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Author Topic: [DF2014] Embark Profiles  (Read 19518 times)

ldog

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Re: [DF2014] Embark Profiles
« Reply #45 on: May 30, 2015, 12:53:10 am »

I'm trying out a new setup on dwarf skills.

For moodable skills I give each dwarf 5 points in one of:

- weaponsmith
- armorsmith
- blacksmith
- leatherworker
- clothier

Usually two weaponsmiths, two armorsmiths, and one dwarf for each of the remaining blacksmith, leatherworker, and clothier. Dwarves will share the other moodable skills like mining and masonry until a migration wave arrives so that they retain their highest skills.

Then the remaining 5 points for non-moodable skills:

- 1 swimming, 1 discipline, 2 appraiser, 1 judge of intent
- 1 swimming, 1 discipline, 2 diagnostician, 1 surgeon
- 1 swimming, 1 discipline, 1 wound dresser, 1 suturer, 1 bone doctor
- 1 swimming, 1 discipline, 2 axeman, 1 armor use
- 1 swimming, 1 discipline, 2 crossbowman, 1 armor use
- 1 swimming, 1 discipline, 3 animal trainer
- 1 swimming, 1 discipline, 3 grower

Usually I'll try to give the military positions to male dwarves with good physical characteristics, and the medical skills to dwarves with good disease resistance.

Cool! I just started playing again, and was actually pondering setting the embark up for moodable skills myself.

I personally wouldn't bother with animal trainer (no skill can still train up wardogs PDQ) or the medical skills (since they don't affect treatment really, only the speed, and they'll be very rusty by the time they get much use...that or everyone will be dead anyway...but maybe you get a hospital running faster than me) Maybe 2 more soldiers and another grower.

How has is it worked out for you?
Logged
Quote from: Dirst
For example, if you wanted to check if a unit was eligible to be a politician or a car salesman, you'd first want to verify that there is no soul present...

Quote from: gchristopher
The more appropriate question becomes, are they awesome and dwarven enough.
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