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Author Topic: How do you make the initial team ?  (Read 1708 times)

FuzzyZergling

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Re: How do you make the initial team ?
« Reply #15 on: February 18, 2011, 09:21:22 pm »

A good way of freeing up points is to drop all the cloth and thread, and just buy nice cheap leather.
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Hyndis

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Re: How do you make the initial team ?
« Reply #16 on: February 19, 2011, 01:00:54 am »

7 miners, 7 mining picks, 2 axes, an anvil, 10 dogs, and the rest is food/booze.

I will always get migrants later. Highest priority is digging. Migrants can do the farming later on.
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Poindexterity

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Re: How do you make the initial team ?
« Reply #17 on: February 19, 2011, 03:00:16 am »

1-5 pts miner/1 pt fishcleaner
2-5 pts miner/1 pt fishcleaner
3-5 pts miner/1 pt fishcleaner
4-5 pts miner/1 pt fishcleaner
5-2 pts fishing/1pt planting/brewing/plant gathering/plant processing/cooking/butcher/soap making/lye making
6-2 pts surgery/bone doctor/suturing/3 pts diagnosis/1 pt teaching
7-1 pt manager/2 points appraising/5 pts record keeper/2 pts conversationalist.
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Life (in dwarf fortress) is a cocophany of flavours, each more succulent than the last - why not sample them all?!

Max White

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Re: How do you make the initial team ?
« Reply #18 on: February 19, 2011, 03:02:52 am »

Fun fact: Pigtail rope costs twice as much as cave spider rope. Save yourself 20 points if you must bring two peices of rope at all.

Poindexterity

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Re: How do you make the initial team ?
« Reply #19 on: February 19, 2011, 03:12:41 am »

7 miners, 7 mining picks, 2 axes, an anvil, 10 dogs, and the rest is food/booze.

I will always get migrants later. Highest priority is digging. Migrants can do the farming later on.
consider bringing only 1 axe and a bunch of wood instead.
you can get 11 logs i think for the price of an axe...
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Life (in dwarf fortress) is a cocophany of flavours, each more succulent than the last - why not sample them all?!

Biowraith

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Re: How do you make the initial team ?
« Reply #20 on: February 19, 2011, 04:42:36 am »

I bring:
5 Miner / 5 Diagnostician
5 Miner / 5 Wound Dresser
5 Mechanic / 4 Stonecrafter / 1 Appraiser
5 Carpenter / 5 Gem Cutter
5 Mason / 5 Gem Setter
5 Cook / 4 Grower / 1 Weaponsmith (for moods)
5 Brewer / 4 Grower / 1 Armorsmith (for moods)

I'm thinking with current rarities I'll drop the Gem Cutter/Setter skills.

I drop the default axe (I'll make a couple training axes for woodcutting when I get there) and anvil (buy from first caravan).  I drop all the cloth and wood items, and replace them with 3 silk thread and 3 silk cloth (for early mood material or medical purposes).  I bring 26 of each booze type, 11 of each seed, and around 20-30 assorted meats.  20-30 wood for initial beds, coke, etc.  4-6 war dogs (to fend off vultures etc rather than any real threats), and recently some ducks (they amuse me).  Maybe some sand as well (free bags!).

Starting orders: miners go mine, the farmers set plant gathering on and, well, gather plants, mason walls off an area of the brook as a future generator room, while the other two chop down every tree in sight.
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