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Author Topic: A good start..  (Read 1978 times)

Dwarf fort 27

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A good start..
« on: December 16, 2009, 04:15:28 pm »

I need to know if any one has a perfect starting party and items to bring?, i usually bring a
miner x2
mason
wood cutter
farmer x2
metal smith
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Derakon

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Re: A good start..
« Reply #1 on: December 16, 2009, 04:22:52 pm »

There's as many starting builds as there are players. You can find plenty of example loadouts if you search the forums for them. My only comments on your setup:

 * I tend to bring 100 logs instead of an axe, and then forgo the woodcutter of course. 100 logs is plenty to last until I get a forge and can make my own axes.
 * I only bring one farmer; two is overkill food-wise.
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evanvolker

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Re: A good start..
« Reply #2 on: December 16, 2009, 04:23:23 pm »

I use (and slight variants of)

miner
mason
carpenter (if theres lots of wood on map)
woodcutter/mechanic
metalsmith
grower/booze man/cook
Noble (appraise skill, negotiator skill. Then drafted to do bookeeping)
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petersohn

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Re: A good start..
« Reply #3 on: December 16, 2009, 04:28:07 pm »

I don' know how perfect it is, but I usually bring 2 miners, 1 trader/clerk and use the other dwarves for various professions, especially masonry, carpentry and crafting. I bring a soldier (usually marksdwarf) if there is dangerous wildlife. I drop my anvil and bring lots of food (plump helmets and turtle) and booze, so I don't need to farm until my first immigrant wave, and produce enough crafts to buy an anvil from the first caravan. I bring one axe so I can cut wood, some leather and seeds (usually pig tails, plump helmet, dimple cups and rock nuts).
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Dwarf fort 27

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Re: A good start..
« Reply #4 on: December 16, 2009, 04:33:00 pm »

Something kinda funny is, one of the first times i embarked i brought 23 war dogs.......overkill :D
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"Dwarf Fortress" ... "Like chess, only with short people that can catch on fire like rags soaked in tar, and lots of booze." ... "Like chess." 

- dwarf fortress wiki

Rowanas

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Re: A good start..
« Reply #5 on: December 16, 2009, 04:34:35 pm »

Turtles. Lots and lots of turtles. While they won't provide everything, they aren't far off.
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Nadaka

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Re: A good start..
« Reply #6 on: December 16, 2009, 04:36:02 pm »

Last few games I bring one administrator/trader, 6 dwarves with bowyer/armorer or weapon smith maxed out and a 8 extra peasants to skill up in support skills like mining, masonry, etc.

I've never gotten a nice set of legendary military equipment before, hoping to do so with moods.
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bluea

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Re: A good start..
« Reply #7 on: December 16, 2009, 05:12:01 pm »

A good start:
40 elves and a kitten-powered magma cannon.
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makute

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Re: A good start..
« Reply #8 on: December 16, 2009, 06:25:44 pm »

My usual starting build:

- Mason/Negotiator/Bookkeeper
- Miner/Mason
- Miner/Stonecrafter
- Woodcutter/Carpenter
- Hunter/Leatherworker/Bonecarver
- Cook/Brewer/Butcher
- Grower/Herbalist

One of each 2 points meat and seeds, 11x Plump Helmet, 11x Cave Lobster, 6 of each booze, 1 Cat, 3-4 Dogs, and leather for early bags.
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blue emu

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Re: A good start..
« Reply #9 on: December 16, 2009, 06:33:34 pm »

Typically:

one Planter at max skill
one Brewer/Cook
one Lumberjack/Carpenter
one Mason
two Miners
one Administrator/Trader/Mechanic

I figure that I don't need a Metalsmith/Armorsmith/Weaponsmith this early, since it takes a while to get those assembly lines set up anyway. A Mechanic is more useful in the early game.
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Whitney

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Re: A good start..
« Reply #10 on: December 16, 2009, 07:48:45 pm »

3 Miners/Masons
1 Woodcutter/Carpenter
2 Farmers/Brewers/Cooks/General Hauler
1 Leader/Trader/General Hauler

I'll add Architect to whoever has least to do. Most migrants end up being haulers. After the first wave, I usually have

3 miners
2 masons
2 Woodcutters/Carpenters
2 Farmers
2 Cooks (Cooking, Brewing, Butchering, etc)
1 or 2 Mechanics
1 Leader/Trader
1 Sheriff (if at 25 dwarves)
Rest are Haulers
« Last Edit: December 16, 2009, 07:51:21 pm by Whitney »
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silhouette

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Re: A good start..
« Reply #11 on: December 16, 2009, 08:57:55 pm »

2 miners, full 10 points.
1 mason 10 points (add architect to this later once the map begins)
1 carpenter 10 points (this one usually just gets more things awell, or just gets doubled up with woodcutting in game)
1 woodcutter 10 points ( in game this one will probably be doubled with a carpenter while hes waiting for more trees to grow)
2 planter and brewer both 10 points
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qoonpooka

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Re: A good start..
« Reply #12 on: December 16, 2009, 09:01:43 pm »

I like to spend zero points.

I'm a little sick, though.
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darthbob88

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Re: A good start..
« Reply #13 on: December 17, 2009, 12:16:44 am »

Simple loadout:
Miner/Mason, Proficient in both.
Miner/Weaponsmith, Ditto.
Woodcut/Carpenter/Axeman, 3/5/2.
Planter/Herbalist, proficient in both.
Planter/Brewer/Cook, 5/2/3.
Mason/Mechanic, Proficient in both.
Stonecrafter/Judge of Intent/Gemcutter/Appraiser, 5/1/2/2.
One anvil, some ores, some logs, and 3 units of bauxite, because I always embark on a site with magma on it.
One of each cheap meat, for the extra barrels.
Small pile of drink, light on wine which will be brewed from plump helmets I brought with.
Lots and lots of seeds, emphasis on sweet pods and plump helmets, for dwarven syrup and easy food.
Some turtles and cave lobsters, for the shells.
Two dogs and a cat, for breeding later.
Considering: Removing the anvil in favor of buying one at caravan and bringing 600 extra points worth of material, slashing the easy-to-raise skills like mining, woodcutting, herbalist in favor of harder skills like armorsmithing, siege engineering, or siege operating.
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Lav

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Re: A good start..
« Reply #14 on: December 17, 2009, 06:01:28 am »

My typical embark is:

  • 1 Stonecrafter (5) / Gemcutter (1) / Gemsetter (4).
  • 6 Miners/Masons/Architects/Mechanics/Glassworkers. Usually the same set is used for all 6 dwarves, but the skill distribution in the set itself may vary depending on embark and my plans.
  • 6 picks, 6 leathers (if there are plans for a glass megaproject), 2 cats (female gets butchered immediately), 2 dogs, 2-year supply of turtles/booze, several bauxites, a few hundred of wood logs.

This is enough to start on a major mega-project from day one, while the craftsdwarf is busy making crafts (two seasons are usually more than enough to buy out the entire Autumn caravan). Most auxilliary professions (carpenter, trader, butcher, tanner, leatherworker etc) are allocated to the craftsdwarf.
« Last Edit: December 17, 2009, 06:03:59 am by Lav »
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Seems to be the way with things on this forum; if an invention doesn't involve death by magma then you know someone's going to go out of their way to make sure it does involve death by magma... then it gets acknowledged as being a great invention.
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