Brought six cats
Yer doomed matey.
I've kinda made this my standard embark group:
-one expedition leader (the dwarf who seems most suitable in it's thoughs and preferences): 5 points in one or two random social skills will ensure getting the expedition leader position.
The other 5 points I usually put in cooking. Expedition leaders make good cooks
- one woodcutter (5) / carpenter (5)
- one miner (3) / engraver (3) / mason (4)
- one miner (3)/ engraver (3)/ stonecrafter (4) (early trade goods if you dislike selling roasts)
- one miner (3)/ engraver (3)/ brewer (4)
- one planter (5) / mechanic (5)
- one dwarf with 10 points spent on fighting, striking, dodging, +weapon of choice
2 female war dogs, 5 male war dogs. Each dwarf is assigned one at start. I try to give the female dogs to miners, so they have less chance of dying to something on the surface.
1 male kitten, one female kitten. Postponing catsplosion until they mature.
The points spent on cooking / brewing are not strictly nescessary, but it's nice to start making semi-decent meals if you want to trade them, and afaik booze does have hidden quality modifiers that influence happy thoughts.
I worked with 2 embark miners for a long time, but after careful consideration, I've found the third miner to really pay off when establishing the fort.
The military dwarf usually gets to do all the oddjobs that aren't covered by others, until migrants arrive that can fill thses jobs. Then he'll be military commander, and form the first squad.