...and you don't have to rely upon a "food" economy if you start without an anvil. Rock crafts can pay for everything you need.
That's a mean thing to tell a newbie. You know he'll just end up going :
"down, enter, down, enter, down, enter, down, enter, down, enter, NOOO, not the bins, not the precious bins... down, enter, down, enter, down, enter, down, enter, down, enter........"
Except if you do that, the trader will just tell you to go and drink water, as he will not take this pile of junk as it is. Whereas if you keep the items in the bins, he will happily trade it. I guess it must be realted to the number of items traded, but im not sure of the exact stats behind it.
I was like: down, enter, down, enter too.. then i just got bored of it, and started trading bins instead. A bin worth of junk pays for all the wood the trader bought me, which in turn allows me to make more bins.
Suffice to say, wood is always no#1 on my wish list
even on heavily forested maps. You just cant have enough wood imo.
As for my preferred starting build:
1 dwarf of each metal craft, as those are usually quite a pain in the butt to train
1 brewer / cook
1 farmer
1 dwarf with some social skills to be the expedition leader and i usually make him an ambusher too.
Not optimal point wise, but im not a big fan of cross training useless skills just to spend my initial 10 allowed levels, plus its important that the metalworkers keep their primary profession in the hopes of catching a lucky mood, jumping them to legendary.
Items:
*No anvil, tho it depends on the embark environment.
*Variable amount of food and booze, depending on my gameplan. If i plan on diggin a shelter first in the immediate vicinity of the cart, then i can get the food production up fast and do not need much. If i want to dig the proper fortress entrance right at the start, then it is not uncommon, that i only get the farming up as late as autumn. It is not uncommon for me to start with a 160ish booze stockpile and a 80 food stockpile. As you can imagine, that lasts more than a year giving me plenty of time to build my fort without having to worry about food production.
*4 picks - i rotate my miners, so the first 4 metalworkers get to mine until they reach level 4 (about a season) at which point the remaining 3 dwarves take over until the first migration wave arrives, which is usually mid-autumn.
*no axe - the 100 wood you can get instead lasts a lot longer than needed really
*wood. around 100 ish, sometimes a lil more, sometimes a lil less.
*20-25 bituminous coal, if available. costing the same as wood, they might come handy if i need to forge something before i get the magma industry up. 2x 3x this many, if there is no magma on the map.
*on magma maps, i tend to bring 20-30 bauxite as well.
*~10 seeds of each type i plan on planting from the start
*domesticated animals. a minimum of 4 dogs a cat and a breeding pair of cows. A bigger variety if i can afford it.
The actual numbers vary a lot depending on what i have in mind, the surroundings and whats available.
Again, its not something i calculated to be mathematically optimal, i find it to be decent tho. The only real drawback of such a resource heavy setup if can find is quite ironic. It can take a better part of a season for my 7 dwarves to haul everything inside the fortress to the proper stockpiles. Especially so, if the fortress stockpiles are a bit further away from the wagon, which can happen if i go overly zealous with the fortress entrance