.  Plants give you your booze, and Growers give you your plants.
::* 6 wine ''(first to make, and no one's favorite)''
+
 
::* 11 ale
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If you count all the tasks, from planting to drinking, Grower is THE single most important skill in DF for multiplying its effect on the labour force.  A Legendary grower saves something like ''30 tasks for each stack'' of plants that are brewed.  Yes, thirty ''per stack'' - it's just absurd.  (See the wiki on [[grower]] for a detailed breakdown.)
::* 2x 16 each beer & rum ''(of the 7 dwarves, 3 favor rum, 2 favor beer)''
+
 
:* 8 seeds for plump helmets & quarry bushes
+
By embarking with a proficient Grower and with only 3 of each UG* seed type, you will have more seeds than you need for planting later seasons - the multiplier is huge and the demand low. (If you collect them all and destroy none, 3 seeds -> ~8+ next season -> 20+ and you're set unless your plots are larger than that, which is a bit over-enthusiastic unless you only have 1 or 2 crops.)
:* 4 seeds for cave wheat, pig tails & sweet pods
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:* 2 seeds for dimple cups
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''(* UnderGround, vs. AG, above ground.  You can only buy UG plants and seeds at embark.  There are 4 UG booze plants (all are also edible, some can be processed into other food-stuffs), plus Quarry Bushes, plus the non-edible Dimple Cups.)''
:* 4 bauxite ''(there's sedimentary, but just in case, and for immediate fire-safe builds)''
+
 
:* 0/10 bituminous coal ''(not available - dammit!)''
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While I cannot emphasize how strongly I, personally, recommend starting with a Proficient Grower, it is also true that an unskilled Grower, if set to "Only Farmers Harvest" and with only 25 tiles or so of crops, will train to Proficient easily within a year. But a Proficient will be Legendary in just over a year, and then you're unstoppable.  (They'll be Professional or so by the time your first migrants are expected to show, and a single unskilled apprentice back-up Grower (to help w/ harvests) won't crush the production during planting.)
:* 1 copper nugget
+
 
:* 6 tetrahedrite ''(copper & silver)''
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On the flip side, if using unskilled growers, a 1:1 production of seed:plant seem to be the standard, and so replanting at the same scale requires that 100% of the plants are either eaten or brewed with no seeds eaten - no cooking, no eating seeds, no bad luck (harvests of "stack = 0"), or it's a losing proposition.  (Smaller plots mean "bad luck" is easier to come across!)
:* 3 cassiterite ''(to make bronze with the copper)''
+
 
:* 2 bismuthinite ''(for bismuth bronze, & for moods)''
+
Splitting the diff and putting only ~2-4 ranks into Grower at embark wouldn't be a dealbreaker by any means - ample to avoid "bad luck", and you'll get a few larger stacks for brewing/cooking.  (Some micromanagement is necessary to save the larger stacks for processing and only let the smaller ones be eaten raw.)
:* 3 galena ''(for the silver)''
+
 
:* 5 wood
+
For newer players, be aware - eating plants leaves seeds, brewing plants leaves seeds, but [u]cooking plants destroys seeds[/u].  This can be controlled in the z-kitchen menu.  ((I'll also presume to draw your attention to the fact that cooking seeds also destroys seeds - as does eating seeds.  This is usually only a dealbreaker for early fortresses, but it does happen.  Forbid some if you want to be paranoid.)
:* 1 leather bag ''(for immediate seed gathering/storage)''
+
 
:* 3 leather ''(for a few more quick bags)''
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(And while my rambling refers mainly to food-plants, dye-plants work similarly.  They are separate from plot-size discussions, as they feed your cloth industry ([u]if[/u] you have one), not your dwarves.)
 +
 
 +
 
 +
So, making seeds into more seeds is the job of a Grower, and now we all understand the trade-offs there.
 +
 
 +
One seed can produce a single stack size of anywhere from 0-5, with larger stacks being reliably produced only by higher skilled Growers.  (Also larger if fertilized.) 
 +
 
 +
So, you don't need to start w/ a lot of seeds if you have a Proficient grower.  1 seed will produce a stack of maybe 2-4, on average, so let's call it 2.5 to be on the safe side.  At x5 for booze production, that stack will on average become 12.5 booze.  That means that 3 seeds should become [i]at least[/i] 7 plants or 35+ booze, which is more than enough to for 8 thirsty dwarfs for a season.  That times your 4 different UG plants [i](Pig Tail = ale, D'n Wheat = beer, Sweet Pods = rum, Plump Helmets = wine)[/i] is... well, more than enough.  (4x35 = 140 booze/season, which would keep 35 dwarves/season lubricated, plus more from trading.)  And that's only 3 seeds for each of 4 crops, with extremely conservative estimates for stack production.
 +
 
 +
So, starting with 3 seeds each for your 7 dwarfs is ample, even if you're going to let that grow as the fortress does.  (If you can get your crops in before the end of the 1st Spring, you're in good shape; before end of 1st Summer can be a bit tight if you have a large migrant wave early.)
 +
 
 +
 
 +
Some players do fine with a single 5x5 plot of Plump Helmets* [i](at least for up to 60-100 dwarves, depending on Grower, fertilization, other food sources and Trade)[/i], but dwarves like a variety of booze.  Some combination of UG & AG plots that equal around 25-30 tiles (don't count non-food plants) is adequate unless they're going to be trade exports (or you lose your Proficient Grower).  That means 2x2 of each is too big if you have a lot of AG crops; 1x3 seems about right w/ your favorites at 2x2, and [i]possibly[/i] some few larger (sun berries, PH's, quarry bushes?).  A strip of adjacent plots, w/ some 1x3 sticking out and seed stockpiles placed in the indents for the 2x2 plots works well for me.
 +
 
 +
(* 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.)
 +
 
 +
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.
 +
 
 +
:''(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.)''
 +
 
 +
 
 +
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".
 +
 
 +
===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).)
 +
 
 +
{| 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. 
 +
 
 +
Cooking with seeds is a great way to get rid of them in later game as they start to reach triple digits each, but turn off all "cook" orders early on (again, in the z-kitchen menu). This is critical with newly acquired plants/seeds (from Plant Gathering or Trade), as otherwise your Cook might decide a SunBerry Seed Roast is just the ticket.  Oh noes.
 +
 
 +
 
 +
There.  I've probably mispoken somewhere, so I trust the veterans will come along and rub my nose in it and correct me.  And/or suggest valid alternatives, and invited to do so - a complete discussion was my goal. 
 +
 
 +
I also have made some strong personal recommendations that are just that - my personal opinion, no apologies.  There are many ways to approach DF, and to have fun (in all its forms) - this is just one solid way to get there from here.
 +
 
 +
= 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...
 +
 
 +
(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==
 +
(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 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:
 +
 
 +
:* 1) "'''Boss Axe'''": Axe +4, Armor User +5, Discipline 1
 +
:* 2) "Dirty" '''Grower''' +5/Glassmaker 5 (or Wrestler 3/Discipline 2?) (or ???)
 +
:* 3) "Stoney" '''Mason''' +5/Stonecrafter +4 (or ???)
 +
:* 4) "Cutter" '''Weaponsmith''' +5/Brewer +3/Appraise +1, Judge of Intent +1 (or ???)
 +
:* 5) "Hardpan" '''Armorsmith''' +5/Cook +5
 +
:* 6) "Cagey" '''Mechanic''' +5/Carpenter +5
 +
:* 7) "Striker" '''Miner''' +5/Armor User +5 (or ???)
 +
 
 +
:Notes:
 +
(& see [[Sample Starting Builds#Albedo's 7]])
 +
 
 +
:: 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.
 +
 
 +
:: (Note: Go Axe 3/Discipline 2 if expecting undead)
 +
 
 +
:: 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.
 +
 
 +
:: 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.
  
I intend to make my own axe for woodcutting and defense, out of bronze. Bronze is about one third better in combat than copper and actually takes less fuel (2 bars:1 fuel!). Bismuth bronze is more valuable than bronze for very little more effort and no more cost - and rare-ish, so I'll keep some for moods, just in case. ''(I considered Sphalerite, for zinc, but none is available, so that decision is made for me.)''
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::: (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.)
  
==Strike the Earth!==
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:: 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.
  
=== Day 1 ===
+
:: 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.
01.01.01
 
  
(RL Day two - I started yesterday, but, predictably, the game crashed, unrecoverable. So, after re-genning the world and re-embarking, we start over... not auspicious...)
+
:: 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.
  
''"...ere the beasts get hungry. A new chapter of dwarven history begins at this place, Dunatish, "RoughnessBars"..."''
+
:: 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?).
  
I am (once again) underwhelmed by the nameBut you get what you get...
+
::''(Any other personal preferences/likes are, well, pretty much dull and pointless.  SquaresTrumpets. Siliceous ooze. Yay.)''
  
I wanted to dive into the northern sand (which is about 4x faster to dig, that much faster to train miners, and is where the flux is), and I land about 110 tiles south of there, on the other side of an open pipe with 4 fire imps ''plus'' a magma man.  This will take some hauling...
+
:: ''(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.)''
  
I look for the exact spot to begin digging, my entrance for now, until I stabilize and then migrate back to the locale of the pipeIn the brook bed I can see obsidian and rhyolite alternating - large clusters, most probably, by their location on the map blocksI try to take an educated guess to their exact extent of the low-value stone (a 20x40 oval, so not that hard), choose an entry point, and mark out some preliminary mining operations.
+
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 attributesAlmost 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.
  
I order the wagon deconstructed for the wood, mark the sites for a wood burner and smelter, and a stone stockpile to get my copper and cassiterite ore (for bronze) moved to where it will soon become an axe.  Wood too.  And establish a Restricted "no go" zone around the pipe - don't need to get anyone torched in the first few days.  We'll need a wall asap(The Weaponsmith/Cook gets designated "Carpenter", on the theory they'll have some amount of spare time on their hands.)
+
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.   
  
For now, a ramp down (will become 3 wide by Fall for the caravan), a hall (that will get trapped) about a dozen tiles long, a 90 degree turn to a hall half that (where dogs will be waiting, with military if necessary), and then open an area for immediate storage of everything - we'll sort it out as we go, but right now, underground!
+
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.
  
A white sand, obsidian, and alunite jumble. Not going for value, not for permanence right now, so sand is fine for everything but the dining hall, which I want as impressive as possible - center it there, where I can see obsidian on the surface, and see what we get around it...
+
: ''(* 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.)''
  
=== Day 10 - meet the neighbors ===
+
==In the wagon==
01.01.10
 
  
One and a half weeks - woodburner is operational with 2 charcoal scheduled (one for smelting ore, one for forging axe), and the smelter is being designed.  Slow going - the long walk back and forth to the landing site delays everything.  Dogs (and cats, and the horse, ''and'' the camel!) had all been nosing waaay too close to the magma, so I ordered an emergency mason shop built above ground, and had a table set up asap.  No one has taken a break yet, and I've ordered only alcohol brought in for now, hoping to keep the drinkers all in one spot after their last hauling job, but we'll see...
+
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.
  
Below ground, the mason has just achieved Adept skill (10 days, not too shabby).  The entry hall is mostly 2-tiles wide for better traffic flow, there are 3 empty 3x4 stalls (earmarked for carpentry, bowyer and mechanic, all near the entrance) and the first exploratory excavation of the kitchen areas has begun.  Guessing soil/stone boundaries from the surface has been fairly accurate, and helped with the overall planning.  The 6x7 Dining Hall has been designated within the pocket of obsidian, so I'll wait for a bit more skill in my miner before diving in there, to get the most out of that stone.  First, farm plots...
+
And I have no shame in exploiting the "1 free container for 1 unit" rule. ymmv.
  
Hmmm... was checking on my animals, which had not yet all congregated around the table, and found there's a dead fire imp.  Torn to pieces - 11 by my count (how many "chunks" does a size 3 imp have?!), strewn near the exposed pipe.  And... yep.  One of the dogs has a wound, a light grey front leg... <squints> ... I ''hope'' that's ''light'' grey... (never can tell...)
+
Provisions chosen include:
 +
:* 1 anvil (@ 100/)
 +
:* 1 copper pick (@ 44/)
 +
= 144
  
Giant Eagle on the map, too, but on the other side of everything. If it doesn't bother me, I won't bother it... for now... So the question is... do I want that fire imp carcass?... and the answer is... hell yes.  But not quite yet - there's time before the season changes and wipes it clean, if I remember... need that wall up...
+
:* 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)''
 +
:* 3 sheep (@ 51/) ''(rejected as too expensive. Hope can trade for same later)''
 +
:* 4 rabbits (@ 2/) ''(1 male. Yes, watch-bunnies and bait animals; altho' cavies would suffice. Be afraid.)''
 +
= 94
  
Oh, and good news - a herd of wild horses. My draft horse is female, so it's likely a breeding program will get a jump start.
+
:* 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 mechanisms/etc.; lightest of magma-safe stones. Also bright red.)''
 +
:* 2 cinnabar (@ 3/) ''(heaviest common stone - just because. Nice early "welcome" door prize.)''
 +
= 33
  
=== Day 17 - Strike the Keg! ===
+
:: ''(* Kitchen, Still, Carpenter, Butcher & Tanner, and Furnace, Smelter & Forge...<br> Anything else can be made of nearby stone once that becomes available.)''
01.01.17
 
  
6 of my 7 dwarfs are hitting the bottle, so it's time to take stock of where we are. In good shape, I think.  Farm area is carved out, kitchen area (kitchen, still, farmer's workshop, storage, UG & AG farm plots, & inter-access) is laid out and miner was about to start on Dining Hall when this smoko struck (miner is long past Expert, Professional can't be far).  2 bronze bars waiting, temporary (conventionally fueled) forge is laid out with fuel waiting, will get built as soon as mass parch is quenched, and then the axe (finally!) gets made.  MUCH later than projected, but the other 3 imps have calmed down, after threatening (within 20 tiles!) of AG work/entry area. 
 
''
 
<Ending day 2 of play, several hours scattered>''
 
Have moved 9 barrels, 6 of 6 seedbags, 3 leather, and the leather armor, crossbow & bolts UG.  About a dozen ore to AG area.  Still have about 3 dozen(!?) barrels waiting, plus a very few ore and wood - 1/3 done?  At 110 tiles away, knew it would be a slow bitch.
 
  
''(day 2 ended, several scattered hours throughout the day)''
+
Okay...
  
(Oh - btw - the dog is fine!  Any dwarf in armour would have lost a leg - the dog walks away clean. No 3-legged dog jokes here!)
+
: 1 Suit of metal* armour requires...
 +
:: Bars
 +
:: 1 : Helm
 +
:: 3 : Breastplate ''(or 2 for chain mail)''
 +
:: 1 : Gauntlets
 +
:: 2 : Greaves ''(not needed if use chain!)''
 +
:: 1 : High Boots
 +
:: '''8 bars total/full suit'''
  
=== Day 25 - Punitive Action ===
+
::: (* Leather for armor is more expensive than ore for bronze. Only consider if expect to need ''immediate'' armor.)
  
The fire imps, however, are getting pushy, and waaay too close to the haulers, and need to be spoken to harshly or it's not going to be pretty.  And when they aren't, the tomcat keeps thinking about visiting them, and I'm a ways from the butchery for him.  Axe was finished - it's ≡exceptional≡!  Exceptional ''bronze''... which makes it the close equivalent of a standard steel axe for combat purposes. Well, I'll still take it and run.
+
: 2(-3) suits should be good to start, with a couple/few more later...
  
The Leader, Thob (sexy name!), gears up in leather and axe (two skills she actually has!), and the Very Agile Mechanic/Brewer grabs the crossbow. I give the miner a nice task (start the kitchen storage cellars), detour the mason to produce a front door and kitchen surface hatch and start the privacy wall, and we're goin' on a fire imp hunt!
+
: 1 Copper ore + 1 Cassiterite (tin) 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... )''
  
...and so they tried to torch the tomcat, within a stone's throw of my front door.  Even as the two are gearing up to stop exactly that.  Now I'm just pissed... it's not that losing the male cat would be a big loss at this stage - he's (it's a safe bet) done his job, and was toast (metaphorically speaking) as soon as my butchery was up.  It's the ''principle'' of the thing! This... is war.
+
: 2 Tetrahedrite =
 +
:: 8 copper bars + ~1-2 silver bars.  
 +
:: 8 copper bars + 4 Tin bars + 4 Bismuth bars = 16 Bismuth Bronze bars
  
3 imps shift about 20 tiles away, and begin to flee as the two approach - ha! One dives toward the safety of the magma, but two are separated from that haven - them!  One is surprised as it comes over a ridge, before it can breathe fire - two bolts and one axe swing later, and it falls, a leg flying one way, the head the another, but there's blood on the ground, and the imps bleed "goo" - the Mechanic with the crossbow has a light wound to the chest.  The imp's partner is above on a wide plateau - the squad of two dwarves doesn't want to face that fire, so they wait, and catch it coming around a corner - an axe blow sends it flying about 10 tiles - three of four down.  The light wound is already gone - painless. 
+
: 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)''
 +
:: (* Maces are better vs. undead)
 +
: Good bronze axe (2? or wait for steel?)
 +
: 2 crossbows ''(of any metal - silver is better to beat on stuff with?)''
 +
:: & bolts (bronze)
  
The hunt's lasted 3 days already, the end of the month is here, and the 4th imp is still in the magma pipe. The decision is made to continue the punitive action at a later time...
+
:* 4 copper ore (@ 6/) ''(= easy 32 bronze bars)''
 +
:* 2(?) tetrahedrite (@ 9/) ''(copper + silver %)''
 +
:* 7 cassiterite (@ 6/) ''(above, +1-2 for moods/etc.)''
 +
:* 3 bismuthinite (@ 3/) ''( " )''
 +
:* 3 garnierite (@ 6/) ''(Nickel, for moods/etc.)''
 +
:* 3 sphalerite (@ 6/) ''(Zinc, for moods/etc.)''
 +
:* 2 iron ore (@ 24/) ''(1 ore = 4 steel, for 2 axes & 1st suit (steel) armor)''
 +
:* 8 (flux stone) (@ 3/) ''(use 4 w/ above 2 iron; hope to find more for 2nd suit)''
 +
:* 20++ bituminous coal (@ 3/)
 +
= 201+?
  
(Update - after giving the squad of 2 order to re-locate back to the Dining Hall where they'd then be decommissioned (and drop all their gear), the imp poked his head out of the magma. One lucky cross-bow bolt, and we're imp free. Snapshots rule. <shrugs> )
+
:* 3 lye (@ 2/) ''(for soap)''
 +
:* 3 gypsum plaster powder (@ 3/) ''(for 3 casts)''
 +
:* 30 sand (6 each @ 1/, x5?) ''(the sand itself is convenient, but the bags are the 1/ target)''
 +
:* 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.)''
 +
:* ? 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
  
== 2nd month - end of the beginning ==
+
Total 9 seeds  (@ 1/)
01.02.01
+
:* 2 seeds for quarry bushes
 +
:* 2 seeds each of cave wheat, pig tails & sweet pods
 +
:* 1 seed for dimple cups ''(no rush, wait until Grower skill improves)''
 +
= 17
  
Still 2 dozen items left to haul, and now the fire imp carcasses and parts on top of that, but things are starting to look like... something. Not a fortress, but no longer just a badger scrape, either.  And only about 4 have been hauling the last week or so - the mason and miner have been doing their thing, and the leader and mechanic were detoured for just cause.
+
:* 5x Plump Helmets (for fast wine. Get seeds = brew!)
 +
:* 2x each seeds Cave Wheat, Sweet Pod, Pig Tail, Quarry bush
 +
:* 1x seed for Dimple Cup (dye)
  
But before those bodies rot, we need to deal with them. A quick AG butchery ''(until the UG one is carved out and ready, but more in case of fire)'', a tannery soon to follow, and designate the jobs to... someone...
+
:* 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)
  
01.02.05
+
:* 1 each milk (@ 1/) ''(will become cheese, then meals)''
Everyone goes on lunch break. For the day.
+
:* 1 each of every available brewable vegie that costs 2/ ''(for more and different booze)''
 +
:* & then 1 each of every available fish/meat/vegie/egg that costs 2/ (or more if any left).
 +
= the rest of it...
  
01.02.09
+
== to do ==
And more drinking across the board. Leaving an imp carcass sitting in the butchery.  Which gets hauled ''back'' to the stockpile, in a rare and completely ill-timed instance of efficiency.
 
  
01.02.14
+
Weaponsmith priority - Wood Furnace, Smelter, Metalsmith Forge.
  
Built the AG butchery, and a good thing.  Fire imp fat doesn't explode every time, nor with equal violence in each instance, but when it does - BOOM!  (stand by for screenshots...)
+
Working backwards, to brew Plump Helmets, need 6 barrels free. That requires 2 elaborate meals to be cooked ASAP. Kitchen + Still.
  
People starting to fall asleep.  Everywhere - half way back to the wagon, in the butchery, where ever. Priority has been to get that food underground, so haven't stopped to make a Carpenter's workshop, much less any beds for them - they'll live through it the first time.  (If someone had been injured, that would have changed.) 11 barrels & 1 (empty) bag to go.  All fire imps accounted for except 1 arm & 1 head.
+
Dead animals -> Butcher, Tanner, (& Leatherworker) (Ashery & Soap)
  
Started to rain, harder now than earlier today, and fill some of the dry holes in this desert.  This will make my dwarves ''extra'' happy - sleeping in the dirt (or maybe mud) in the rain.  Bonus.  The still has been designated to be built. Begin long task for clearing cavernous UG towercap forest - our miner reaches Accomplished and is going through sand like a termite on speed.
+
Mason x#! (Stonecrafter x#!)
  
01.02.19
+
Cheese -> Farmer's Workshop. Quern.
Tanning begins on 4 fire imp skins. 
 
01.02.22
 
Butchery done, even on last head and arm. Last tanning job in progress. Score.
 
  
=== 01.02.25 - finally ===
+
Mechanic's x#
Last item is being hauled in - perishables are inside! The ore is still on the surface, but being walled in to the enclosure, dimensions of about 20 x 25, and about 25% done so far, just in the mason's spare time.
 
  
Designate everything urgent that we've been putting off...
+
Food inside, farm plots (UG & AG) and storage, + eventual dining room etc.
  
01.02.28<br />
+
Quick meeting room.  
As Slate, month #2, comes to an end, we enter stage two, a bit late, but alive and kickin'... We take stock of achievements, landmarks and goals...
 
  
:* 5 dwarves are "quite content", with 1 ecstatic, and 1 "just fine".
+
Caravan entry, goblin "shortcuts"   g ^^^ g
:* Miner has just made High Master skill level.
 
:* 4/4 fire imps deceased, butchered & skins tanned. 4 stacks of 3 meat, 5 stacks of 1 meat, about the same mix of bones stacks, 2 fat becoming tallow, & 3 skulls. For a x10 value creature.
 
:* Buildings: Carpenter, Mechanic, Kitchen, Still, Tanner.
 
:* Temporary (above ground or in misc. open area, to be moved) Forge (underground), and Wood Burner & Smelter (above ground). Also AG mason, AG butcher & UG leathershop.
 
:* Dining Hall (3x3 for now), 2 tables
 
:* Excavated: 7x7 plant storage, 7x7 barracks, 18 tile-long entry hall, 6 6-tile farm plots, barrel storage, plus ~200 tiles for Towercap farm.
 
:* 30/90 wall completed
 
:* front door in place
 
:* Created Wealth: just over 8000.
 
  
Yeah, when I start counting the "front door", I know I'm scraping the barrel.  5 permanent workshops plus as many that need to be replaced - this is not impressive, to me at least.  That long distance hauling hurt, and hurt bad - but it's over.  Time to get a 2nd miner on duty in the towercap farm while the #1 miner excavates what will be the magma feed for the forges and glass workshops.  Plus a Trade Depot, craft shops, permanent mason and etc, traps for the hall... yeah, stage two.  Created wealth is only accidental so far, mostly from architecture.
+
= Density Table =
 +
sandbox, work in progress
  
== Month 3 - settling in ==
+
<!--
 +
{| class="wikitable sortable" cellspacing="0" border="1" cellpadding="5"
 +
|-
 +
! Name
 +
! Type
 +
! Density
 +
! Wt per<br>stone/log*
 +
! Wt per<br>block/bar*
 +
! Notes
 +
|-
 +
|[[Feather tree]]||Wood||100|| || || Least dense wood, found only in dry, good biomes
 +
|-  
 +
|[[Candlenut]]||Wood||140|| || || Second least dense wood, found only in dry, tropical biomes
 +
|-
 +
|[[Adamantine]]||Metal||200|| || || Least dense metal
 +
|-
 +
|[[Raw adamantine]]||Stone||200|| || || Least dense stone
 +
|-  
 +
|[[Kapok]]||Wood||260|| || || Third dense wood, found only in dry, tropical biomes
 +
|-  
 +
|[[Willow]]||Wood||390|| || || Fourth lightest, found near water sources or in any "wet" biomes, most widespread of "light" wood
 +
|-
 +
||[[Bone]]||Organics||500 || ||
 +
|-
 +
|[[Leather]]||Organics||500 || ||
 +
|-
 +
|[[Silk]]||Organics||500 || ||
 +
|-
 +
|[[Yarn]]||Organics||500|| ||
 +
|-
 +
|[[Tunnel tube]]||Wood||500|| || ||Least dense [[underground]] wood, found only in caverns
 +
|-
 +
|"typical" [[wood]]||Wood||600|| || || ''There are about 4 dozen varieties of wood at 600, about a dozen (unlisted here) that weigh less, and a half-dozen (sim) that weigh more.  See [[Wood]] for a full list and discussion.''
 +
|-
 +
|[[Oak]]||Wood||700|| || ||Densest "common" wood, temperate/dry
 +
|-
 +
|[[Mangrove]]||Wood||830|| || ||Densest "normal" wood, found only in wet swamp biomes
 +
|-
 +
|[[Divine metal]]||Metal||1000|| || ||Second least dense metal
 +
|-
 +
|[[Glumprong]]||Wood||1200|| || ||Densest above-ground wood ''(by far)'', found only in dry, [[evil]] biomes
 +
|-
 +
|[[Blood thorn]]||Wood||1250|| || ||Densest wood, [[underground]], found only in [[cavern]]s
 +
|-
 +
|[[Lignite]]||Stone||1250|| ||
 +
|-
 +
|[[Jet]]||Stone||1320|| || ||Least dense non-economic stone
 +
|-
 +
|[[Earthenware]]||Ceramic||1360|| ||
 +
|-
 +
|[[Plant fiber|Plant cloth]]||Organics||1520|| ||
 +
|-
 +
|[[Stoneware]]||Ceramic||2000|| ||
 +
|-
 +
|[[Saltpeter]]||Stone||2105|| ||
 +
|-
 +
|[[Petrified wood]]||Stone||2200|||| || Least dense "magma-safe" stone
 +
|-
 +
|[[Gypsum]] relatives||Stone||2300|| ||
 +
|-
 +
|[[Gypsum]]||Stone||2320|| ||
 +
|-
 +
|[[Porcelain]]||Ceramic||2403|| ||
 +
|-
 +
|[[Glass]]||Gem||2600|| ||
 +
|-
 +
|(General) [[stone]]||Stone||2670|| ||
 +
|-
 +
|Ordinary [[gem]]||Gem||2670|| ||
 +
|-
 +
|[[Aluminum]]||Metal||2700|| || ||Least dense "normal" metal
 +
|-
 +
|[[Limestone]]||Stone||2710|| ||
 +
|-
 +
|[[Marble]]||Stone||2780|| ||
 +
|-
 +
|[[Calcite]]||Stone||2930|| ||
 +
|-
 +
|[[Gem|Diamond]] (any)||Gem||3520|| ||
 +
|-
 +
|[[Cobaltite]]||Stone||6295|| ||
 +
|-
 +
|[[Lay pewter]]||Metal||7280|| ||
 +
|-
 +
|[[Galena]]||Metal||7500|| || || Ore of [[lead]]
 +
|-
 +
|[[Pitchblende]]||Stone||7600|| || ||Most dense "magma-safe" stone
 +
|-
 +
|[[Iron]]||Metal||7850|| ||
 +
|-
 +
|[[Steel]]||Metal||7850|| ||
 +
|-
 +
|[[Cinnabar]]||Stone||8100|| || ||Densest non-economic stone
 +
|-
 +
|[[Bronze]]||Metal||8250|| ||
 +
|-
 +
|[[Copper]]||Metal||8930|| ||
 +
|-
 +
|[[Silver]]||Metal||10,490|| ||
 +
|-
 +
|[[Lead]]||Metal||11,340|| ||
 +
|-
 +
|[[Gold]]||Metal||19,320|| ||
 +
|-
 +
|[[Platinum]]||Metal||21,400|| || ||Densest metal
 +
|-
 +
|[[Native platinum]]||Stone||21,400|| || ||Densest [[economic]] stone (and [[ore]])
 +
|-
 +
|[[Slade]]||Stone||200,000|| || ||Densest stone, difficult to mine, brutally slow to carry if you do
 +
|-
  
01.03.08 <br />
+
{{Category|Physics}}
Now Grand Master Miner Zan carved out the 4 dozen stones in good time - the magma is tapped, and begins flowing toward where the forges will be carved out.  Meanwhile, a temporary mason's workshop produces the doors for the forges while clearing out the obsidian while the magma flows up to a stable level 4, to power the new forges.
 
  
1.03.12<br />
+
-->
The first door is detoured and used to lock in the fickle and easily distracted mason, one Urist, to do the job needed. 15 doors and 2 clear workshop spaces, coming up! A temporary craftshop (probably the first of several) is designated to be set up a level below that, next to the proposed site for the Trade Depot.  A second bronze pick has been forged before the old conventional forge was broken up, and we look for a volunteer to wield it...
 

Latest revision as of 04:28, 27 June 2020

And again during the Uristid-19 quarantine - Taverns, Shrines, Missions - FUN!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. Albedo (talk) 16:50, 18 June 2015 (UTC)



Feb, 2010: I just added my name to the list for Asst. Admin for this site - see here.


Gate Scar[edit]

New (as of 2020 fortress) diary here.

Beast Whips[edit]

BeastWhips game diary moved to here.

Basic Farming Article[edit]

There was a recent thread titled "seeds" that was hoping to get "world gen seeds" - but [s]it's now[/s] it was slipping toward page 3, before I accidentally bumped it. ::)

Anyway, these were the 2 responses...

I thought you meant strawberry seeds or something. Now I have nothing to contribute :(
Yeah, I was hoping to learn something new about seeds, but alas...

mmmm... "seeds"... indeed... well, deep on page 2 doesn't look like "world seeds" is taking off... ok, by request of 2 posters, some thoughts on plant seeds and related topics, targeted at a variety of game experience levels. Don't know how much "new" this will be, but I was struck by a strange mood...


First, let's talk about the planter, your Grower. Plant stack size is based on the Grower doing the planting, not the harvester. A better Grower means fewer seeds are needed to produce the same number of plants, and your farm plots can be smaller, saving irrigated space and keeping farmplots closer to your kitchens/stills/etc (which should all be in the same area, and near the Dining Hall - but we digress.)

With the exception of Quarry Bushes (which pad out prepared meals nicely, but usually a food industry is not up to that level in the first couple seasons), plants are mostly for booze, at least to start. [i](Later, flours and such - but not at first.)[/i] You can trade, hunt or breed for all the food you need, but the 1st caravan won't bring enough booze, and you shouldn't rely on them later. Booze is the lubricant of a Fortress, and without it will, quite literally, come to a grinding halt. Plants give you your booze, and Growers give you your plants.

If you count all the tasks, from planting to drinking, Grower is THE single most important skill in DF for multiplying its effect on the labour force. A Legendary grower saves something like 30 tasks for each stack of plants that are brewed. Yes, thirty per stack - it's just absurd. (See the wiki on grower for a detailed breakdown.)

By embarking with a proficient Grower and with only 3 of each UG* seed type, you will have more seeds than you need for planting later seasons - the multiplier is huge and the demand low. (If you collect them all and destroy none, 3 seeds -> ~8+ next season -> 20+ and you're set unless your plots are larger than that, which is a bit over-enthusiastic unless you only have 1 or 2 crops.)

(* UnderGround, vs. AG, above ground. You can only buy UG plants and seeds at embark. There are 4 UG booze plants (all are also edible, some can be processed into other food-stuffs), plus Quarry Bushes, plus the non-edible Dimple Cups.)

While I cannot emphasize how strongly I, personally, recommend starting with a Proficient Grower, it is also true that an unskilled Grower, if set to "Only Farmers Harvest" and with only 25 tiles or so of crops, will train to Proficient easily within a year. But a Proficient will be Legendary in just over a year, and then you're unstoppable. (They'll be Professional or so by the time your first migrants are expected to show, and a single unskilled apprentice back-up Grower (to help w/ harvests) won't crush the production during planting.)

On the flip side, if using unskilled growers, a 1:1 production of seed:plant seem to be the standard, and so replanting at the same scale requires that 100% of the plants are either eaten or brewed with no seeds eaten - no cooking, no eating seeds, no bad luck (harvests of "stack = 0"), or it's a losing proposition. (Smaller plots mean "bad luck" is easier to come across!)

Splitting the diff and putting only ~2-4 ranks into Grower at embark wouldn't be a dealbreaker by any means - ample to avoid "bad luck", and you'll get a few larger stacks for brewing/cooking. (Some micromanagement is necessary to save the larger stacks for processing and only let the smaller ones be eaten raw.)

For newer players, be aware - eating plants leaves seeds, brewing plants leaves seeds, but [u]cooking plants destroys seeds[/u]. This can be controlled in the z-kitchen menu. ((I'll also presume to draw your attention to the fact that cooking seeds also destroys seeds - as does eating seeds. This is usually only a dealbreaker for early fortresses, but it does happen. Forbid some if you want to be paranoid.)

(And while my rambling refers mainly to food-plants, dye-plants work similarly. They are separate from plot-size discussions, as they feed your cloth industry ([u]if[/u] you have one), not your dwarves.)


So, making seeds into more seeds is the job of a Grower, and now we all understand the trade-offs there.

One seed can produce a single stack size of anywhere from 0-5, with larger stacks being reliably produced only by higher skilled Growers. (Also larger if fertilized.)

So, you don't need to start w/ a lot of seeds if you have a Proficient grower. 1 seed will produce a stack of maybe 2-4, on average, so let's call it 2.5 to be on the safe side. At x5 for booze production, that stack will on average become 12.5 booze. That means that 3 seeds should become [i]at least[/i] 7 plants or 35+ booze, which is more than enough to for 8 thirsty dwarfs for a season. That times your 4 different UG plants [i](Pig Tail = ale, D'n Wheat = beer, Sweet Pods = rum, Plump Helmets = wine)[/i] is... well, more than enough. (4x35 = 140 booze/season, which would keep 35 dwarves/season lubricated, plus more from trading.) And that's only 3 seeds for each of 4 crops, with extremely conservative estimates for stack production.

So, starting with 3 seeds each for your 7 dwarfs is ample, even if you're going to let that grow as the fortress does. (If you can get your crops in before the end of the 1st Spring, you're in good shape; before end of 1st Summer can be a bit tight if you have a large migrant wave early.)


Some players do fine with a single 5x5 plot of Plump Helmets* [i](at least for up to 60-100 dwarves, depending on Grower, fertilization, other food sources and Trade)[/i], but dwarves like a variety of booze. Some combination of UG & AG plots that equal around 25-30 tiles (don't count non-food plants) is adequate unless they're going to be trade exports (or you lose your Proficient Grower). That means 2x2 of each is too big if you have a lot of AG crops; 1x3 seems about right w/ your favorites at 2x2, and [i]possibly[/i] some few larger (sun berries, PH's, quarry bushes?). A strip of adjacent plots, w/ some 1x3 sticking out and seed stockpiles placed in the indents for the 2x2 plots works well for me.

(* 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.)

And since "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.

(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.)


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".

Crop Rotation[edit]

A glance at the 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).)
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.

Cooking with seeds is a great way to get rid of them in later game as they start to reach triple digits each, but turn off all "cook" orders early on (again, in the z-kitchen menu). This is critical with newly acquired plants/seeds (from Plant Gathering or Trade), as otherwise your Cook might decide a SunBerry Seed Roast is just the ticket. Oh noes.


There. I've probably mispoken somewhere, so I trust the veterans will come along and rub my nose in it and correct me. And/or suggest valid alternatives, and invited to do so - a complete discussion was my goal.

I also have made some strong personal recommendations that are just that - my personal opinion, no apologies. There are many ways to approach DF, and to have fun (in all its forms) - this is just one solid way to get there from here.

Next Fort[edit]

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[edit]

(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 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:

  • 1) "Boss Axe": Axe +4, Armor User +5, Discipline 1
  • 2) "Dirty" Grower +5/Glassmaker 5 (or Wrestler 3/Discipline 2?) (or ???)
  • 3) "Stoney" Mason +5/Stonecrafter +4 (or ???)
  • 4) "Cutter" Weaponsmith +5/Brewer +3/Appraise +1, Judge of Intent +1 (or ???)
  • 5) "Hardpan" Armorsmith +5/Cook +5
  • 6) "Cagey" Mechanic +5/Carpenter +5
  • 7) "Striker" Miner +5/Armor User +5 (or ???)
Notes:

(& see Sample Starting Builds#Albedo's 7)

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.
(Note: Go Axe 3/Discipline 2 if expecting undead)
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.
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.
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 ballistae, 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.)
(These skill mixes were chosen with an eye to several factors, including future possible moods, 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.)

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.

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 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.

(* 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[edit]

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 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.

And I have no shame in exploiting the "1 free container for 1 unit" rule. ymmv.

Provisions chosen include:

  • 1 anvil (@ 100/)
  • 1 copper pick (@ 44/)

= 144

  • 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)
  • 3 sheep (@ 51/) (rejected as too expensive. Hope can trade for same later)
  • 4 rabbits (@ 2/) (1 male. Yes, watch-bunnies and bait animals; altho' cavies would suffice. Be afraid.)

= 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 mechanisms/etc.; lightest of magma-safe stones. Also bright red.)
  • 2 cinnabar (@ 3/) (heaviest common stone - just because. Nice early "welcome" door prize.)

= 33

(* Kitchen, Still, Carpenter, Butcher & Tanner, and Furnace, Smelter & Forge...
Anything else can be made of nearby stone once that becomes available.)


Okay...

1 Suit of metal* armour requires...
Bars
1 : Helm
3 : Breastplate (or 2 for chain mail)
1 : Gauntlets
2 : Greaves (not needed if use chain!)
1 : High Boots
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...
1 Copper ore + 1 Cassiterite (tin) 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... )
2 Tetrahedrite =
8 copper bars + ~1-2 silver bars.
8 copper bars + 4 Tin bars + 4 Bismuth bars = 16 Bismuth Bronze bars
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)
(* Maces are better vs. undead)
Good bronze axe (2? or wait for steel?)
2 crossbows (of any metal - silver is better to beat on stuff with?)
& bolts (bronze)
  • 4 copper ore (@ 6/) (= easy 32 bronze bars)
  • 2(?) tetrahedrite (@ 9/) (copper + silver %)
  • 7 cassiterite (@ 6/) (above, +1-2 for moods/etc.)
  • 3 bismuthinite (@ 3/) ( " )
  • 3 garnierite (@ 6/) (Nickel, for moods/etc.)
  • 3 sphalerite (@ 6/) (Zinc, for moods/etc.)
  • 2 iron ore (@ 24/) (1 ore = 4 steel, for 2 axes & 1st suit (steel) armor)
  • 8 (flux stone) (@ 3/) (use 4 w/ above 2 iron; hope to find more for 2nd suit)
  • 20++ bituminous coal (@ 3/)

= 201+?

  • 3 lye (@ 2/) (for soap)
  • 3 gypsum plaster powder (@ 3/) (for 3 casts)
  • 30 sand (6 each @ 1/, x5?) (the sand itself is convenient, but the bags are the 1/ target)
  • 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.)
  • ? 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/)

  • 2 seeds for quarry bushes
  • 2 seeds each of cave wheat, pig tails & sweet pods
  • 1 seed for dimple cups (no rush, wait until Grower skill improves)

= 17

  • 5x Plump Helmets (for fast wine. Get seeds = brew!)
  • 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 of every available brewable vegie that costs 2/ (for more and different booze)
  • & then 1 each of every available fish/meat/vegie/egg that costs 2/ (or more if any left).

= the rest of it...

to do[edit]

Weaponsmith priority - Wood Furnace, Smelter, Metalsmith Forge.

Working backwards, to brew Plump Helmets, need 6 barrels free. That requires 2 elaborate meals to be cooked ASAP. Kitchen + Still.

Dead animals -> Butcher, Tanner, (& Leatherworker) (Ashery & Soap)

Mason x#! (Stonecrafter x#!)

Cheese -> Farmer's Workshop. Quern.

Mechanic's x#

Food inside, farm plots (UG & AG) and storage, + eventual dining room etc.

Quick meeting room.

Caravan entry, goblin "shortcuts" g ^^^ g

Density Table[edit]

sandbox, work in progress