I feel somewhat pleased with myself and all the trial and error leading me to these embark profiles. I thought I'd share it and explain why I selected these specific items and attributes and not others. If you are like me and take pride in your suffering to finally find something that works feel free to post your own! If you are new or would like to make a better embark profile I'm sure you will find some of these tips helpful!
The Profiles:Basic Min Start Profile:[PROFILE]
[TITLE:BASIC_START_MIN_MIN]
[ITEM:14:MEAT:NONE:CREATURE_MAT:LLAMA:MUSCLE]
[ITEM:5:SEEDS:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED]
[ITEM:5:SEEDS:NONE:PLANT_MAT:GRASS_TAIL_PIG:SEED]
[ITEM:5:SEEDS:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:SEED]
[ITEM:5:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED]
[ITEM:7:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK]
[ITEM:7:DRINK:NONE:PLANT_MAT:GRASS_TAIL_PIG:DRINK]
[ITEM:7:DRINK:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:DRINK]
[ITEM:7:DRINK:NONE:PLANT_MAT:POD_SWEET:DRINK]
[ITEM:1:ANVIL:NONE:INORGANIC:IRON]
[ITEM:1:ANVIL:NONE:INORGANIC:STEEL]
[ITEM:1:WEAPON:ITEM_WEAPON_AXE_BATTLE:INORGANIC:COPPER]
[ITEM:2:WEAPON:ITEM_WEAPON_PICK:INORGANIC:COPPER]
[PET:1:CAT:FEMALE:STANDARD]
[PET:1:CAT:MALE:STANDARD]
This is the absolute bear minimum that I would recommend. All my profiles usually have these basics.
It allows for better distribution of attributes based on "Hidden" knowledge of characters strengths and weaknesses that one might know from outside programs like Dwarf Therapist.
Advanced Min Start Profile: Or how to arm an early militia.[PROFILE]
[TITLE:BASIC_START_MIN_ADVANCED]
[SKILL:1:WOODCUTTING:1]
[SKILL:1:DETAILSTONE:5]
[SKILL:1:NEGOTIATION:1]
[SKILL:1:JUDGING_INTENT:1]
[SKILL:1:APPRAISAL:1]
[SKILL:1:CONSOLE:1]
[SKILL:2:MINING:5]
[SKILL:2:FORGE_WEAPON:5]
[SKILL:3:MINING:5]
[SKILL:3:FORGE_ARMOR:5]
[SKILL:4:COOK:5]
[SKILL:4:STONECRAFT:5]
[SKILL:5:MASONRY:5]
[SKILL:5:MECHANICS:5]
[SKILL:6:CARPENTRY:5]
[SKILL:6:BREWING:5]
[SKILL:7:PLANT:5]
[SKILL:7:HERBALISM:5]
[ITEM:14:MEAT:NONE:CREATURE_MAT:LLAMA:MUSCLE]
[ITEM:5:SEEDS:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED]
[ITEM:5:SEEDS:NONE:PLANT_MAT:GRASS_TAIL_PIG:SEED]
[ITEM:5:SEEDS:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:SEED]
[ITEM:5:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED]
[ITEM:7:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK]
[ITEM:7:DRINK:NONE:PLANT_MAT:GRASS_TAIL_PIG:DRINK]
[ITEM:7:DRINK:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:DRINK]
[ITEM:7:DRINK:NONE:PLANT_MAT:POD_SWEET:DRINK]
[ITEM:2:SKIN_TANNED:NONE:CREATURE_MAT:LLAMA:LEATHER]
[ITEM:10:WOOD:NONE:PLANT_MAT:WILLOW:WOOD]
[ITEM:10:BOULDER:NONE:INORGANIC:QUARTZITE]
[ITEM:2:POWDER_MISC:NONE:INORGANIC:SAND_TAN]
[ITEM:2:BOULDER:NONE:INORGANIC:CLAY]
[ITEM:2:POWDER_MISC:NONE:INORGANIC:PLASTER]
[ITEM:2:THREAD:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]
[ITEM:2:THREAD:NONE:CREATURE_MAT:SPIDER_CAVE:SILK]
[ITEM:2:THREAD:NONE:CREATURE_MAT:LLAMA:HAIR]
[ITEM:1:WEAPON:ITEM_WEAPON_AXE_BATTLE:INORGANIC:COPPER]
[ITEM:2:WEAPON:ITEM_WEAPON_PICK:INORGANIC:COPPER]
[ITEM:1:ANVIL:NONE:INORGANIC:IRON]
[ITEM:1:ANVIL:NONE:INORGANIC:STEEL]
[ITEM:1:BOULDER:NONE:INORGANIC:TETRAHEDRITE]
[ITEM:1:BOULDER:NONE:INORGANIC:COAL_BITUMINOUS]
[ITEM:1:BOULDER:NONE:INORGANIC:MALACHITE]
[ITEM:1:BOULDER:NONE:INORGANIC:NATIVE_COPPER]
[ITEM:1:BOULDER:NONE:INORGANIC:CASSITERITE]
[PET:1:DOG:FEMALE:STANDARD]
[PET:1:DOG:MALE:STANDARD]
[PET:1:CAT:FEMALE:STANDARD]
[PET:1:CAT:MALE:STANDARD]
[PET:1:SHEEP:FEMALE:STANDARD]
[PET:1:SHEEP:MALE:STANDARD]
Dwarf 1:Dwarf 1 is the noble dwarf, the expedition leader, the broker, the manager, the book keeper. And that makes him the most expendable.
Dwarf 1's skills enable him see prices and be a good trader when the caravan comes. Should he manage to survive he makes a good engraver.
I give him one skill point in wood cutting just out of ease of not having to assign it manually. He makes a great wood cutter because if he gets eaten or killed while outside cutting trees he will not really be missed.
Giving him five points in engraving is just out of hope that he survives to the late game. Good engravers are hard to come by but if one is lost it is not the biggest setback.
I recommend when the game starts to assign him animal training and have him train a war dog (they follow the people that train them) just out of protection for the engraving investment.
Dwarf 2 and 3:Dwarf 2 and 3 are really where the meat of the profile resides. They can carve up a quick refuge and/or get a metal industry up and started very quickly.
You can choose not to start with any axes or pickaxes and just bring the resources to make them and Dwarf 2 will have you ready in a jiffy, though I find it best to start with the pickaxe and axe just because it is kind of a hassle when you feel you need safety in a hurry.
My main goal with dwarf 2 and 3 is to have armor and weapons ready for the first couple migrants to become drafted into the military. Because you can't control what a migrant's skills are many migrants make great fodder for a starting militia. If your goal is just to dig these dwarves will do that exceptionally well and the added skills in armor/weaponcrafting is a nice surprise to have when the time comes.
Once you make it to the site I recommend giving them the wood burning and furnace operating occupations to help fuel themselves in their industry.
I don't usually have dwarf 2 or 3 haul much or at all.
Dwarf 4:Dwarf 4 is the cook, though I usually make him a part time brewer later. I gave him skills in stonecrafting because I like trading with the elves (I'm a hippie dwarf at heart) and stone pots are better for that than wooden barrels. Doesn't hurt to have those nice stone mugs either.
Dwarf 5:Dwarf 5 is my constructor. His job is to get the forts buildings, traps, and constructions online. The trade depot, bridges, levers, cage traps, etc.. This guy makes the blocks and gets to work relatively early in your fortress and tends to remain useful throughout as you make stone coffers, doors, etc.
Dwarf 5 absolutely needs to have the architect profession assigned to him as having an architect is required for many structures. I didn't find architecture worth wasting a point in but if you like you could reassign a point or two for it. Having him immediately make a mason workshop and turn all the quartzite (see stone) into blocks helps with making the hauling to build future workshops a breeze.
Dwarf 6:Dwarf 6 is the carpenter. I gave him brewing so that he could make himself barrels if he is needed to make booze but really he stays a carpenter for most of the game.
Dwarf 6 is my star player because his job is making trade goods for the upcoming caravan. The caravan stocks can potentially super supply my fortress with everything it might need.
I usually exempt dwarf 6 from hauling as he helps with defenses (cage traps) and if he has a lot of time to just pump out goods you can really buy out the caravan.
A good item to try and trade would be:
The spiked wooden balls, which trade for a substantial amount.
Dwarf 7:Dwarf 7 has the necessary but thankless job of providing food for the colony. He can help scavenge food from outside until the colony gets on it's feet and once suitable indoor farms can be made.
I definitely exempt dwarf 7 from hauling. Food is usually essential to my forts early survival.
I recommend giving dwarf 7 the animal training profession and have him train the other dog to a war dog.
I tried very hard to match up the jobs so that one job set wouldn't interfere or limit another.
Staple items that are most likely worth bringing!Food:I chose llama meat because meat types can be cheaper than the plant types and your civilization will always start with llamas as far as I can tell (no preparation errors).
I chose to take 14 as this will give the dwarves 2 food breaks before your food industry gets up and running. A food break is roughly equivalent to two booze breaks, hence the proportion of 14 food to 28 booze. I tend to go with as less food and booze as possible because once you have the food industry going you never really worry much about food and booze again. It is wise to do increments of 7 as you have seven initial dwarves.
Booze:I chose to go with 7 of each of the basic alcohol choices. This gives you four wooden barrels. Though the barrels are not full they can be used for other things the sooner they are drained. Also having one of four beverage choices makes for happier dwarves.
Seeds:In the early game I find that only the plants that can make booze really matter (maybe the pig tails are better suited for clothing but it doesn't make for bad drinks either).
I grab five seeds of each booze making plant and I never really have found myself wanting. You might even get away with less. I skip getting dimple cup spawn as I haven't found much survival use for dying my clothes.
Leather:Just take a couple in case that strange mood sneaks up on you unexpectedly. Again I chose llama because of civilization availability and I hate llamas (just kidding! I love llamas! They taste delicious!)
Wood:Embarks without trees/logs to make beds or you need lots of charcoal for your early metal industry, you will never find harm in bringing more wood. Your civilization always seems to have certain subterrainian wood types (like tower-caps) available but my OCD tends to like having brown beds and nothing but brown beds. After a little testing I found that willow logs seem to always be with your starting civilization. I would recommend taking as much wood as you can!
Stone:Not just any stone, cheap magma-proof stone that will always be with your starting civilization. By name, this would be quartzite. Yeah... I really tested this one out. I might have even updated the wiki article on it. Quartzite is amazing as you will NEVER (at least I never have) get the preparation error with quartzite in your profile. Good stuff with a pretty white color!
Sand:If ever there is glass needed for a mood? maybe? It's very cheap and nets you some free bags as well if you decided to dump the sand. Possible preparation error depending on types of sand available to your civ.
Clay:Moods? Maybe? Cheap so better safe than sorry. Same types of errors as sand might apply.
Plaster:Healthcare! Relatively hard to come by except by trading, and even then it can be hard to get. Heaven forbid you need plaster before the caravan gets there. Actaully, sometimes the caravan is a jerk and doesn't even bring you any, so best to start with some. I don't ever recall getting an error... but there might be one.
Threads of Varying Kinds:Moods! Moods will troll you on these! Get the different kinds of threads/cloths from caravans and definitely bring some extra silk threads if you can afford it. Don't get caught without them. (Again with the Llamas!)
Tools:This is the first place where the embark preparation error could ruin your day. Copper is very common but it's not unheard of for there not to be any copper at your starting civilization. In which case you will HAVE to (or rather, I had to because this is my embark profile) to go in and select whatever the cheapest pickaxe/axe combo I could afford.
Anvils:You'll want to watch this as if you can get by with the much cheaper iron anvil (And often you can) you'll want to. Just hit "-" on the steel anvil and you just netted your profile 300 points (well, 200 if you do the math differently). If not it seems that dwarves poop steel and you will ALWAYS have an steel anvil available. You could technically get away with not starting with an anvil and buying one from the coming caravan, but that will put this profile a little behind as it is focused on getting the metal industry up and going quickly.
Ores:Because your civilization may start without these you will need to adjust how much you want/need accordingly each time you embark.
Bituminous coal:Much MUCH cheaper than using wood logs for fuel though you will need one charcoal to get these guys up and going. One coal will net you a lot more (eight I think). Bituminous coal is a rare resource and your starting civ might not have it. Be prepared to have preparation errors pop up for this one.
Tetrahedrite:Good stuff! Melts down for four copper and sometimes a silver bar or two. The silver is awesome as it can get you the best warhammers early in the game, and the copper is good for arrows and cheap armor. Tetrahedrite has a somewhat expensive combo with cassiterite to get a lot of bronze but it is still worth it. Bronze is better than copper, just an FYI.
Note: Even though I have found from my own experimentation that tetrahedrite is THE most common useful ore, your starting civ might still not have it leading to a preparation error. Sadness
Malachite and Native Copper:These are the cheapest and better alternatives to the combination with cassiterite to bronze. They are copper ores and either one will work if they are available to your starting civ. They can also provide cheap weapons/tools/armor if you find yourself in a fix. Common ores but not as common as tetrahedrite.
Cassiterite:Cassiterite is about as rare as the bituminous coal and you will have more of a chance than normal to start without it. It allows for very fast bronze production when smelted with copper ore. Amazing if you have it but don't base all your embark plans around always getting it (unless you jack up the ore frequencies). IIRC, I believe the smelting process nets you eight bronze bars. Enjoy the bliss of awesome early armor for your militia.
HONOROABLE ORE MENTIONS:Iron: (Hematite and Magnatite) If available these provide an alternative to copper and bronze should you find yourself lacking.
Platinum: Very very rare and very expensive, but it is nice to have at least one on hand in case of a strange mood by dwarf 2. A platinum warhammer or mace is a dream come true. Always worth a brief look to see if you can sneak one into your fortress at embark.
Animals:Dogs:Awesome! Train for war with the people you want to protect for maximum effectiveness!
Cats:Delicious! And they keep vermin away. Kill them before your FPS plummets!
Sheep:I bet you thought I'd pick llamas! But that would just be baaaahd judgment. Sheep are cheap! And they provide you with that extra resource of yarn.
I made this out of the joy that comes with wanting to share my love of Dwarf Fortress. And the fact that I don't have many people to talk about plans and strats of Dwarf Fortress IRL. I hope someone might have found it helpful!