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Author Topic: Embark Stage  (Read 2427 times)

bughunter

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Embark Stage
« on: December 02, 2013, 06:02:44 pm »

Alright, so I want to make a huge thread of just embark things.
Like I embarked with:
X
X
X
X
etc.

This will allow for a lot of newer people to learn some good embark things.

Here is one of mine:

Spoiler (click to show/hide)

So each of you can post something like that, and I will put it in a spoiler and put it in the OP.

Witty's Embark
Spoiler (click to show/hide)

Larix
Spoiler (click to show/hide)
« Last Edit: December 03, 2013, 08:17:21 pm by bughunter »
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Yeah, kilts are great!

Witty

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Re: Embark Stage
« Reply #1 on: December 02, 2013, 06:35:27 pm »

I embark with

Spoiler (click to show/hide)
« Last Edit: December 02, 2013, 06:43:44 pm by Witty »
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Quote from: Toady One
I understand that it is disappointing when a dwarf makes a spiked loincloth instead of an axe.

bughunter

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Re: Embark Stage
« Reply #2 on: December 02, 2013, 08:04:47 pm »

I embark with

Spoiler (click to show/hide)
Thank you for your post, I will add you to the OP.
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Anyone else here want some kitten leather thongs?
___________________________
"Ye know why it's called "kilt'? 'Cause we kilt anyone who called it "skirt"!"
Yeah, kilts are great!

PaleBlueHammer

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Re: Embark Stage
« Reply #3 on: December 02, 2013, 08:16:13 pm »

It depends on the embark site, of course.  Glacier?  Bring extra wood.  And so on.  Unless I know I'm going to have lots of trees, and time to cut/haul wood, I usually bring 5 logs or so just for beds.

A few granite stones, just to cut into blocks.  That's because my miners will always dig out whatever needs digging in the soil layers first before moving on to rock.  While they're digging I use the blocks for workshops or whatever needs doing.

One anvil, one hen and one rooster (for eggs, breed the first batch and then collect them, butcher all roosters except one), and sometimes one sow and one boar (pigs do not need to be pastured, and you can milk them).

If I think there will be sand on my embark (and I always try to have sand), I spend a few points buying SAND from the embark menu.  Why, you ask, when sand is an infinite resource?  Because sand comes with a free bag and only costs 1 point.  The sooner I can get a green glass industry up and running, the sooner I can start churning out infinite doors, tables, thrones, and trap components.  And pots!  I loves me some green glass pots.  1/4th as heavy as a barrel and twice the capacity.
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If adamantine is revealed for more then 2 years without being completely mined it all turns into galena. Useless, Useless Galena.

bughunter

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Re: Embark Stage
« Reply #4 on: December 02, 2013, 08:38:43 pm »

It depends on the embark site, of course.  Glacier?  Bring extra wood.  And so on.  Unless I know I'm going to have lots of trees, and time to cut/haul wood, I usually bring 5 logs or so just for beds.

A few granite stones, just to cut into blocks.  That's because my miners will always dig out whatever needs digging in the soil layers first before moving on to rock.  While they're digging I use the blocks for workshops or whatever needs doing.

One anvil, one hen and one rooster (for eggs, breed the first batch and then collect them, butcher all roosters except one), and sometimes one sow and one boar (pigs do not need to be pastured, and you can milk them).

If I think there will be sand on my embark (and I always try to have sand), I spend a few points buying SAND from the embark menu.  Why, you ask, when sand is an infinite resource?  Because sand comes with a free bag and only costs 1 point.  The sooner I can get a green glass industry up and running, the sooner I can start churning out infinite doors, tables, thrones, and trap components.  And pots!  I loves me some green glass pots.  1/4th as heavy as a barrel and twice the capacity.
Wow! I never knew glass was so good! I will have to invest some resources into my current fortress for glass. Too bad I already drafted my skilled glassmaker into the military.
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Anyone else here want some kitten leather thongs?
___________________________
"Ye know why it's called "kilt'? 'Cause we kilt anyone who called it "skirt"!"
Yeah, kilts are great!

leclere

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Re: Embark Stage
« Reply #5 on: December 02, 2013, 09:38:49 pm »

I didn't know that either about the glass.  I'm giving it a try if I got sand in my current fort.
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bughunter

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Re: Embark Stage
« Reply #6 on: December 03, 2013, 04:27:50 pm »

Anyone else willing to share their embark? I enjoy reading them!
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Anyone else here want some kitten leather thongs?
___________________________
"Ye know why it's called "kilt'? 'Cause we kilt anyone who called it "skirt"!"
Yeah, kilts are great!

xcorps

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Re: Embark Stage
« Reply #7 on: December 03, 2013, 04:47:27 pm »

I usually embark (for the time being and for the near future anyway) with 5k points instead of the default.
(modify this in advance world gen)
Sometimes I start with 10 dwarves, but usually 7.
(can be changed by using startdwarf 10 in DFHack console PRIOR to entering the embark screen)

number of the cheapest picks to match number of dwarves
number of cheapest axe equal to number of dwarves
a full suit of iron armor (chain, breastplate, gauntlets, boots, helm, shield)
50 wood (half if embark is in heavy forest)
10 each of 5-10 different prepared meats
15-20 WOOD POTS (not barrels..pots hold more and weigh less)
5-10 barrels (some outputs will not go into pots)
5 bars of coke or charcoal
24 seeds of quarry bush, sweet pod, pig tail, cave wheat, plump spawn
48 plump spawn
some potash and lye
1 male dog
8-12 female dogs
1 male goose
6 female geese
1 male turkey
6 female turkey
12 wood nest box
30-50 bituminous coal if no volcano
a male and female wool bearing animal
sometimes some metal bars
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wierd

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Re: Embark Stage
« Reply #8 on: December 03, 2013, 05:06:05 pm »

*shrug*

I just use the default embark...
I don't mind unskilled starting 7; they tend to become legendary in multiple skills anyway, so why put them in boxes like that?

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bughunter

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Re: Embark Stage
« Reply #9 on: December 03, 2013, 05:37:38 pm »

*shrug*

I just use the default embark...
I don't mind unskilled starting 7; they tend to become legendary in multiple skills anyway, so why put them in boxes like that?
Do you mean not putting points into anything? Or just using the default point settings and continuing from there?
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Anyone else here want some kitten leather thongs?
___________________________
"Ye know why it's called "kilt'? 'Cause we kilt anyone who called it "skirt"!"
Yeah, kilts are great!

wierd

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Re: Embark Stage
« Reply #10 on: December 03, 2013, 05:54:48 pm »

If I do a custom embark (to get slightly different start equipment to better suit a more "extreme" embark site), then it means I don't distribute skill points, and let the RNG drop it where it lies.

If I don't do a custom embark (embark site is unremarkable/doesn't need special equipment) then it means "just embarking".

I don't mind "worthless" starting 7s, and having an expedition leader with a fettish for unobtainable materials adds to the FUN.



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bughunter

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Re: Embark Stage
« Reply #11 on: December 03, 2013, 06:08:47 pm »

If I do a custom embark (to get slightly different start equipment to better suit a more "extreme" embark site), then it means I don't distribute skill points, and let the RNG drop it where it lies.

If I don't do a custom embark (embark site is unremarkable/doesn't need special equipment) then it means "just embarking".

I don't mind "worthless" starting 7s, and having an expedition leader with a fettish for unobtainable materials adds to the FUN.
Wait, then how in the world do you get anything done with nothing?
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Anyone else here want some kitten leather thongs?
___________________________
"Ye know why it's called "kilt'? 'Cause we kilt anyone who called it "skirt"!"
Yeah, kilts are great!

wierd

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Re: Embark Stage
« Reply #12 on: December 03, 2013, 06:22:43 pm »

"Embarking now" gives you 2 axes (random material), 2 picks (usually copper), about 60 units booze, and 50 units meat, plump helmets, and the like, and 1 anvil.

Its toady's generic embark profile.  It's good enough for most embarks, but not well suited to "extreme" ones. (Though using it on such embarks can be FUN!)

It isn't the same as doing a custom embark, and unselecting everything.
(Though that could be quite challenging too... theoretically, you could possibly survive that if you had access to trees.  Dismantle the wagon for 3 logs, use one to make a carpenter's shop, and then 1 to make a training axe, then use the training axe to cut trees. Use wood floor over a clay deposit to expose a bare clay patch, etc. You still need 1 stone boulder to make a kiln to do the collect clay job, but after that you could do clay surface construction and NEVER dig. You could possibly get that from the trade caravan using a wooden trade depot, and trading wooden goods.)

But, here's what you would need to survive an "everything unselected" embark challenge:

Heavily forested temperate biome with abundant surface crops, shallow minerals, non-terrifying, non-savage.

Step 1, disassemble wagon and make a food stockpile.
Step 2, assign an herbalist, then mass designate collect plants.
Step 3, assign a carpenter, make a carpenter's shop from 1 of the logs, make a training axe
Step 4, assign a woodcutter, cut trees, designate lumberyard
Step 5, make barrels and still
Step 6, make a bowyer's shop, make crossbow, make wooden bolts
Step 7, assign hunter, turn him loose
Step 8, make butchershop and tannery
Step 9, assign butcher/tanner.
Step 10, make leather armor and crafts
...

You get the idea.  Use the trade caravan and a wooden depot to get essential equipment.
After that proceed normally.

The starting equipment just helps you get to a level of stability quickly, and that's it. Same with starting skills.





« Last Edit: December 03, 2013, 06:36:01 pm by wierd »
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bughunter

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Re: Embark Stage
« Reply #13 on: December 03, 2013, 06:50:14 pm »

"Embarking now" gives you 2 axes (random material), 2 picks (usually copper), about 60 units booze, and 50 units meat, plump helmets, and the like, and 1 anvil.

Its toady's generic embark profile.  It's good enough for most embarks, but not well suited to "extreme" ones. (Though using it on such embarks can be FUN!)

It isn't the same as doing a custom embark, and unselecting everything.
(Though that could be quite challenging too... theoretically, you could possibly survive that if you had access to trees.  Dismantle the wagon for 3 logs, use one to make a carpenter's shop, and then 1 to make a training axe, then use the training axe to cut trees. Use wood floor over a clay deposit to expose a bare clay patch, etc. You still need 1 stone boulder to make a kiln to do the collect clay job, but after that you could do clay surface construction and NEVER dig. You could possibly get that from the trade caravan using a wooden trade depot, and trading wooden goods.)

But, here's what you would need to survive an "everything unselected" embark challenge:

Heavily forested temperate biome with abundant surface crops, shallow minerals, non-terrifying, non-savage.

Step 1, disassemble wagon and make a food stockpile.
Step 2, assign an herbalist, then mass designate collect plants.
Step 3, assign a carpenter, make a carpenter's shop from 1 of the logs, make a training axe
Step 4, assign a woodcutter, cut trees, designate lumberyard
Step 5, make barrels and still
Step 6, make a bowyer's shop, make crossbow, make wooden bolts
Step 7, assign hunter, turn him loose
Step 8, make butchershop and tannery
Step 9, assign butcher/tanner.
Step 10, make leather armor and crafts
...

You get the idea.  Use the trade caravan and a wooden depot to get essential equipment.
After that proceed normally.

The starting equipment just helps you get to a level of stability quickly, and that's it. Same with starting skills.
Ahh, okay, that sounds really cool! :)
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Anyone else here want some kitten leather thongs?
___________________________
"Ye know why it's called "kilt'? 'Cause we kilt anyone who called it "skirt"!"
Yeah, kilts are great!

Larix

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Re: Embark Stage
« Reply #14 on: December 03, 2013, 07:15:34 pm »

I also tend to just go with "Embark now!" - generic embark with the basic tools, enough food to last well into summer, all crucial occupations covered. I usually assign one of the dwarfs who won't get too much work in the first year as second miner. Switching stuff around a bit for a better use of embark points can certainly make life easier in the first year, but it's rarely worth the several minutes of clicking stuff in the boring stuff screens instead of actually playing the game.

Mind, if you absolutely intend to get an early start into the military, you'll need to prepare properly (or have an appropriate saved embark scheme), because the default embark setup is 100% civilian; military skills and military gear must be specially ordered to be part of your embark package.

Minimal embarks can be fun, too, although a zero-point embark tends to get a bit boring in the long run if you don't trade; i like the classic minimal embark better - take just one anvil and one lump of ore and build a functional fort from there, no trade allowed ever.
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