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Author Topic: Embark Profiles?  (Read 4978 times)

tahujdt

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Embark Profiles?
« on: April 17, 2012, 03:29:22 pm »

Can someone please give me a link to a thread with embark profiles in it? If not, what do you use?
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Garath

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Re: Embark Profiles?
« Reply #1 on: April 17, 2012, 03:33:41 pm »

there are too many threads on that. Many die out after a while. Are you using advanced world gen and adding points or just standard world gen?

do you want challenge or... well, what?

The only thing people all seem to agree on is the importance of bringing a grower or two

http://www.bay12forums.com/smf/index.php?topic=96058.msg2871365#msg2871365
http://www.bay12forums.com/smf/index.php?topic=100997.0
« Last Edit: April 17, 2012, 03:36:10 pm by Garath »
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KodKod

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Re: Embark Profiles?
« Reply #2 on: April 17, 2012, 03:34:35 pm »

The only thing people all seem to agree on is the importance of bringing a grower or two

I disagree with this.
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tahujdt

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Re: Embark Profiles?
« Reply #3 on: April 17, 2012, 03:34:57 pm »

Standard gen. I want to see what people think and what all the different opinions are.

Edit: Ninja'd by KodKod. Btw, are you disagreeing for the sake of disagreeing?
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Garath

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Re: Embark Profiles?
« Reply #4 on: April 17, 2012, 03:38:51 pm »

just typed +embark and +strategy in the forum finder, and edited my previous posts for it.

Yeah, there are military embarks, and whatever.
quite a few don't take any skill.
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KodKod

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Re: Embark Profiles?
« Reply #5 on: April 17, 2012, 03:46:55 pm »

Ninja'd by KodKod. Btw, are you disagreeing for the sake of disagreeing?

That's a tricky one. I'm disagreeing for the sake of disagreeing, but I also disagree with the importance of it anyway.
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Schizotek

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Re: Embark Profiles?
« Reply #6 on: April 17, 2012, 04:30:49 pm »

Hunters+Egg Layers+Trade for booze/plants for booze. This way you can keep a healthy stock of food/booze without being overrun with stockpiles. Hunting works better if you turn off animal people. And make sure your hunters don't kill the whole pack of whatevers hes hunting.
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NecroRebel

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Re: Embark Profiles?
« Reply #7 on: April 17, 2012, 04:36:07 pm »

The only thing people all seem to agree on is the importance of bringing a grower or two

I disagree with this.
I agree with your disagreement; a grower is hardly necessary, as you often get one in the first two migrant waves anyway, and you don't need to establish farms before autumn anyway if you bring enough food and drink, and even later than that if you surface plants to gather or go to the caverns early to gather there.

Some people even prefer going without any skills at all. Dwarf labor is extremely cheap and plentiful, while early on some materials can be difficult to come by, and if your starting seven aren't actually any better than migrants at their designated jobs you aren't as likely to value them highly, letting you avoid depression if they die.

Overall, there's about as many embark profiles as there are players. Probably more, actually.

Personally, I bring 2 dwarves with 1 level of ambusher that become soldiers, 1 dwarf with proficient weapon and armor smithing, 1 dwarf with 2 levels in every medical skill (except crutch walking), and 1 dwarf with social skills for a broker. The other 2 are unskilled peasants on embark. Then, I bring 1 pick, a bunch of food and wood, and enough bronze-making supplies to make 3 more picks, equip my soldiers with full armor, and make a spare axe or two.
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ohgoditburns

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Re: Embark Profiles?
« Reply #8 on: April 17, 2012, 04:54:00 pm »

If embarking in a dangerous biome or planning to dig directly down to the cavern, it's necessary to bring a warrior with equipment. Any warrior dwarves should also have a single point in a profession skill to avoid some bad thoughts.

I find that it's much *easier* to bring about 80 units of booze than none at all.

You should also always bring a pick or materials to make one.
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Fireborn

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Re: Embark Profiles?
« Reply #9 on: April 17, 2012, 05:56:14 pm »

A more advanced embark, and my new standard:

If you have access to Bit.Coal this is exceptionally cheap.

Copper Nuggets are 3.
Bit.Coal/lignite is 3.
Picks for 6 each, instead of 44.
9 Each if you need to use Tetraheadrite instead.

You can bring the materials for Steel for 66 points for 2 bars.  Assuming your civ has Flux (6), Iron Ore (24), and Bit.Coal. (3)

One unit of Charcoal/Coke (10) to start off the Bit.Coal, two rocks(3) for the smelter/metalsmiths, and you're set.

If you want to be even cheaper, a training axe will cut down a tree, and you'll get enough wood for that out of your cart.
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NecroRebel

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Re: Embark Profiles?
« Reply #10 on: April 17, 2012, 06:20:38 pm »

Bronze is actually cheaper than copper, point per bar, and takes fewer jobs per bar. Given that and its better quality for weapons and armor, it's much better to bring bronze materials on embark if available than copper. Making 2 bronze bars from 1 copper ore and 1 cassiterite (12 points total) takes 1 fuel and 1 job, while making 2 copper bars from 2 copper ores (12 points total) takes 2 fuel and 2 jobs. You do have to make bronze in multiples of 2, of course, but that's rarely a problem. If nothing else, you'll have a spare metal bar hanging around for early moods.
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Fireborn

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Re: Embark Profiles?
« Reply #11 on: April 17, 2012, 06:29:34 pm »

Good points, I tend to overlook bronze.

Although, it relys on the civ having 2 ores instead of 1.  But, that's an issue with such a "from scratch" embark in all cases...
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Meph

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Re: Embark Profiles?
« Reply #12 on: April 17, 2012, 07:22:31 pm »

My mod has 10 embark profiles included, but they mostly aim towards roleplaying (lost caravan, nobles escort, miner expedition) and not at max efficiency. You might want to have a look regardless.
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tahujdt

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Re: Embark Profiles?
« Reply #13 on: April 17, 2012, 11:01:58 pm »

Yeah, I use Masterwork, but I don't like those profiles.
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Meph

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Re: Embark Profiles?
« Reply #14 on: April 17, 2012, 11:04:35 pm »

In that case please share better ones ;)
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