v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing v0.34:Sample Starting Builds

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "v0.34"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 6: Line 6:
 
== PeridexisErrant LNP ==
 
== PeridexisErrant LNP ==
  
The unofficial updated Lazy Newb Pack includes a large number of basic embark profiles, including scenarios adapted from Masterwork mod.  If you don't want to download the whole pack, you can also find the profiles at http://pastebin.com/buqxbNqj
+
The unoficial updated Lazy Newb Pack includes a large number of basic embark profiles, including scenarios adapted from Masterwork mod.  If you don't want to download the whole pack, you can also find the profiles at http://pastebin.com/buqxbNqj
  
 
== Nagidal's Allrounder ==
 
== Nagidal's Allrounder ==
Line 49: Line 49:
 
Before you start thinking of having some military, build a [[well]] and a [[hospital]].
 
Before you start thinking of having some military, build a [[well]] and a [[hospital]].
  
== ELLIOTTCABLE's Tweaking Band ==
 
{{User:ELLIOTTCABLE/Starting_build}}
 
  
 
== Specialized builds ==
 
== Specialized builds ==
Line 116: Line 114:
 
Taking this to the logical extreme of removing picks and all the fancy things that are included in the default embark, the build below brings along one copper and one tin ore (enough for 8 bronze tools), some magma-safe rock to build a forge and furnaces (remember - no mining before you have a pick!), and some [[plump helmet]]s for immediate [[brewing]] and [[seed]]s+[[drink]]s.
 
Taking this to the logical extreme of removing picks and all the fancy things that are included in the default embark, the build below brings along one copper and one tin ore (enough for 8 bronze tools), some magma-safe rock to build a forge and furnaces (remember - no mining before you have a pick!), and some [[plump helmet]]s for immediate [[brewing]] and [[seed]]s+[[drink]]s.
  
Now, what for all those saved points? One possibility is to bring along a few pieces of [[iron]] ore to equip a basic guard just in case, or some cheaper [[tin]] to at least ensure [[bronze]] production at some point. But perhaps the best use of points is to buy a SHITLOAD OF COAL. [[Bituminous coal]] is only 3 points each at embark, as it is a basic "economic stone" rather than an ore. By bringing along some 90 or so coal, not only will there be enough for early production, squad equipping, and buying out the first two years of caravans with metal goods, but with some care literally hundreds of [[coke]] will be ready by the time the first [[magma forge]] is set up. That means mass steel production without any reliance on lucky sedimentary layers.
+
Now, what for all those saved points? One possibility is to bring along a few pieces of [[iron]] ore to equip a basic guard just in case, or some cheaper [[zinc]] to at least ensure [[bronze]] production at some point. But perhaps the best use of points is to buy a SHITLOAD OF COAL. [[Bituminous coal]] is only 3 points each at embark, as it is a basic "economic stone" rather than an ore. By bringing along some 90 or so coal, not only will there be enough for early production, squad equipping, and buying out the first two years of caravans with metal goods, but with some care literally hundreds of [[coke]] will be ready by the time the first [[magma forge]] is set up. That means mass steel production without any reliance on lucky sedimentary layers.
  
 
The dwarves' skills in this build are an afterthought, following the template of Miner/Mayor/Proficient Armorsmith, Miner/Doctor/Proficient Weaponsmith, Carpenter/Cutter, Grower/Cook, Grower/Brewer, Furnace operator/Proficient Metalcrafter, and Mason. One neat trick: there is novice training in [[armorsmith]] on both growers, so that if they avoid doing any job but their planting/cooking, and ever go [[strange mood#Fey|fey]], that's a guaranteed [[legendary]] armorsmith. It happens more than you might think.
 
The dwarves' skills in this build are an afterthought, following the template of Miner/Mayor/Proficient Armorsmith, Miner/Doctor/Proficient Weaponsmith, Carpenter/Cutter, Grower/Cook, Grower/Brewer, Furnace operator/Proficient Metalcrafter, and Mason. One neat trick: there is novice training in [[armorsmith]] on both growers, so that if they avoid doing any job but their planting/cooking, and ever go [[strange mood#Fey|fey]], that's a guaranteed [[legendary]] armorsmith. It happens more than you might think.
Line 122: Line 120:
 
{{collapsible-pre|title=Profile|
 
{{collapsible-pre|title=Profile|
 
[PROFILE]
 
[PROFILE]
[TITLE:Profile MINMAX]
+
[TITLE:Profile 1SDKFLJDSLKFJSDLFJ]
 
[SKILL:1:MINING:1]
 
[SKILL:1:MINING:1]
 
[SKILL:1:FORGE_ARMOR:5]
 
[SKILL:1:FORGE_ARMOR:5]
Line 174: Line 172:
 
Upon embarking, immediately use some bauxite to build a [[wood furnace]], [[smelter]], and [[forge]]. Burn a piece of wood to charcoal, then use the charcoal to process a few units of coal. Smith an axe and two picks, build a brewery and brew all the plump helmets. Plant seeds, and then one can proceed as with the normal embark, with some 80-100 coal in the wagon.
 
Upon embarking, immediately use some bauxite to build a [[wood furnace]], [[smelter]], and [[forge]]. Burn a piece of wood to charcoal, then use the charcoal to process a few units of coal. Smith an axe and two picks, build a brewery and brew all the plump helmets. Plant seeds, and then one can proceed as with the normal embark, with some 80-100 coal in the wagon.
  
Warning: there is a good chance that your starting civilization has neither coal nor lignite. In that case, restart the embark and try another civilization; an entire world of coalless dwarves is rare. Also, the added burrowing/starting time may prove fatal on inhospitable maps.
+
Warning: there is a good chance that your starting civilization has neither coal nor lignite. In that case, restart the embark and try another civilization; an entire world of coalless dwarfs is rare. Also, the added burrowing/starting time may prove fatal on inhospitable maps.
 
+
[[Category:DF2012:Guides]]
===Dwarves for good start===
 
The seven dwarves are able to do all important work and you can set up two squads. When new dwarves arrive, remove hauling task (wood!) from your starting dwarves (and all new important (crafting) dwarves, so they do not run into ambushes, useless dwarves can get fishing, to scout the outside.
 
 
 
At the beginning, you can give the starting dwarves all important labors like butcher, cook, brewing, plant processing, ... until you got a better dwarf for those jobs.
 
 
 
Building a pen near your entrance with walls and a door (only passable for dwarves) for your sheep (stone blocks help a lot), and a pen in your entrance for your dogs to take care of thieves. Make the entrance passable for caravans (3 tiles).
 
 
 
Dwarves:
 
# Grower 5 / Leather Crafting 5 / Wood Cutting 0 (till miners are ready for inside growing)
 
# Weapons Smith 5 / Armor Smith 5 (this dwarf is very important)
 
# Mechanics 5 / Buildings Design 5 (for traps, with 5-10 spears, stones, ...)
 
# Diagnose 5 / Surgery Setting Bones, Suturing, Dressing Wounds  all 1 (your medical dwarf, has one free skill point)
 
# Mason 5 / Carpenter 5
 
# Mining 1 / Armor Use 5 / Dodging 4 (give him an axe and a squad and a leather armor, trouser and shield)
 
# Mining 1 / Armor Use 5 / Dodging 4 (give him a spear and a squad and a leather armor, trouser and shield)
 
 
 
Items:
 
* copper axe,
 
* copper picks 2,
 
* seeds (all 6+)
 
* drinks (all 21+)
 
* meat and fish (cheap one with 1 stacks for free barrels)
 
* iron anvil
 
* leather (cheap, 20-40)
 
 
 
Animals:
 
* 3 dogs (2 female, 1 male)
 
* 3-6 sheep (2-5 female, 1 male)
 
 
 
{{Category|Guides}}
 

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

Templates used on this page: