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Author Topic: What is your ideal Starting Seven Setup?  (Read 3882 times)

pisskop

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What is your ideal Starting Seven Setup?
« on: May 16, 2013, 06:10:36 pm »

In any biome.  I realize its situational, but who do you prefer to take?

On a really calm map without obvious resources I take

1 miner
1 hunter
1 woodcutter
1 carpenter w/woodcrafting
1 mason w/stonecrafting
1 leatherworker w/butching
1 proficient glazer w/pottery


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TheDarkStar

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Re: What is your ideal Starting Seven Setup?
« Reply #1 on: May 16, 2013, 06:30:43 pm »

I prefer:
2x miner to get a fortress built faster
2x woodcutter/carpenter (thinking about changing one of them though)
1x general craftsman to get workshops built
1x farmer
1x appraiser/noble

It usually changes slightly each time,though.
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blue emu

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Re: What is your ideal Starting Seven Setup?
« Reply #2 on: May 16, 2013, 06:40:51 pm »

2 Miners
1 Mason/Building Designer
1 Lumberjack/Carpenter
1 Farmer
1 Brewer/Cook/Herbalist
1 Mechanic/Expedition Leader

The dudes with non-moodable main skills (Farmer, Brewer) get single Weaponsmith and Armorsmith levels, too.
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Victor6

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Re: What is your ideal Starting Seven Setup?
« Reply #3 on: May 16, 2013, 07:03:00 pm »

6 miners (1 cross trained in appraisal, 1 with diagnosis, 1 with weapon\armorsmith if I'm feeling paranoid),
1 decent mechanic,
......and a ton of booze.

Farming skills can wait until the unwashed migrants arrive. Masonry, woodcutting and carpentry skills are easy to train and don't supply enough of an early benefit to justify the embark cost.
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VerdantSF

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Re: What is your ideal Starting Seven Setup?
« Reply #4 on: May 16, 2013, 07:41:20 pm »

2 Miners
1 Medic/Appraiser
1 Carpenter/Woodcutter
1 Armorsmith/Weaponsmith
1 Axedwarf
1 Hammerdwarf

I don't use danger rooms, so it's imperative that I have a 2-man squad training from the get go.  By the time I get more troops, the vets are decent in all combat stats, including armor user, allowing them to move faster and get to fights first.  They soak up most of the attacks, thin the herd, while the lowbies mop up.

Mnemosynis

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Re: What is your ideal Starting Seven Setup?
« Reply #5 on: May 16, 2013, 08:06:52 pm »

2 Miners
2 Masons/Mechanics
1 Stonecrafter
2 variable slots.  Usually two Woodcutters/Carpenters if there's lots of wood, or whatever else seems useful for the embark if there's not.  I usually bring tons of food and booze with me so I can focus on digging/building with my starting set as long as possible, and I fill in food producing jobs as needed from migrant waves once the supply starts to get low.
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Urist Da Vinci

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Re: What is your ideal Starting Seven Setup?
« Reply #6 on: May 16, 2013, 08:11:22 pm »

6 Miner/mason/engraver/mechanic/architects
1 leader/trader/carpenter/woodcutter

First season is just digging.
The first two waves of migrants get delegated to setting up farms and other essentials.

Mo3636

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Re: What is your ideal Starting Seven Setup?
« Reply #7 on: May 16, 2013, 09:08:51 pm »

4 miners with mason, leader, craftsdwarf, carpenter, and mechanic skills mixed in
1 axedwarf/woodcutter
1 cook/farmer/butcher
1 Hunter
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evictedSaint

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Re: What is your ideal Starting Seven Setup?
« Reply #8 on: May 16, 2013, 10:18:34 pm »

Dwarf 1: 5 miner, 5 engraver.
Dwarf 2: 5 mason, 5 architect.
Dwarf 3: 5 woodcutter, 5 carpenter.
Dwarf 4: 5 brewer, 5 cook.
Dwarf 5: 5 gem cutter, 5 gem setter.
Dwarf 6: various metal-working skills.
Dwarf 7: 5 mechanic, 5 appraiser.

Drazinononda

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Re: What is your ideal Starting Seven Setup?
« Reply #9 on: May 16, 2013, 10:51:32 pm »

7 Peasants.

Honestly, the only reason I ever bother to Prepare Carefully is if I want to bring geese or certain materials, and that's where all my points go. There aren't really any skills that are important to have right off the bat, and the ones that are vitally important (mining, growing, etc.) are going to be trained over time anyway. Why waste my time assigning points at the beginning?
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Rogue Yun

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Re: What is your ideal Starting Seven Setup?
« Reply #10 on: May 16, 2013, 11:26:27 pm »

I once took 5 axe dwarfs, a sword dwarf, and a doctor into a haunted biome to try to take back a fort. It failed miserably. That was one tough undead yak cow.
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Id Utalrisen

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Re: What is your ideal Starting Seven Setup?
« Reply #11 on: May 16, 2013, 11:54:56 pm »

I've been there. I learned it's better to have one axedwarf with ok armor at embark, than 7 naked warriors.
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Rogue Yun

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Re: What is your ideal Starting Seven Setup?
« Reply #12 on: May 17, 2013, 12:20:05 am »

I have a lot to learn. But mistakes are hilariously fun : )
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Duuvian

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Re: What is your ideal Starting Seven Setup?
« Reply #13 on: May 17, 2013, 01:47:44 am »

One thing I do sometimes is find an honest sounding dwarf, and give him liar social skill so they elect him mayor, and he has a social skill at proficient that he won't train up if I'm not mistaken.
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VerdantSF

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Re: What is your ideal Starting Seven Setup?
« Reply #14 on: May 17, 2013, 01:55:04 am »

7 Peasants.

Honestly, the only reason I ever bother to Prepare Carefully is if I want to bring geese or certain materials, and that's where all my points go. There aren't really any skills that are important to have right off the bat, and the ones that are vitally important (mining, growing, etc.) are going to be trained over time anyway. Why waste my time assigning points at the beginning?

You know, that's a very good point.  Next time, I might tweak this idea and do a military-weighted set-up.  2 squads of 3 and a broker/manager with just 1 point in Appraiser.  With orders spread out a bit, they should be able to train, spar, and do civilian work until the first migrant wave arrives, at which point they go full military.
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