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Author Topic: First Actions on Embark  (Read 1924 times)

Talanic

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First Actions on Embark
« on: March 23, 2010, 04:49:25 pm »

I don't know if others tend to do this, but when embarking, I immediately take the following actions:

1. Build an appropriate workshop (carpenter - mason if wood will be scarce)
2. Build a wooden armor stand and designate it as a barracks
3. Draft all dorfs (being sure that they're all unarmed, including miners) and train them up to around Pro wrestler, kicking them out before they go elite.

It's among the quickest ways to gain dorfs experience so they do their tasks faster and it only takes a few days of game time.  Am I wrong to do so?
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Skorpion

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Re: First Actions on Embark
« Reply #1 on: March 23, 2010, 04:56:04 pm »

See, I once got beset by unicorns. So I pick a spot, check labours, and do some designation while paused, then unpause and DIG LIKE FUCKING CRAAAAAZY.
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tompliss

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Re: First Actions on Embark
« Reply #2 on: March 23, 2010, 04:57:15 pm »

Am I wrong to do so?
You're getting the whole fun of having a dwarf hurt by wild animals ...
So yes, you're doing it wrong ...
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Karnewarrior

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Re: First Actions on Embark
« Reply #3 on: March 23, 2010, 05:09:38 pm »

Am I wrong to do so?
You're getting the whole fun of having a dwarf hurt by wild animals ...
And replacing it by having them get hurt by each other! Brilliant!
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Itnetlolor

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Re: First Actions on Embark
« Reply #4 on: March 23, 2010, 05:11:48 pm »

I generally clear-cut the landscape around the embark zone ASAP; establish some AG crops, deignate some mining and establish a plan for the reigon; after enough land has been carved out, provided farmable ground, I continue on with the UG crops and work on housing, then relocate my industry into their own area.

Quick and simple start.

Akura

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Re: First Actions on Embark
« Reply #5 on: March 23, 2010, 05:22:20 pm »

My first actions:

"Urist Mcminer! Dig a hole!
Urist McWoodcutter! Chop a tree!
Urist McHerbalist! Gather some stuff!
Urist McCarpenter! Blow up this wagon!"
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UristMcGunsmith

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Re: First Actions on Embark
« Reply #6 on: March 23, 2010, 05:41:24 pm »

My first actions:

"Urist Mcminer! Dig a hole!
Urist McWoodcutter! Chop a tree!
Urist McHerbalist! Gather some stuff!
Urist McCarpenter! Blow up this wagon!"


Pretty much this.

Retro

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Re: First Actions on Embark
« Reply #7 on: March 23, 2010, 05:42:31 pm »

DIG DIG DIG DIG DIG DIG DIG DIG
MOVE SUPPLIES MOVE SUPPLIES MOVE SUPPLIES MOVE SUPPLIES
Take a moment to rest.
DESIGNATE DESIGNATE DESI--

And so on.

Ultimuh

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Re: First Actions on Embark
« Reply #8 on: March 23, 2010, 05:52:33 pm »

I usually pause the game and survey the landscape for a possible entrance to my grand fortress.
If I don't find one I look for the best spot to dig a hole in the ground.
If I fail to find a spot to dig, I pull out some hair in frustration and build stuff above the ground.

If I hit an aqafier.. I abandon and look for another embark location.


But WHEN I find a suitable location, I dig and smooth and dig and.. wait.. why are my food supplies so low?
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Phoenyx

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Re: First Actions on Embark
« Reply #9 on: March 23, 2010, 05:53:35 pm »

As above, but also build a butcher and tannery to take care of any female cats.  :)
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Imp

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Re: First Actions on Embark
« Reply #10 on: March 23, 2010, 05:57:19 pm »

If I am playing Dig Deeper (Which I read as Dig Faster these days  ;D) it's solid race against time, cause I know know know know that almost every time by the start of winter, if I'm not ready for them I'm getting eaten.  And I don't want to hide, though sure that would be easy.  I want to catch them all and kill them.  So for me it's race to dig down to stone below the soil, a brief pause to get some crops growing, then race race to build a long wall, then ramp and remove down and down and bridges up, mechanisms up, race race to keep going, hurry, they're almost here... a pause for making the depot, a little time wasted on some sort of craft and trading, then race, race, to finish at least the capture part of the traps before its to late.


If I'm not playing Dig Deeper, or even if I am but happen to embark upon something especially tempting (One of my recent maps must have been a battleground for a giant cave spider queen.  No idea where the beast was at the start of play, but there were hundreds of 240 value webs -everywhere- on the map, just begging to be gathered before the first rain...) then my first thoughts are for securing profit, and then I look to defense.
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Ves

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Re: First Actions on Embark
« Reply #11 on: March 23, 2010, 06:00:19 pm »

Build a cage. Shove every animal in the cage.
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NW_Kohaku

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Re: First Actions on Embark
« Reply #12 on: March 23, 2010, 06:13:25 pm »

Pause.

Survey the land.

Try to envision where everything will go when I have a complete fortress.  Where are my residences going to be?  Where should I locate my industries?  How much space will those need?  What sort of patterns am I going to use, and which floors will take them?

Then, I start digging in a good, defensible location where I can set up some cage traps while I create an open-air wood furnace, smelter, and forge so I can make some axes because I tend to go the "don't bring any axes, but bring an anvil" route.
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Brodiggan

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Re: First Actions on Embark
« Reply #13 on: March 23, 2010, 06:17:09 pm »

1. Assign war dogs to woodsman/axeman/herbalist.
2. Disassemble wagon.
3. Build 2 wood furnaces, 2 smelters, Burn 2 logs into refined coal.
4. Disassemble wood furnaces, build 2 more smelters, use wood coal to burn bituminous coal into even more refined coal.
5. Smelt the malachite and magnetite I brought with me into iron and copper.
6. Make an Axe, Make Picks.
7. Chop down a few trees for enough wood to cover making beds, dig in.
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bombcar

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Re: First Actions on Embark
« Reply #14 on: March 23, 2010, 06:38:32 pm »

  • Pause
  • Look around, try to find an obsidian magma cap or any other interesting feature
  • Select an entrance
  • Designate the first barracks and dining room
  • Turn on mining on the mining dwarves (I never use the points)
  • Designate a storage space for everything
  • Build a carpenter's workshop
  • Mark the wagon for destruction
  • Mark some trees to be cut
  • Unpause
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