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Author Topic: How many embark points do you work with?  (Read 4542 times)

xZippy

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How many embark points do you work with?
« on: July 21, 2016, 10:46:20 am »

I'm still very new to the game, so I give myself around double of the normal amount, but not much more than that as I don't want to overspoil myself and make starting out too easy, but still use the double amount to get started just a bit faster.

Now please share with me your answer or else I'll be very angry. You've been warned.
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Imic

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Re: How many embark points do you work with?
« Reply #1 on: July 21, 2016, 10:53:05 am »

10,000.
I normally barely use any of it, except to get more food then I shall ever need due to me often being too busy building stuff in the early game for menial stuff such as farming.
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Derro

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Re: How many embark points do you work with?
« Reply #2 on: July 21, 2016, 11:02:27 am »

1350. It gives me the space to buy everything I need while still forcing some degree of resource management.
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Luriant

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Re: How many embark points do you work with?
« Reply #3 on: July 21, 2016, 11:26:37 am »

I use the standart value.

With only Grower, Mechanic, appraiser with 9 other skills, and a Carpenter if anyone like beds, i have enough for buy rare ores, some wood, charcoal, bituminous coal and Petrified Wood for a initial building around the wagon. 5 copper Picks and a copperaxe (grower only work in farm/still).
A farm in dirt, and basic workshop...

Dwarves have enough happiness to survive sleeping in the floor, or eating the same Plump Helmet.
And more items to manage, more time hauling the wagon to the stockpile.
 
The problem is in civ without iron... buy a Steel Anvil crush my plans  :-[ .
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TheDarkStar

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Re: How many embark points do you work with?
« Reply #4 on: July 21, 2016, 02:22:07 pm »

I used to use 10k but I only used 5.5k of it for food + metal armor/weapons + marble/hemative/bituminous coal. Currently, I use the default settings + marble/hematite/bituminous coal for early steel. For my dwarves, I take two miners, one woodcutter/carpenter, one farmer, one metal crafter, one trader/expedition leader, and one peasant. The trader and peasant get engineering and miscellaneous jobs upon embark.
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StarWars1981

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Re: How many embark points do you work with?
« Reply #5 on: July 21, 2016, 05:05:25 pm »

I've always just used standard. I like to have dedicated Furnace Operators and Wood Burners, as well as dedicated Weapons and Armor smiths (separate dwarves, so as to accomplish jobs quicker.) However, I combined the smith dwarves and furnace op too, but there's still a separate wood burner - the carpenter/wood cutter/bowyer/wood crafter. I take a Miner (Competent, if I can swing it w/ points), Woodworker, Smith, Trader (menial jobs that only come up sometimes, i.e. Mechanic, and things like Farming (Fields) that other dwarves do. However, that's usually something I activate post-embark. Appraiser skill is important, the rest he can learn, or wait for a migrant wave to bring you a better one. Last couple embarks have been purposefully on a Terrifying biome, so I took along a Swordsdwarf, Competent in Sword, Shield, and Dodging, w/ novice Wrestling to make him twist weapons in injuries. Took along a Speardwarf, too, same extra skills. Also brought along THE FARMER: does all those other jobs. Can be rolled into Trader, but be prepared for him to do nothing but menial jobs your migrants should take care of once the traders arrive.
Also, bring along purpose-tagged people for all jobs that build skill (that are important, i.e. no Growers unless you bring no food): Engraver (only necessary in a STONE aquifer, other than that just wait awhile for smoothing/engraving things), Smithing (tag Metalcrafter and Blacksmith on, too, despite their less-obvious benefits), Furnace Op/Wood Burning (faster production), Carpenter/Mason/Leatherworker/Clothier (Faster + Better stuff), Wood Cutter/Miner (speed and pretty tunnels  ;).
On the subject of military dwarves, NEVER underestimate the power of dodging. They can't get killed if they can't be hit. Competent dodgers are NEVER in the way of those terrible Husk Camels (one-hoofed a Dwarf in the throat, then kicked the Left False Ribs into the Lung) unless they're unlucky. Also, shields take care of those few hits that might have made it through.
Brought items: Copper pick, iron anvil, wooden training axe, weapons/shields for military, bags, ropes, cloth (just because), buckets, Drink and Food (use all points). 4 Female, 2 Male dogs. They require no food, so you can dive underground with them, and they can be butchered. Make sure you breed a lot of them to populate your traps and Killbox hallway. Also, bring 10 stone and 10 wood in case you need it for workshops and they're not available locally (especially in aquifers).
Finally, tailor embark military equipment for the situation. If you're likely to be instantly assaulted, bring two dwarves, full iron gear, and weapons. Make them competent in whatever weapon skill they like. (Read their preferences page; a dwarf who likes steel/iron should be the smith, if they like Swords, make them a Swordsdwarf. Happy dwarves.) Fit everything else around this: you only need an anvil, a pick, and an axe, plus a short-term food supply, to really survive. Having more breeding animals is good; gives you a source of food that doesn't require planting. They can also be sacrificed one-by-one in an emergency, while crops can't be. But if all 7 dwarves die on arrival due to a wandering elephant, it won't do you any good to have three years' worth of food stored away.
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FantasticDorf

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Re: How many embark points do you work with?
« Reply #6 on: July 21, 2016, 05:40:24 pm »

Eh. I usually dont play around with custom settings because the standard world generation suits me fine enough, so the standard embark point applies normally.

When i can be bothered to, i usually decrease it to about a 1000 points (for a tactical challenge) or increase it very high if im running experiments and need to have lots of supplies to hand quickly.
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Thuellai

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Re: How many embark points do you work with?
« Reply #7 on: July 21, 2016, 05:49:24 pm »

I stick to standard.  I usually don't bring along military, although occasionally I'll assign a single military dwarf with a good teaching skill.  I'm a fan of bringing raw ore and doing all my smelting on-site.  The only skill I always make sure to have is a single max-skilled Planter, because of the significant boost in food yields.  A lot of times I'll leave everyone else with either a wide array of novice skills or no skills at all, and let them learn on the go.
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steel jackal

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Re: How many embark points do you work with?
« Reply #8 on: July 21, 2016, 06:45:58 pm »

i use standard
tbh i dont really see much of a difference with forts that i have loads of goodies and forts where i only have one rock an anvil and one magnetite ore.

it only ever takes like 5 mins to get your fort up and running to sustain your 7 dwarves indefinitely.

the game only gets challanging when you have 80+ dwarves and there are nasties gushing fourth from every hole
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NullForceOmega

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Re: How many embark points do you work with?
« Reply #9 on: July 21, 2016, 06:56:26 pm »

Usually 2k, I like to bring extra stone along (usually gabbro) so I'm sure I have magma-safe stuff readily available.  It also lets me load up with at least four of all seeds (16 plump helmet spawn, 32-48 pig tail) and some extra tower cap logs.
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Daris

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Re: How many embark points do you work with?
« Reply #10 on: July 21, 2016, 07:32:00 pm »

I've never felt a need for more than the standard.  I ditch the useless stuff that can be easily bought later from the caravan (yes, even the anvil) and have plenty of points for skills for my starting seven.  I use the remainder to buy a flock of sheep, some dogs, and four cats.

I ban immigration, however, which means that I need support only 7 dwarves with food and booze.  Training up a carpenter on spiked wooden balls means that I can buy whatever I need from the caravan right off the bat, including that anvil.  Spending embark points on skills rather than stuff is a better value when you can't depend on immigrants to beef up your skill set.
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Bumber

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Re: How many embark points do you work with?
« Reply #11 on: July 22, 2016, 12:21:45 am »

Standard. It's plenty enough to spend all the skill points you can, buy a copper axe, two copper pickaxes, food, booze, and still have enough leftover for a steel helmet for the miner that will become militia captain.
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Melting Sky

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Re: How many embark points do you work with?
« Reply #12 on: July 22, 2016, 02:03:47 am »

I always use the standard starting points since I personally think of it as a bit cheety if I give my self extra. There are so many ways you can min and max your starting gear that the starting points really are very generous unless you are doing something crazy like embarking in an evil biome full of undead fliers or something.
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Uggh

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Re: How many embark points do you work with?
« Reply #13 on: July 22, 2016, 05:26:36 am »

It's really not that important if you stick to standard embarks (normal temperatures, some wood to work with, gatherable plants, maybe a river or lake, not evil) with no immediate danger. Don't waste your time on optimizing the embark points (at least in the beginning), better waste it on starting and failing some forts until you get the feeling for what is really necessary and what your game style will be.
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Findulidas

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Re: How many embark points do you work with?
« Reply #14 on: July 22, 2016, 07:30:57 am »

Now please share with me your answer or else I'll be very angry. You've been warned.

I refuse.
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