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Author Topic: Favored starting seven?  (Read 2810 times)

Tsuchigumo550

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Favored starting seven?
« on: December 23, 2013, 02:54:52 pm »

What do you generally start with when going fort-building?

So far, I stick to a Carpenter/Furnace Operator, Mason/Engraver, two Miner/Swimmers, a brewer/cook/farmer, a butcher/tanner/clothier, a woodcutter/hunter, and a mechanic+other skills.
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Mushroo

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Re: Favored starting seven?
« Reply #1 on: December 23, 2013, 03:12:50 pm »

I do "Play Now" 90% of the time, and "7 unskilled dwarfs with lots of equipment" the other 10% if I have a specific concept.
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GhostDwemer

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Re: Favored starting seven?
« Reply #2 on: December 23, 2013, 03:53:12 pm »

I usually use this team: Axedwarf/Expedition Leader (bookkeeper, manager, trader), Cook/Weaponsmith, Brewer/Leatherworker, Planter/Gem cutter, Mason/Architect, Carpenter/Doctor, Mechanic/Armorer.
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milo christiansen

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Re: Favored starting seven?
« Reply #3 on: December 23, 2013, 03:54:39 pm »

I never do the same starting 7 twice, I always decide what to bring based on their stats (and since I use a mod, their caste)
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Seleucian

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Re: Favored starting seven?
« Reply #4 on: December 23, 2013, 04:46:02 pm »

If I don't have specific goal, usually this: Carpenter/Mechanic/Trader/Exp Leader , Grower/Cook, Mason/Blacksmith, Hammerdwarf, Hammerdwarf, Speardwarf, Speardwarf
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PDF urist master

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Re: Favored starting seven?
« Reply #5 on: December 23, 2013, 05:36:47 pm »

miner, farmer/brewer, woodcutter, miner, carpenter, mason, trader
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Lexx

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Re: Favored starting seven?
« Reply #6 on: December 23, 2013, 05:41:52 pm »

1 axe or hammer warrior, a cook, a brewer, A mason/architect, Miner, Carpenter, and sometimes a second warrior or a smith or second miner depending on the embark.
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Jessoftherocks

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Re: Favored starting seven?
« Reply #7 on: December 23, 2013, 10:07:33 pm »

I typically like to start with two miners, a carpenter, Proficient mechanist, cook, butcher, two masons, and allocate some skills in a dyer, takes forever to rank up that skill.
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Re: Favored starting seven?
« Reply #8 on: December 24, 2013, 12:18:06 am »

  • 1 Miner
  • 1 Mason/Mechanic/Architect
  • 1 Carpenter/Woodcutter
  • 1 Grower/Brewer/Cook/Butcher
  • 1 Hunter
  • 1 Hammerdwarf
  • 1 Swordsdwarf


And gear.

Otherwise I just do the single pick challenge in reanimating biomes. Because I'm a sadist normal DF player.
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PrivateNomad

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Re: Favored starting seven?
« Reply #9 on: December 24, 2013, 01:32:31 am »

I just use the default seven, but I assign the mason to mining and the wood worker to wood cutting.

Matoro

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Re: Favored starting seven?
« Reply #10 on: December 24, 2013, 05:06:24 am »

3 miners, mason/architect, carpenter/woodcutter, farmer/brewer/cook and stonecrafter/mechanic/furnace operator/metalsmith.
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Haspen

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Re: Favored starting seven?
« Reply #11 on: December 24, 2013, 05:11:17 am »

1 miner, 2 stoneworkers, 1 famer, 1 carpentercook, 1 trader/crafter (often ends as exp.leader) and 1 smith. That's my usual starting seven.
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itg

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Re: Favored starting seven?
« Reply #12 on: December 24, 2013, 06:26:30 am »

I never do the same thing twice, but here's something I might do:

Miner/Weaponsmith
Miner/Armorsmith
Miner/Shield User
Axedwarf/Shield User
Farmer/Brewer/Cook
Carpenter/Mechanic
Mason/Trader

The miner/shield user can be a pick-wielding soldier or an actual miner as necessary. The farmer will probably do the woodcutting. It's not normally a critical task, since I tend to bring a bunch of logs with me.

Duuvian

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Re: Favored starting seven?
« Reply #13 on: December 24, 2013, 09:46:20 am »

I find a dwarf who likes a weaponcrafting weapon and make them a weaponcrafter. Same with an armor crafter who likes chest armor or helmets. One who likes shields I make carpenter.

I make a teacher dwarf with dodging and teacher skill, who becomes the bookkeeper for organizer skill.

The expedition leader is one who is honest and I give them liar skill, as they won't learn that skill.

One I make an engraver as training one from dabbling takes a long time.

If I don't do the above setup, I might bring seven dwarves with teaching skill and a combat skill both at proficient so they teach each other past the demonstrations phase of training once the fort has enough supplies to do so.
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Oort

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Re: Favored starting seven?
« Reply #14 on: December 24, 2013, 11:49:29 am »

Dodger/teacher
Armor user/teacher (both of these guys mine until the 1st or 2nd migrant wave; they then ditch the pickaxes but have a jumpstart on attributes when they start training. I tend to favor hammer/spear because I play with a lot of titans in my worlds.)
Grower/cook
Grower/brewer (these 2 ditch the food preparation and become full time growers once the fortress gets big enough.)
Weaponsmith/Armorer
Mechanic/Animal trainer/trader/architect
Carpenter/clothier/medical

Kind of designed so the starting 7 are all useful in the later game. Forms a core to build my fort around.
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