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Author Topic: Strategies for saving points on embark  (Read 4160 times)

FreakyCheeseMan

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Re: Strategies for saving points on embark
« Reply #45 on: April 17, 2010, 12:14:12 am »

As far as what you would be saving these points to buy, I don't know - there isn't really anything in embark that you can't make yourself or import later.

Wood (if you're on a map where it's scarce) and skills. Your starting seven are valuable dwarves, no? Make them all decent dodgers.
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Paul

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Re: Strategies for saving points on embark
« Reply #46 on: April 17, 2010, 12:17:36 am »

I always max out skills (only have 10 points to give to each) and still have plenty for supplies and such. I guess if you're embarking on a woodless map it might be nice to have extra wood.
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FreakyCheeseMan

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Re: Strategies for saving points on embark
« Reply #47 on: April 17, 2010, 12:19:54 am »

I always max out skills (only have 10 points to give to each) and still have plenty for supplies and such. I guess if you're embarking on a woodless map it might be nice to have extra wood.

Huh... I usually only give 5 skill points, and run out, but then I like to take an anvil to begin with, and probably will even more with the new traders.

A few cages and a supply of bauxite are nice, too.
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What do you really need to turn Elves into Dwarves? Mutation could make them grow a beard; insanity effects could make them evil-minded, aggressive, tree-hating cave dwellers, and instant, full necrosis of their lower legs could make them short.

Paul

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Re: Strategies for saving points on embark
« Reply #48 on: April 17, 2010, 12:37:52 am »

I drop all the bags and crutches and crap. I can easily make them after embark cheaper. I drop the thread/cloth too. I usually pick up a couple pieces of cave spider silk thread (only 6 points) in case I need it before I get a cloth industry going.

All skills maxed, dropped cloth/bags/ropes/buckets/crutches/splints, drop an extra axe, pick up 5 pieces of thread and 4 barrels of milk (100), replace the dwarven wine with ale (for variety), and I still have 128 points to buy whatever else I want. Before spending those points I would have this:
2 picks
1 axe
1 anvil
135 assorted drinks (after brewing the 15 plump helmets)
5 seed of every type plus an extra 20-25 spawn for plump helmets from brewing
130 food supply (30 meat, 100 cheese) plus potential to cook the 20-25 spawn if I need more
5 thread for emergency medical or for making a rope or whatever if I need it
The 128 points could go for some wood, maybe some extra plump helmets for brewing, some dogs, etc. If I needed a few more I could drop the 30 meat and just live off the cheese.

It's easy to get by with the points provided.
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Hamster Man

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Re: Strategies for saving points on embark
« Reply #49 on: April 17, 2010, 12:38:37 am »

I prefer to bring some of the medical supplies right away, at least 2 of each, just in case... since to produce the thread/cloth myself might take me a full two seasons, and you never know when a zombie polar bear will come up and eat half your dwarves (it's happened, ugh).

Wooden training axes cut down wood just fine, so you can drop the copper one. Either buy it (14~ points) or bring a log to make it yourself.

Wood is cheaper than barrels, but not cheaper than 1 of each food unit. It can take a while for your chef to cook them all together, though, since he grabs 'stacks' of food (and they'll all be stored as individual stacks). Not a bad way to train him up though.

If I have extra points, I like to bring at least 8 dogs - one for each starting dwarf, and one that I can chain up to spot kobold thieves. However, wardogs aren't nearly as effective in this version as the last version, since having your limbs ripped off doesn't equal instant-death anymore.

On the plus side, animals produce a ton more meat, so with the huge surplus of puppies (which frequently drop in litters and usually 2-3 times a year) you'll be set for food for a while, or more guard dogs.
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So there's that, as well. It looks like the only chronic problems that water can't cure are nausea and cave spider bites.
Which, coincidentally enough, can be cured by magma.
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