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Author Topic: Good starting builds  (Read 3362 times)

Grizzly

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Good starting builds
« on: May 23, 2012, 05:13:05 pm »

Hey guys i'm a some what experienced player looking for all sorts of starting builds to mess around with :] thanks
please add dwarfs and items
« Last Edit: May 23, 2012, 07:16:31 pm by Grizzly »
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Loud Whispers

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Re: Good starting builds
« Reply #1 on: May 23, 2012, 05:27:29 pm »

Dwarf 1
Proficient miner
Dwarf 2
Proficient miner
Dwarf 3
Proficient wood cutter/carpenter
Dwarf 4
Proficient herbalist/grower
Dwarf 5
Proficient herbalist/grower
Dwarf 6
Proficient Marksdwarf/teacher
Dwarf 7
Proficient Marksdwarf/teacher

Take two crossbows, your copper bolts (or the materials needed to make said items), and embark on an evil biome. Entrench yourself, quickly.

weenog

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Re: Good starting builds
« Reply #2 on: May 23, 2012, 05:28:51 pm »

I hear three copper picks and the rest of your embark points into cats is Fun, yet surprisingly workable.
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ivanthe8th

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Re: Good starting builds
« Reply #3 on: May 23, 2012, 06:19:41 pm »

Here's my ideal build:

Dwarf 1
Proficient Miner / Proficient Grower
Dwarf 2
Skilled Miner / Adequate Bone Doc / Adequate Suturer / Adequate Surgeon
Dwarf 3
Proficient Carpenter / Competent Axedwarf (DF 0.34.10 lists it as "Axeman"? Heresy!) / Adequate Teacher
Dwarf 4
Proficient Mason / Novice Record Keeper / Novice Manager / Competent Mechanic
Dwarf 5
Proficient Stonecrafter / Adequate Appraiser / Novice Judge of Intent / Adequate Wound Dresser
Dwarf 6
Proficient Cook / Proficient Building Designer
Dwarf 7
Proficient "other crafting skill" (my current embark has a potter) / Proficient Diagnoser


Usually I pick dwarves with appropriate attributes for each job. Creative Stonecrafters, strong miners, and so on. I find that this covers all the skills that are either hard to come by (like doctors) or contribute to quality of goods (why I have a cook not a brewer).
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lordcooper

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Re: Good starting builds
« Reply #4 on: May 23, 2012, 06:27:32 pm »

Six proficient miners with picks, a proficient herbalist/axedwarf with an axe and as much booze as you can afford.

Set the herbalist to gather food while you mine out the entire damn fortress.  Switch the herbalist to a woodcutter when you have enough grub and use migrants to fill in all the other roles.
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weenog

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Re: Good starting builds
« Reply #5 on: May 23, 2012, 06:28:19 pm »

^ You like 'em small, don't you?
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Listen up: making a thing a ‼thing‼ doesn't make it more awesome or extreme.  It simply indicates the thing is on fire.  Get it right or look like a silly poser.

It's useful to keep a ‼torch‼ handy.

lordcooper

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Re: Good starting builds
« Reply #6 on: May 23, 2012, 06:32:06 pm »

Six miners can get through a surprising amount of work in a year.
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weenog

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Re: Good starting builds
« Reply #7 on: May 23, 2012, 06:51:35 pm »

I've had sixteen going for two years and they're not quite one third finished with one relatively simple project yet.
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Listen up: making a thing a ‼thing‼ doesn't make it more awesome or extreme.  It simply indicates the thing is on fire.  Get it right or look like a silly poser.

It's useful to keep a ‼torch‼ handy.

ClkWrkJester

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Re: Good starting builds
« Reply #8 on: May 23, 2012, 07:11:19 pm »

I do five miners, one farmer/carpenter, one metalworker, then embark without any finished tools, just materials. Usually by the time i'm all set, it took me a bit longer than normal, but I've got a serious leg up on a metal industry.
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krenshala

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Re: Good starting builds
« Reply #9 on: May 23, 2012, 07:11:28 pm »

I hear three copper picks and the rest of your embark points into cats is Fun, yet surprisingly workable.
Is the plan to live on cat-meat, and sell cat-leather and cat-bone goods to the first caravan in order to get an anvil?  I like this plan.
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Zepave Dawnhogs the Butterfly of Vales the Marsh Titan ... was taken out by a single novice axedwarf and his pet war kitten. Long Live Domas Etasastesh Adilloram, slayer of the snow butterfly!
Doesn't quite have the ring of heroics to it...
Mother: "...and after the evil snow butterfly was defeated, Domas and his kitten lived happily ever after!"
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krenshala

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Re: Good starting builds
« Reply #10 on: May 23, 2012, 07:12:28 pm »

I do five miners, one farmer/carpenter, one metalworker, then embark without any finished tools, just materials. Usually by the time i'm all set, it took me a bit longer than normal, but I've got a serious leg up on a metal industry.
With the recent changes to ores this is actually an efficient method, at least for copper/bronze starts, from what some folks are posting.
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Quote from: Haspen
Quote from: phoenixuk
Zepave Dawnhogs the Butterfly of Vales the Marsh Titan ... was taken out by a single novice axedwarf and his pet war kitten. Long Live Domas Etasastesh Adilloram, slayer of the snow butterfly!
Doesn't quite have the ring of heroics to it...
Mother: "...and after the evil snow butterfly was defeated, Domas and his kitten lived happily ever after!"
Kids: "Yaaaay!"

Niyazov

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Re: Good starting builds
« Reply #11 on: May 23, 2012, 08:47:08 pm »

Miner
Miner
Mason
Mechanic
Carpenter
Armorsmith + Social Skills -> Mayor
Planter

picks
Lots of bituminous coal
Lots of wood
a few ropes, thread, cloth
a couple of dogs
some booze

Don't forget to slaughter your pack animals.


Aboveground fort:

hunter
butcher
bone carver
carpenter
plant gatherer
tanner/brewer
leather worker/woodcutter



I try not to put too many skill points into conflicting skills on the same dwarf, since once you start getting migrants you will be able to do a proper division of labor and the superfluous skills will go to waste.
« Last Edit: May 23, 2012, 08:49:10 pm by Niyazov »
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simonthedwarf

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Re: Good starting builds
« Reply #12 on: May 23, 2012, 09:10:14 pm »

7 miner/strand extractors/masons

Go get that blue stuff
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Hanslanda

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Re: Good starting builds
« Reply #13 on: May 23, 2012, 09:17:33 pm »

^^ Me like.

Based on attributes and likes and dislikes:
Two miners, one mechanic, one mason
Fighter/Teacher
Bookkeeper/organizer/Appraiser
Woodcutter/carpenter, or in treeless biomes, a Stonecrafter/bonecrafter
Stonecrafter/Bonecrafter
Brewer/Cook

I then assign the bookkeeper mining, and the fighter/teacher doubles as my second farmdwarf or a metalsmith. The stonecrafter/bonecrafter is assigned a bunch of crafting jobs, plus jewelry and furnace operating. Alternatively, I give the Crafter Armorsmith/Weaponsmith if I'm embarking on a volcano.
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Dorfimedes

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Re: Good starting builds
« Reply #14 on: May 23, 2012, 09:49:02 pm »

Think short-term when choosing skills for your dwarves. A proficient armor/weapon -smith might sound like a good idea, but with the new migrants you'll probably get one that can at least match his skill. Bringing at least one good miner is pretty important, you want spaces dug out quickly so you can move operations from the surface underground before ambushers or hostile wildlife show up. I prefer to bring more seeds and fertilize farm plots at the start rather than putting points into farming. Masons and carpenters are always good because they can help you set up a good dining room quickly and prevent your fort from falling to an early tantrum spiral. Along a similar line you can bring a dwarf who's good at cooking and brewing.

Besides that, I like to bring a dwarf that's proficient in fighting so you can turn useless peasants into decent warriors right from the start - he'll teach them what he knows during combat drills. Alternatively you can bring a markdwarf, or if a military isn't really your thing a mechanic so he can set up traps quickly.
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