Basic principles- Lightweight is good
- Get inside/underground and hit the caverns as soon as possible
- If you can find all the plants you need guranteed dont bring helmets or anything else, only dwarven ale and beer (summertime beers to compliment your spring wine and rum) herbalists train fast so leave them to it
- 15 is a good number of seeds for 2 1x3 plots and 1 1x7 plot each, plant your seeds in accordance to starter dwarf grower skill, keeping to the 3x3's or 1x7 individually if its small
- bring plenty of meat/(and/or)/eggs and cook them immediately with your experienced cook to provide a food source to last a while or sell
- Hold onto your starter animals and force feed them for migrant waves later who may bring appropriate breeding partners.
- 1 block made of magma safe materials (or alternatively charcoal if you have none to hand via your civ) can make a wood furnace to use and kick start metal-working, bringing another or more can get enough reactions to smelt 1 piece of ore (1 piece that could become anything useful such as a trade bin for elf trading)
- Metal bins are preferable if you're really bringing them along for trading purposes and convenience to your sore fingers though wooden ones are easily producible (quantum dump the metal bins onto a special trade good pile close to the depot to transfer the goods from one to another).
- Hollowing out 'dead' space in corridors (2/3 block wide) for non specific temples (& space for well decorated graves) makes dwarves happy and therefore stopss insanity taking hold before your dwarves have gotten established and the real fun begins.
- Soldiers spend more time soldiering and less time dawdling if they are supplied with a cheap leather flask, it also means they wont run to the nearest source of water when you may need them to stand around a while and oversee hauling goes undisturbed. (bringing 1 yak (/domestic animal) flask on embark recommended for your militia chief)
Advanced concept cheatsheet- IRL make a list of all the things you may need.
- Work out the raw material cost of each item 1 wood log etc including cheat sheet melting.
- If you want a immediate bar of copper, melt down your starter axe and replace it with a wooden training axe, with additional tetrahedrite or copper nuggets, the 125% return value of the axe will milk out more copper metal for your next reaction.
- Sheep can grow force fed on plump helmets in a cage and still be milked/sheared in harsh conditions via a lock in room (I personally like to use grates because they inspire positive thoughts when decorated as dividing corridor facing walls on animal pens) sheep and pigs are your go-to animals for livestock should you choose to bring them
- A herd of animals in a cage can eat up harvested plant seeds from herbalism and farming for you, just dont let them eat you out of a house and a home.
- Everything wooden you 'bring on embark' must be fungiwood because it is the light and therefore objects are hauled faster (with cavern diving, you wont notice the contrast in wood anyway with what you bring back)
- Make wood objects using the carpenter, a high skilled creative one will produce high quality ones fast, better than ones you can bring yourself.
- Only ever assign creative attribute dwarves to crafting jobs and divide them on strength, high STR (masonry/stonecrafting - throw in some adequate levels for weaponsmith, armour and metal to invoke potential moods) Low STR (Carpentry *skilled is good situationally*, weaving and other lightweight jobs optional, depending on access to wood, if you have a spare low STR creative dwarf, assign them to cooking and brewing)
- abort embark and re-roll if you get bad dwarves
- build two of every workshop if resources allow, and assign via profile two experts to one, and all the inexperienced ones to the other (with the exception of positive creatives with relevant attributes to the master workshop regardless of skill) discern what you want in bulk (blocks for instance) against what you want in pristine quality
Bring dogs, not war dogs.
- I sincerely disagree with statements on dogs, war dogs are supreme defensive animals and breed extremely fast, bring four (two of each gender) for guranteed pups (which then can be seperated and puppy farmed into more dogs), tagging them along with people who travel outside (woodcutters,
herbalists, soldiers on defensive positions) will keep them largely safe.
- Bringing a manager and a broker is a second priority to assigning craftdwarves but is vital by the time the first migrant wave comes in to structure your existing workshops with manager profiles, a broker will also let you sell spare prepared food