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Author Topic: Favorite skill sets?  (Read 1656 times)

Jetman123

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Re: Favorite skill sets?
« Reply #15 on: August 09, 2008, 08:09:10 am »

10 plump helmets instead of 15. Cave wheat seeds and a smattering of others, whatever you can get away with. Bring a dog and a cat.

For relatively peaceful maps:
One manager/leader/miner/trader who has mining, masonry, novice organizer, appraiser, judge of intent and a smattering of other novice social skills
One miner/engraver/stoneworker/wrester
One carpenter/woodworker/bone carver
One wood cutter/wrestler.
One butcher/brewer/cook/grower.
One hunter, novice crossbowdwarf, hammerdwarf, wrestler, ambusher
If map has fishable water, one fisherdwarf who also has Novice Bookkeeping.
If map has no real fishable water, bring a herbalist/grower/bookkeeper.

If map is expected to bring action:
Bring an axedwarf instead of a hunter. Give him novice wrestler, axedwarf and armor user skills. Get him a shield as soon as possible and leather/chainmail ASAP.
« Last Edit: August 09, 2008, 11:02:33 pm by Jetman123 »
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When dwarves want to commit suicide, then by Armok, they _will_ commit suicide, even if they have to spend the rest of their lives working at it!

Sularus

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Re: Favorite skill sets?
« Reply #16 on: August 09, 2008, 11:10:17 am »

mine usually looks something like this these days, if i'm spending more than 20 points.

2 miner / wrestlers (for early defense and such)
1 wood cutter/ wrestler (dangerous job)
1 Carpenter / Mechanic
1 Mason/ Architect
1 Herbalist/grower
1 Cook/Brewer

these 7 starting dwarves can usually support up to 50 population by themselves, So i just assign all immigrants 1 job, and one job only, except 10 or so haulers who get all of the hauling jobs enabled. When the first wave arrives i take away herbalism from the food gatherer, and i take away brewing from the cook.
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