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Author Topic: Embark Builds  (Read 3845 times)

maseck

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Embark Builds
« on: April 02, 2010, 11:22:31 am »

I think the dwarves can just stay where they are in standard embarks but... items.
buckets, splints, crutches can all be made by the cheaper wood in the carp entershop.  How do you feel about anvil's now that they're cheaper?  Do you feel safe bringing only two of animals now that you can choose genders (one might die)?

EDIT: OOPS, meant to put this in dwarf mode discussion.  If somebody can move it, do.
« Last Edit: April 02, 2010, 11:25:31 am by maseck »
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Doomshifter

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Re: Embark Builds
« Reply #1 on: April 02, 2010, 11:26:17 am »

My latest build has been only a minor alteration to what I used to use.

2 miners
1 mason/engraver
1 carpenter/architect
1 farmer/cook/herbalist/brewer
1 doctor (all the doctor skills)
1 mechanic/craftsdwarf.

Then I usually just take a bit of extra meat over whatever it automatically gives you. I always run out of food first...
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zwei

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Re: Embark Builds
« Reply #2 on: April 02, 2010, 11:48:24 am »

1 axe

breeding pair of each animal

Extra points go to mules, anything leftover from mules goes to dogs.

Criptfeind

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Re: Embark Builds
« Reply #3 on: April 02, 2010, 12:25:22 pm »

Your Avatar is off by a wee bit.
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Im_Sparks

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Re: Embark Builds
« Reply #4 on: April 02, 2010, 01:20:33 pm »

Your Avatar is off by a wee bit.

How is that related to embark builds? Whose it directed to? Please refine your posting skills.

Anyway, I go with the same build as doomshifter, but with instead of herbalist he's a butcher. I then take a lot of donkeys for slaughtering and I rely on farming/caverns. I <3 my caverns.
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Khyron

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Re: Embark Builds
« Reply #5 on: April 02, 2010, 01:59:50 pm »

Here's my build. It's hands down my favorite, and it covers the majority of situations.

2 Proficient Miners.
1 Proficient Axedwarf, Adequate Carpenter/Woodcutter
1 Proficient Mason, Adequate Architect
1 Proficient Stonecrafter, Novice Leader
1 Proficient Grower, Proficient Cook
1 Proficient Grower, Proficient Brewer

2 Male, 2 Female Dogs
4 Cats (Usually all female so I can avoid catsplosions)

2 Copper Picks
1 Axe (Cheapest one, I think copper now)
25x Dwarven Ale
25x Dwarven Rum
25x Dwarven Beer
25x Dwarven Wine
20x Cave Lobster (Shells & Bones in case of early moods)
80x Various 2-point Meats to give the dorfs some selection.
25x Pig Tail Seeds
25x Plump Helmet Spawn
25x Rock Nuts
25x Cave Wheat Seeds
25x Sweet Pod Seeds
15x Cave Spider Silk Thread
14x Any Wood

You start out with 100 food and drink, some fairly well skilled dwarves, and plenty of supplies to start. With a proficient stonecrafter you can easily craft enough mugs to buy out the majority of your first caravan and get one or more anvils no sweat. Starting with thread and wood is cheaper than starting with rope, buckets, splints, bags, etc. and you have plenty of time to make the wood/thread into whatever you need while you're setting up and some of your starting 7 have free time.

I always set up a farm first and get going on brewing/cooking operations. My miners and my woodcutter are almost always busy, but the growers have plenty of time to use doing any and all small jobs while we get set up. If there's a military situation, the miners and woodcutter can usually handle it.
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Diablous

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Re: Embark Builds
« Reply #6 on: April 02, 2010, 02:05:17 pm »

EDIT: OOPS, meant to put this in dwarf mode discussion.  If somebody can move it, do.

You can. The options should be at the bottom on the left.
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Akivara

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Re: Embark Builds
« Reply #7 on: April 03, 2010, 03:41:07 am »

Quote
20x Cave Lobster (Shells & Bones in case of early moods)

...Lobsters don't have bones.  Turtles have both shells and bones, though.

Anyway, does the "pick 1 of every meat, get a bunch of barrels" trick still work?  I haven't played it yet because I need to mess with my keybindings; I'm on a laptop.
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Syndic

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Re: Embark Builds
« Reply #8 on: April 03, 2010, 08:17:00 am »

Actually, turtles now give you shells when you prepare them at the fishery, not when the dwarves eat them. This makes importing turtles less important, and getting shells less trivial.

And the "pick 1 of every meat" trick now requires more attention - if you get mule meat, mule sweetbread and prepared mule brain, it will all go into the same barrel. However, mule meat and horse meat will go into separate ones. One barrel per animal type, it seems.
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Boingboingsplat

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Re: Embark Builds
« Reply #9 on: April 03, 2010, 08:28:08 am »

I stick in a few military dorfs in the new version, because it's most fun to dig straight down to the caves and let them control the monsters while my dwarves frantically build walls for the sake of a farm.
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Ampoliros

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Re: Embark Builds
« Reply #10 on: April 03, 2010, 09:15:48 am »

definitely take an anvil, the cheapness and the availibility of ore makes it a definite thing. if you're being stingy on embark points you can even smelt your own picks on site instead of carrying them, although it slows your STRIKE THE EARTH a bit.

also, sand is a definite awesome embark item; even on sanded maps, each single point comes with a free bag to carry it in, and when you start glassmaking you can reuse the bags that came for cheap.
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MaDeR Levap

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Re: Embark Builds
« Reply #11 on: April 03, 2010, 11:20:33 am »

1 Axe (Cheapest one, I think copper now)
Currently wooden training axe also works to fell tree. You do not have even to buy them - carpenter will make them from wood.

Yes, I expect this to be fixed.
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