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Editing v0.31:Embark

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'''Yes, I Do Need That''' - <s>never</s> <s>don't</s> NEVER leave without alcohol unless you have a [[brewer]] and a way to gather plants early (untrained [[herbalist]]s designated after embarking are enough) or safe water source (preferably flowing).
 
'''Yes, I Do Need That''' - <s>never</s> <s>don't</s> NEVER leave without alcohol unless you have a [[brewer]] and a way to gather plants early (untrained [[herbalist]]s designated after embarking are enough) or safe water source (preferably flowing).
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'''Foresight'''
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*2 Miners, with all 5 points spent in mining. They will spend their time mining and hauling stone
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*1 Wood Cutter, 5 points in wood cutting for the same purpose as the miners
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*1 Grower/Herbalist, who at first will gather plants, with high success, and later begin farming with a higher yield of plants.
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*1 Diagnostician, Adequate Suturer/Surgeon, Novice Bone Doctor. Diagnosing is very important, and suturing and surgeory are quite common with wounds. A skilled doctor will be able to save your important dwarves in the early years of a fortress.
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*1 Adequate Appraiser, Negotiator, Persauder, Organizer, Record Keeper. This will be your trader, bookkeeper, and manager. You can change the numbers, depending on how precise the bookkeeper should be.
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*1 Competent Armor User, Dodger, and skilled Teacher. This dwarf will teach your migrants how to survive in the military.
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Until you get a wave of migrants (or two), you should appoint the nobles and militant to be your carpenter/mason/architect. Quality is not important early game.
  
 
= See Also =
 
= See Also =

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