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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)
  
''Edit - first of 6 now. This last effort locked up and would not load. Bonus. Try again, same map... I'll keep (some of) the prev comments in italics for comparison.
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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)
  
Edit again - make that first of 7. In my frustration, I embarked off-target, and missed the HFS block. Um... yeah...''
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<hr><hr>
  
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.
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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]].
  
== And so it begins... (pre-embark) ==
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* [[Template:DFtext]]
 +
<hr>
  
===The site===
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== Gate Scar ==
 +
New (as of 2020 fortress) diary [[User:Albedo/GateScar|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.)
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=Beast Whips=
  
===Starting Seven===
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: BeastWhips game diary moved to [[User:Albedo/BeastWhips|here]].
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.
 
  
The party now consists of the following:
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<hr>
  
:* '''Catten Shelretthob''' - Leader/Security/Outdoorsdwarf: Ambush 6, Axe 6, Armor User 10, Appraise 6, Judge of Intent 6, Architect 6 (black bronze is not nearly as good as aluminum)
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=Basic Farming Article=
:* '''Sazir Zonluk''' - Miner 10/Siege Engineer 10
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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.    ::)
:* '''Stinthad Muthkatlensham''' - Mason 10/Stone Crafter 10
 
:* '''Sazir Zonluk''' - Weaponsmith 10/Leatherworker 9 /Armor User 6 (likes steel, and tower-caps - will be our carpenter)
 
:* '''Tirist Bufutmeng''' - Armoursmith 10/Cook 10 (also likes steel!)
 
:* '''Vucar Zulbanthosbut''' - Mechanic 10/Brewer 10 (
 
:* '''Ushat Lokumning''' - Gemsetter 10/Grower 10 (likes pigtail plants... meh.)  
 
  
:(Gone but not forgotten -  previous leader '''Domas ''"don't call him 'Dumb-ass'"'' Shakethmomuz''' (aka dumbass shakethemuthuz) - Leader (liked dogs, and aluminum - would have been a dabbling metalsmith)
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Anyway, these were the 2 responses...
:Great name, good preferences. Will be missed.)
 
  
 +
I thought you meant strawberry seeds or something. Now I have nothing to contribute :(
  
::''(Any other personal preferences/likes are, well, pretty much dull and pointless.  Squares. Trumpets. Siliceous ooze.  Yay.)''
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Yeah, I was hoping to learn something new about seeds, but alas...
  
:: ''(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 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.)''
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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...''
  
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 concentrates on mason.  The Gemsetter is a long plan - personal pref.
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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.)''
  
===In the wagon===
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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.
Provisions chosen include:
 
:''(final numbers somewhat variable, depending on availabilities)''
 
:* 1 anvil
 
:* 1 copper pick
 
:* 4 dogs ''(not wardogs, just "dogs")''
 
:* 2 cats ''(to intentionally breed for leather, meat & bones)''
 
:* 1 each of every available fish/meat that costs 8 or less
 
:* 11 turtle
 
:* 2 cave lobster
 
:* 11 plump helmet
 
:* 49 alcohol
 
::* 6 wine ''(first to make, and no one's favorite)''
 
::* 11 ale
 
::* 2x 16 each beer & rum ''(of the 7 dwarves, 3 favor rum, 2 favor beer)''
 
:* 6 seeds for quarry bushes
 
:* 4 seeds for plump helmets (more after they're eaten), cave wheat, pig tails & sweet pods
 
:* 2 seeds for dimple cups
 
:* 4 bauxite ''(there's sedimentary, but just in case, and for immediate fire-safe builds)''
 
:* 0/10 bituminous coal ''(not available - dammit!)''
 
:* 1 copper nugget
 
:* 6 tetrahedrite ''(copper & silver)''
 
:* 3 cassiterite ''(to make bronze with the copper)''
 
:* 2 bismuthinite ''(for bismuth bronze, & for moods)''
 
:* 3 galena ''(for the silver)''
 
:* 5 wood (w/ 3 more from wagon)
 
:* 4 leather ''(for a few quick bags for plant gathering/etc)''
 
  
I intend to make my own axe for woodcutting and defense, out of bronze, plus a second pick. Bronze is about one third better in combat than copper and actually takes less fuel (2 bars:1 fuel!). Bismuth bronze I'll keep 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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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.)
  
==Strike the Earth! (mark III)==
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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.)
  
=== Day 1 ===
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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.)''
''01.01.01
 
  
''"...ere the wolves get hungry.  A new chapter of dwarven history begins at this place, Ferbomrek, "Beastwhips"...''
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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.)
  
Wow - a name with real balls.  Maybe 3's the charm...
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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!)
  
I've learned a trick or three, and landed centered right in the middle of where I want to dig, the northern sands - this will go ''much'' better than before.
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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.)
  
I look (again) for the perfect 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 blocks.  I 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.
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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.)
  
Here we go... again...
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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.
  
I order the wagon deconstructed for the wood, mark the sites for a wood burner and smelter, but since the wagon landed only 15 tiles from the back door (only entrance for now) and there's no UG storage excavated yet, I send 4 off across the map to gather plants - get that program going early for a change.   (The Weaponsmith/Cook gets designated "Carpenter", on the theory they'll have some amount of spare time on their hands.)  There's nothing but camels and horses to worry about for now.
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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.)   
  
A white sand, obsidian, and alunite jumble. Not going for value or 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...
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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.
  
=== 1st week ===
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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.)
  
A respectable kitchen/storage area about 6x12 carved out, inc. six 4-tile UG farm plots, now being planted w/ PH's, sweet pods and q-bushes. The plant gatherers have scored varying successes, and as they come back I put them to work hauling. Charcoal and bronze are ready and forge is being built.  Four 3x4 workshop areas carved out, waiting for an occupant.  Dwarves are balking at bringing food downstairs - something's off.
 
  
=== 2nd Week ===
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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.
Day 14
 
  
Kitchen up and 2 lavish meals prepared, freeing 8 barrels. Whipvine, wild strawbs, and prickle berry all brewed in brewery and seeds plantedAlso hide root, which I'm not overly excited about, but... Plump helmets, Sweet pods and Quarry bushes planted UG. Dining hall excavation begun. One schmuck still can't find a shrub to save his beard.
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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 cropsBut 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.)
  
Forge, leather shop, mason, mechanics all finished w/ orders waiting.
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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.)
  
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...
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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.
  
Herds of horses and camels, but two-humped, which doesn't help my one-humped mare.
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:''(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.)''
  
== 2nd month - end of the beginning ==
 
01.02.01
 
Mining progresses, 2nd level workshops & storage just begun.  Mason and mechanic have been busy, first defensive trap and hatches are up. 2nd miner is in training on sand for UG Towercap cavern. Many area blocks to clear for that, time to get started.
 
  
All perishable items are safe UG. Expanding 2nd level for carcass stockpile/butcher/tanner/leather combo (under kitchen), additional mason/stonecraft shops to process all the stone, plant storage under the still/kitchen, and prepared meals under the dining hall.
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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.)
  
01.02.14
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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 saplingsFood does not take "wear".
Those who aren't asleep in the dirt where they were working are just waking up - that's ok for now. Have made some good meals, will have 5 beds ready for next cycle. About 500 tiles of UG towercap cavern carved out, doors & mechanisms ordered to be placed for floodingMiner just made Master (17) and is diving into 2nd level excavation.
 
  
01.02.20
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===Crop Rotation===
Master miner begins system for magma forges, just over 40 tiles long; we lock him in to help him concentrate.
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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.
  
22nd - He's done digging, but spends another full day smoothing and carving fortifications - might be superstitious, but it's going to happen anyway.
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: (* At least in theory. The time to harvest/replant is '''very''' tight with 84-day seasons (since all months are only 28 days long).)
  
==Month 2 - end of the beginning==
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{| 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
 +
|}
  
Not much of interest - carving workshops and halls, finalizing storage, placing furniture. Barrier wall is just a shield facing the direction of the fire imps, but it's ~30 tiles wide. Exposed iron vein about 50 tiles away that is calling.
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: ''Legend: DC = Dimple Cup, CW = Cave Wheat, PH = Plump Helmet, PT = Pig Tail, QB = Quarry Bush, and SP = Sweet Pod.''
  
===01.02.28 accounting===
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: * 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.
As Slate, month #2, comes to an end, we enter stage two, and take stock of achievements, landmarks and goals...
 
  
:* 5 dwarves are "quite content", with 1 ecstatic, and 1 "just fine".
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Over 4 seasons, the harvests that these plots yield are...
:* Miner has just made High Master skill level, 2nd miner (Armourer/Cook) retired at Proficient.
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:* 9x Plump Helmets
:* Buildings: Carpenter, Mechanic, Kitchen, Still, Butcher, Tanner, Leather, 2 magma smelters, 1 magma forge, Bowyer (just because the location was carved out and I had an idle dwarf).  All constructed w/ obsidian blocks.
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:* 9x Pig Tails
:* Temp buildings placed - two Mason's workshops, kennel
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:* 8x Cave Wheat
:* Dining Hall (3x3 for now), 2 tables, 2 chairs, 2 statues (all obsidian).
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:* 8x Sweet Pods
:* Excavated: 7x7 plant storage, 7x7 barracks (w/ 5 beds!), 18 x 3 entry hall w/ 90 degree turn, 6 4-tile UG farm plots, 5 4-5 tile AG farm plots, barrel storage, plus ~700 tiles for Towercap farm (no flooding yet).
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:* 8x Quarry Bushes
:* ~40/130 perimeter wall completed
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:* 4x Dimple Cups (dye only)
:* 4 wardogs trained and attached to leader/outdoorsdwarf
 
:* Created Wealth: just over 14,000 (almost twice last run at this point)
 
  
Created wealth is only accidental so far, mostly from architecture.
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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.
  
Time to get wealthy. Exploratory mining, steel armor, statuesTap the UG river and flood the TC caverns.
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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 ticketOh noes.
  
  
== Month 3 - the machine starts ==
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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. 
  
Sent miner to find the underground river, shown on the rough map - 4 shafts spaced 12 tiles apart along that area block boundary, and nailed it on the second try!  (Long sucker, too - 3 1/2 pages of unpleasantness, including 5 cave crocs.) Now, to set up some flood control, irrigate that area and get all that started... (Found some kimberlite, to explore later).  Forges started on the iron that is just coming in.  Some copper too, but obv much lower priority.  
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I also have made some strong personal recommendations that are just that - my personal opinion, no apologiesThere 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.
  
01.03.10
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= Next Fort =
That was fast - too fast. The exposed vein was badly eroded - just over 40 ore, and that's at a 98% recovery rate. Weak.
+
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...
  
Start drilling exploratory shafts in the chalk, on a grid 6 tiles apart, and also 6 deep - as deep as the chalk goes. Nothing but white - then SCORE! 6th chalk shaft, bituminous coal. And close to the forges, or close enough. And so my miner decides it's time to go drinking. Well, we found it, so we gear up for pig iron and steel production. No way charcoal was going to cut it in this desert.
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(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.
  
Area around and above forges is clear of debris and ready for stockpiles of ores & flux.
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As a result of this edit, the below is now a combo of my most recent beliefs and the original record.)
  
Edit - while expanding access tunnels to the coal, found 5 native aluminum. Swank! Now, to shuffle those into the workshops where they can be forced onto the appropriate production lines...
 
  
=== End of Spring summmary===
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==Starting Seven==
01.03.28
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(updated for 2020)
:* Dwarves vary from ecstatic to "just fine".
+
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.
:* Miner is Grand Master rank, 3rd miner didn't get off the ground this season. Bah, wanted some improved attributes for this next push.
 
:* Buildings: Added a Craftshop next to a Trade Depot, and a more permanent and handy mason's shop (yes, the 3rd). Total of 5 magma smelters surrounding the magma forge (half will support a second once I get it), plus 2 more waiting for obsidian blocks.
 
:* ~95/130 perimeter wall completed; (doesn't look like it'll get finished before caravan arrival.)
 
* ~100 drink (8 varieties!), ~60 food, not including the most valuable (forbidden for now) - this is better than when we landed.
 
:* Created Wealth: just over 25,000 (half in architecture).
 
  
Mason is about to change to mugs, 100%.  Remaining free labour will now be devoted to steel production, to impress the caravan.
+
(Edit - this is not the original BeastWhips 7, but closer to my current (2020) layout.)
  
== Summer - month 4, Hematite ==
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The party now consists of the following:
01.04.01
 
Time to get some wealth, gotta impress the merchants if we're going to grow.
 
  
Exploratory mining just started, planning to punch shafts down thru the center of each area block to see what's down there, layer by layer. Started first today after nap time... 5 of 7 down, inc. miner, mason, all strong/agile haulers.
+
:* 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 ???)
  
===01.04.15 - Pull the lever===
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:Notes:
A long delay while waiting for mechanisms - about 1000 tiles of cavern irrigated. No measuring system or safeguards, but not worried, it's separated from the main fortress by hard walls and an AG access, there water flow is small, and they can waddle to safety if things go overboard.
+
(& see [[Sample Starting Builds#Albedo's 7]])
  
On the home front, my now-so-called-Adept Mason is not impressing me - lots of -well crafted- dreck for the merchants. Hope they bring a lot of ore stones with them.
+
:: 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.
  
01.04.20
+
:: (Note: Go Axe 3/Discipline 2 if expecting undead)
Irrigation goes smoothly - now drying out, first saplings spotted already.
 
  
==Month 5==
+
:: 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.
01.05.01
 
I keep an eye on those imps - they'd have 30 tiles to the wall, and another dozen around it to the "compound". I'm thinkin' I'll wait until I get a kitten, set an ambush point. Camels, horses, a cougar, a giant eagle - not overly harsh, but enough to keep an eye out for.
 
  
A half-dozen sapling in the UG cavern - we'll see if that improves.
+
:: 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.
  
Not as chaotic as some games - everything seems proceeding steadily. 4 dwarfs on smelter/forge duty.
+
::: (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.)
  
===mid-summer===
+
:: 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.
01.05.15
 
6 weeks until Fall. Several suits of plate (one exceptional!) and chain armor, couple greaves, couple leggings of varying quality. Only 2 aluminum have been moved - still hoping. Last of iron ore is moved, so maybe now...
 
  
~50k of armour puts me over 100k created wealth. So far.  
+
:: 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.
  
01.05.17
+
:: 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.
2nd exceptional plate armour. Gotta love an armourer who loves steel. ''Nobody'' working - asleep, on break, drinking. My guys, I gotta love 'em.
 
  
Finally got the aluminum "dumped" into the Mason & Mech shops (which share a stair atm - not the original plan, and will wall that off.) We'll see what we get...
+
:: 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?).
  
(Thought about saving 1 for moods, but it's early, and I can use the wealth more for now. We'll find more... I'm sure... how hard can it be?...)
+
::''(Any other personal preferences/likes are, well, pretty much dull and pointless. Squares. Trumpets. Siliceous ooze. Yay.)''
  
01.05.25
+
:: ''(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.)''
Well, nothing exceptional, but Fine and Superior across the board.
 
  
===GAH!===
+
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.
GAH!  While worrying about unlocking those two, an enterprising lad decided to go collect copper - off by the vent. Zoomed over to him just in time to see him step out of the cloud of a point-blank fireblast - unscathed! By sheer luck, this was Tirist, my 2ndary miner, and so is Very Strong, Agile & Tough - attack! Altho' it squirms to the very edge of the vent, he strangles it - or something. And then another showsHowever, he stuns this one, and it retreats - as does he! (Note - no more copper until we deal with this properly - war has been declared. Perhaps right after the Caravan.) We leave the corpse (and the dropped copper) there, for now, but will be back...
 
  
 +
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.)''
(Below here is from previous attempt, aborted due to game lock - not Nemesis, oddly enough. No idea, wouldn't load.)
 
----
 
  
Found several colorful but valueless stones immediately below the forge area, but several layers of olivine - and that means platinum, and my gabbro layers.  And MUCH more exploration, but good to know.
+
==In the wagon==
  
I've previously sunk 2 exploratory shafts to the bottom, dead center in area blocks, one conveniently near my fortress, the other on the far side of the towercap excavation. Looks like maybe 6 layers of chalk, and 3 area blocks adjacent to the north - nice. With luck, I'll hit something coal-like sooner than later.  Just as soon as my ace miner gets off break...
+
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.
  
Struck petrified wood in my 3rd area block shaft - never actually seen that before. A completely meaningless change from generic colored rock. 
+
And I have no shame in exploiting the "1 free container for 1 unit" rule. ymmv.
 
 
Half way to fall and the caravan soon thereafter, and still a long way from high gear.  One Craftshop over-full of mugs, built a second and third adjacent to the Trade Depot - not enough bins, not enough wood in this desert.  Towercap cavern expanded to about 600+ tiles, but that'll have to be put on hold just as soon as we can get 'er in gear. Created worth is under 35k, but that's meaningless until we try.
 
  
 +
Provisions chosen include:
 +
:* 1 anvil (@ 100/)
 +
:* 1 copper pick (@ 44/)
 +
= 144
  
===01.05.15  Mid-summer===
+
:* 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
  
Low on food, under 20 - hope the crops come in soon, or I'll have to open up the expensive meat sooner than planned. With the last of the expedition plump helmets brewed, drink is holding at around 50 (tho' I suspect it's under rather than over.)
+
:* 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
  
01.05.19
+
:: ''(* Kitchen, Still, Carpenter, Butcher & Tanner, and Furnace, Smelter & Forge...<br> Anything else can be made of nearby stone once that becomes available.)''
It's always something. Now everyone is asleep except for one drinking, every last one, and 1 without a bed - what're the odds?
 
  
01.05.22
 
Back on the horse, and everything's hummin'.  3 magma smelters operational and manned - er, dwarfed - producing iron and coke.  Zan, the legendary+ miner, just hit Mighty/Extremely Agile - he'll be doing a lot of the coal hauling, I just have this feeling.
 
  
On another front, the 3rd miner-trainee, Atis, the Mechanic/Brewer, just hit bauxite in the 4th center-block exploratory mine, so we're covered for magma if and when. Been at Skilled Miner for a while, Very Agile/Very Tough, so about to hand the pick off to the next trainee and put those attributes to good use. And then he hit a magnetite pocket!  It's about a 90 tile walk from the forges, but it's there when those few dozen hematite run out.  (Gotta plan what I'm going to make with those I have... a quick selection of steel weapons, and then plate and chain armour for the value.)  Atis, the one non-sleeper from earlier, now takes this opportunity to fall asleep in the shaft he's digging, simply because I locked him in there.  I am not impressed with his dedication.
+
Okay...  
  
01.05.25
+
: 1 Suit of metal* armour requires...
Bituninous vein was about 10 dozen.  I had missed it by 1 tile with my 2nd shaft - meh, but I found it, that's what counts.
+
:: 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'''
  
01.05.28 - month end
+
::: (* Leather for armor is more expensive than ore for bronze. Only consider if expect to need ''immediate'' armor.)
  
At minimum 1 month, but probably 5-6 weeks until caravan.  While digging connecting tunnels to remove the coal, Zan struck aluminum - only 5 nuggets, but got 5/5. (Legendary Miners rule - I think he missed only 1 of the 10 dozen coal.)  My mason has been crappy, turning out drek regularly - not sure I want to turn him loose on that, but I may have no choice - that's close to 20,000 in value if the statues are decent.  And found Tetrahedrite toward the bottom of that other shaft - nice bonus - silver practice weapons guaranteed.
+
: 2(-3) suits should be good to start, with a couple/few more later...
  
Now, if I only had two months to make use of all this that I'm now finding before the caravan assessment...
+
: 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... )''
  
Oh, and no migrants this season.  No surprise there.
+
: 2 Tetrahedrite =
 +
:: 8 copper bars + ~1-2 silver bars.  
 +
:: 8 copper bars + 4 Tin bars + 4 Bismuth bars = 16 Bismuth Bronze bars
  
==Galena, month 6==
+
: That's 2 more (fancier!) suits once Armorsmith gets skilled up a bit.
A half-dozen towercap sprouts in the caverns.  Hopefully more dense as time goes on.
+
: 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)
  
01.06.14
+
:* 4 copper ore (@ 6/) ''(= easy 32 bronze bars)''
Half way thru the month, maybe 3 weeks until caravan. Steel industry only just now hitting pace. Ordering first weapons made, 1 each steel axe, spear, and hammer, and an obsidian shortsword when mason is free.  Let's see if we can't attract some military in the first migrant wave.
+
:* 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 aluminum nuggets are in a lockable mason's workshop, and the mason claims to be Talented - let's see him live up to that. 3 aluminum stone statues, coming up.
+
:* 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
  
About 2 weeks behind desired schedule. Hoping to have armour, weapons and those aluminum statues all covered and in hand, and working on details like gauntlets for the armour users and finishing the AG compound wall. Bleh.
+
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
  
Have widened the entry hall to allow passage of the wagons, and 3 staggered rows of stone traps (so cages can be added up front later without removing all of them!).  They're enough, but all for now.  Cages will come with trading, not enough wood to spare to build any.  For now, 100% focus on wealth, weaponry, and some throw-away workshops to lure desirable migrants.  Bowshop, loom and clothier, and jeweler's shop, specifically.  Maybe a glass furnace if there's time, make some early glass pumps for training - but I'd bet against it.
+
:* 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)
  
=== ☼01.06.15☼ ===
+
:* 6x Dwarven Wine (more brewed asap)
HOLY SANDBAG! I take it all back. A ☼masterpiece aluminum statue☼, right out of the gate. First masterpiece on site, even with one workshop cluttered with mugs. After producing those trinkets, plus 3 dozen real pieces with almost nothing better than +fine+, where did that come from? 12,000 dorfbux - that helps. Maybe the curve will even out here.
+
:* +38x total Dwarven Ale, D'n Beer, & D'n Rum
 +
::: (16, 11, 11, based on favorite preference for the starting 7)
  
01.06.17
+
:* 1 each milk (@ 1/) ''(will become cheese, then meals)''
And the next two were *superior*, at 4k each, plus a superior obsidian shortsword. That'll do. Now - get back to making mugs! Time is running short, I can feel it...
+
:* 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...
  
10 days before Autumn - fortress is becoming a machine, just hope it's not too late to impress the merchants.  The 3 statues have now been installed in the now-Royal dining room, everyone is ecstatic (literally, 7 for 7!), and the other two aluminum nuggets moved to the lockable mason's shop (as opposed to the three temporary ones each in their own obsidian fields, ahem.) AG statue garden on the horizon.
+
== to do ==
  
01.06.21
+
Weaponsmith priority - Wood Furnace, Smelter, Metalsmith Forge.
Last week of summer.  Two axes (to get a decent one, they'll both get used), one spear and an exceptional hammer, and now the armorer has taken over the forge, where they'll park for a while.  4th smelter built, and 3-4 smelters working full time to provide all the steel he can use.
 
  
Exceptional plate armour, and two more superior - 42k.  See, that's what happens when you choose an armourer who likes steel. (What 'til he gets around to making steel ''gauntlets''!) 125 k? pffft.  Passed 133k created wealth, and haven't even started on chain mail. (Okay, an unexpected 35k in aluminum statues didn't hurt, aluminum being about 10x the value of obsidian.)  Everyone's going on a drink break... and I'm okay with that.
+
Working backwards, to brew Plump Helmets, need 6 barrels free. That requires 2 elaborate meals to be cooked ASAP. Kitchen + Still.
  
===End of Summer summary===
+
Dead animals -> Butcher, Tanner, (& Leatherworker) (Ashery & Soap)
Wow.  The difference between prepping and producing has been huge. I'm having trouble grokking the final numbers, so I'll break them down at the bottom...
 
  
:* 7 dwarves ecstatic.
+
Mason x#! (Stonecrafter x#!)
:* Old Buildings: Carpenter, Mechanic, Kitchen, Still, Butcher, Leather, Mason, Crafts,  Kennels, Tanner, Magma Smelter (the first of several), Magma Forge, Craftdwarf.
 
:* New Buildings: 3 additional Magma Smelters, Bowyer, Loom, Clothier, permanent Butcher w/ carcass air-lock, accessible Trade Depot
 
:* Temporary: AG: Wood Burner & Smelter, mason, AG butcher, 2 extra mason's, 2 additional craftdwarfs.
 
:* farmplots - no change
 
:* 4 wardogs attached to Leader/Outdoorsman
 
:* Dining Hall - "Royal", 5x5 wxcavated, seats 5, inc. "meager office" for broker.
 
:* Wall - no changes
 
:* 3 rows of stone traps
 
:* Towercap farm: est 600 tiles excavated so far. 16 sprouts visible so far, plus some plants(!?). Not "dense", but hella denser than the desert above it.
 
:* ~100 drink, 14 food, not including the most valuable (forbidden for now) - this is acceptable with the caravan on the horizon.
 
:* Created Wealth: ...(wait for it)...almost 160,000 (32k in architecture, 33k in furniture, 42k (so far) in armour (a new category), 6k in weapons (likewise), 26k "displayed" (also new), 21k in "other".)
 
  
And yet, with all the delays, I can't help but think it coulda been a lot more.  Meh, we'll see what the caravan thinks... I count on the second week in Fall...
+
Cheese -> Farmer's Workshop. Quern.
  
==Autumn, month 7==
+
Mechanic's x#
  
Decided that, for the next week or so, until the caravan arrives, after I finish 1 chain armor of +fine+ or better, that I would make nothing but plate mail for the created wealth, faster and more than 2x more/steel used than shields or helms or etc, and finish the rest of the full suits after they leave. That magnetite will provide around 700-750 iron - I think that'll hold me, if/when I find more coal.
+
Food inside, farm plots (UG & AG) and storage, + eventual dining room etc.
  
2 sets of puppies born back to back on the 2nd ''(typical window for first puppy births - expect the next six months and a couple days from now)'', 6 total, a 40% total population increase, and a representing an eventual 55% increase in the future fighting force!  Far more importantly, 4 are females, promising even more.  They'll be caged once I buy a cage from the traders.
+
Quick meeting room.  
  
01.07.06
+
Caravan entry, goblin "shortcuts"  g ^^^ g
Armourer sleeping (and actually in a bed!).  Now trying to top 200k in wealth before caravan arrives - will be tight.
 
  
This works on another level, tho' - allows me some breathing room to smelt up some bismuth bronze, and make the two chains I've been ignoring for a brace of guard dogs for my entrance. (Don't expect thieves until the caravan shows, at the earliest - but it's now past time to address that oversight.)
+
= Density Table =
 +
sandbox, work in progress
  
3 Kittens, with 2 female - more good luck!
+
<!--
 +
{| 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
 +
|-
  
Oho! Platinum vein in the magnetite! Might be too late to produce anything with it... we'll see...
+
{{Category|Physics}}
  
And the miner goes to sleep.  He was going to be my Might/Very Agile platinum hauler. Meh, gotta roll with the little stuff.  He's asleep along with 5 others - now I'm out of beds again - not supposed to work this way, schedules shoulda been staggered by now. pffft. Scheduled a 6th and 7th bed, put them on suspend until after the caravan.
+
-->
''
 

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