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Author Topic: Items you now include in the embark.  (Read 6795 times)

Satarus

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Re: Items you now include in the embark.
« Reply #45 on: January 04, 2010, 01:21:11 pm »

2 miners
1 mason/stonecrafter
1 woodcutter/carpenter
1 planter/mechanic
1 planter/brewer/cook
1 leader

2 picks
1 axe
20ish tower caps
10 bauxite
31 of each booze
15 plump helmet
20 plump helmet spawn
10 of each other seed
5 turtles
5 cave lobster
1 of each cheap meat
6 war dogs
4 cages (1 to hold the cat and animals, 3 for early ambush detection)
6 rope
1 leather
1 silk
1 cloth
a couple bags
1 cat (caged ASAP until I have spare dwarves to haul dead vermin)
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Lord Shonus

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Re: Items you now include in the embark.
« Reply #46 on: January 04, 2010, 05:19:20 pm »

I usually bring an anvil, turtles, and a lot of tetrahedrite, since it's such a versatile ore. I can get low grade metal for making weapons plus a little silver, or I can make billon for crafts.
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Man, ninja'd by a potentially inebriated Lord Shonus. I was gonna say to burn it.

beekay

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Re: Items you now include in the embark.
« Reply #47 on: January 04, 2010, 07:30:12 pm »

Little booze/food
4 cats and 4 dogs
Replace meat with turtles
A few dozen of each sort of seed
Copper bars and wood, to forge my own cheap axes

I don't bring much food because, well, I can make enough food. If I'm really desperate later, it's not hard to gather and fish your way back to full stomachs (that at least is one thing I took away from my peasantry embark). 4 cats because I slaughter the females, and want more than one cat.
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armadilloHD

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Re: Items you now include in the embark.
« Reply #48 on: January 04, 2010, 08:08:21 pm »

No picks!  No food!  No axe!  No anvil!  All wood!

...Final destination
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Grendus

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Re: Items you now include in the embark.
« Reply #49 on: January 04, 2010, 08:53:48 pm »

Lots of wood. Not that hard, you make a couple of barrels, a roof and some beds, and then gather, fish, and hunt to set up industries. Trade for picks and such.
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qoonpooka

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Re: Items you now include in the embark.
« Reply #50 on: January 04, 2010, 11:07:55 pm »

Coal and turtles.

QFT.

I bring 50 wood now, instead of 150.  And I bring as much coal as I can stuff into the wagon after meeting my bare minimums.

Also, I drop the anvil and axes - no point to 'em.  I never get my metal industry up before the first caravan brings me an anvil.  And sometimes I'm not even ready then.  I wait until the humans come in Summer.
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Cody1750

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Re: Items you now include in the embark.
« Reply #51 on: January 04, 2010, 11:17:03 pm »

I bring one kaolinite rock for my well or an important lever if I am going to include a draw bridge or something along those lines.

Just for the color?

Yep, just for the color.

My dwarves are:

2 Miners(one with Armor, Shield, and Sworddwarf for my future Leader of the Military)
1 mason with trading skills(don't remember them right now)
1 woodcutter with axedwarf skill for early defence
2 growers, one with skills in brewing
and one woodcrafter
« Last Edit: January 04, 2010, 11:51:05 pm by Cody1750 »
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Ze Spy

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Re: Items you now include in the embark.
« Reply #52 on: January 05, 2010, 07:26:04 am »

-2 copper bars
-one anvil

thats pretty much all , but if i am playing normal :
-two random ore
-3 logs
-2 copper bars
-1 anvil
-SIX plump helmet spawn
-40 plump helmet(?)
-copper pick
-2 cats
-1 pig tail seed
and the rest for fuel(or dogs)
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Asmodeous

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Re: Items you now include in the embark.
« Reply #53 on: January 05, 2010, 09:13:51 am »

...I like to bring a bunch of stone blocks for my initial constructions of the still, the depot, the first mason's workshop, and the carpenter's workshop.

The building happy thoughts for making them out of blocks give me some leeway to get the groundwork going since I often don't bring anything else beyond 10 seeds of cave wheat, pigtails, and plump helmets, a pick (or two), and an axe.
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Lord Shonus

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Re: Items you now include in the embark.
« Reply #54 on: January 05, 2010, 03:16:51 pm »

I'll sometimes bring three kimberlite blocks for the trade depot.
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Man, ninja'd by a potentially inebriated Lord Shonus. I was gonna say to burn it.

Sutremaine

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Re: Items you now include in the embark.
« Reply #55 on: January 05, 2010, 04:21:25 pm »

Ever since I got myself stuck in an embark situation without pick, stone, or axe, I've edited my embark profile to prevent that. No raw materials, no way of getting raw materials, not even a way of producing raw materials from nothing.
You have three wood and two animals no matter what happens. In most common biomes you can rely on fishing and herbalism/farming to bring in raw materials, and then maybe outfit one of your dwarves in leather and bone and give the local groundhogs a taste of dwarven military might. In some biomes you'll either die of thirst or angry skeletal monstrosties, true, but an empty wagon isn't necessarily a death sentence.
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Martin

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Re: Items you now include in the embark.
« Reply #56 on: January 05, 2010, 04:40:28 pm »

You have three wood and two animals no matter what happens. In most common biomes you can rely on fishing and herbalism/farming to bring in raw materials, and then maybe outfit one of your dwarves in leather and bone and give the local groundhogs a taste of dwarven military might. In some biomes you'll either die of thirst or angry skeletal monstrosties, true, but an empty wagon isn't necessarily a death sentence.

A chasm will usually also give you silk. And armed with either that or animal leather from hunting or some rope reed, you can make bags and with sand and an exposed magma pipe you can make all manner of glass things.

You can do a surprising amount armed with nothing in the right setting.

NRN_R_Sumo1

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Re: Items you now include in the embark.
« Reply #57 on: January 05, 2010, 04:44:27 pm »

I keep one pick then I mass cats, and have my dwarves collect surface plants, my first 7 live very basic dangerous lives, but tend to eat a lot of kittens and make a lot of leather crafts to trade for essentials, like an anvil.
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CobaltKobold

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Re: Items you now include in the embark.
« Reply #58 on: January 05, 2010, 11:42:08 pm »

Anvil, three picks, and some leather and silk cloth, because you really cannot ever have enough bags lying around.
Barrels, bins, and bags. But bags only if you have dye and/or glass industries. Still, usually need/want two per seed, which comes out to 28 (don't want rat weed, hide root, or prickle berry)

Usually bring 1 spidersilk either "just in case" or for the well.
Spoiler: Usual embark base (click to show/hide)
All that's really changed is toss in 1xspidersilk thread for mood purposes,  the more logs than 4(4+3=7 beds) and turtles. Also the occasional tetrahedrite for billon tricks.
I don't bring much food because, well, I can make enough food.
Most of us bring the tons of food for the shells, bones, and barrels. ;)
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Sorcerer

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Re: Items you now include in the embark.
« Reply #59 on: January 06, 2010, 01:54:32 am »

Rope...

you can never have enough rope
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