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Author Topic: Strategies for saving points on embark  (Read 4162 times)

RandomNumberGenerator

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Strategies for saving points on embark
« on: April 14, 2010, 07:57:16 pm »

With anvils being much cheaper, you can no longer forgo them for vast quantities of whatever else you need. I was wondering if people yet figured out other things to help get more points on embark. Here is what I found:

1) You can save a small amount of points by selling all your Plump Helmets and getting an equal amount of cave fish and plump helmet seeds, which functions almost identically.
2) Cave spider silk(not *giant* cave spider silk) is now cheaper than pig tails, so you can save 132 points by removing your pig tail cloth/thread/bags/rope and replacing it with cave spider silk cloth/thread/bags/rope.
3) While not really saving points, if you swap out your dwarven wine(which you are likely to have a lot of later) for rum or beer, your dwarves will be happier from a greater food variety.
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Max White

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Re: Strategies for saving points on embark
« Reply #1 on: April 14, 2010, 07:58:45 pm »

Do you really think you NEED all that medical equipment?

It takes all of one month into embark be to able to produce most of it yourself, so you can save tones of points by now bringing any of it.

Kagus

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Re: Strategies for saving points on embark
« Reply #2 on: April 14, 2010, 08:08:03 pm »

You already mentioned the silk issue, but there's another way to save even more points with silk.  Just get sand.

Bags of sand cost a single point each, and each one grants you a bag for free.  The cheapest bag will cost 10 points (unless something's changed and bags can now hold multiple units of sand).  Just dump the sand and the bags are free and clear.

You can also shave off a few points by taking along logs instead of splints/crutches/buckets.  Logs can also be used to make training axes at the carpenter's workshop, which function as regular axes for the purposes of woodcutting.  Saves you an extra bar of fuel and metal, if you're going that route.

Also, let us not forget the time-honored practice of measuring out alcohol so that we get an extra barrel.  Embarking will provide you one free wooden barrel for every 5 (maybe 10?  Think it's 5) units of alcohol.  If you have an alcohol stock number that ends in 1 or 6, you will get an extra barrel to hold that single unit of alcohol.  Also, different alcohols cannot be mixed into the same barrel, so remember to take at least one of each.

immibis

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Re: Strategies for saving points on embark
« Reply #3 on: April 14, 2010, 08:10:30 pm »

Why not just change the embark points you get in the worldgen options?
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RandomNumberGenerator

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Re: Strategies for saving points on embark
« Reply #4 on: April 14, 2010, 08:24:54 pm »

You already mentioned the silk issue, but there's another way to save even more points with silk.  Just get sand.

Bags of sand cost a single point each, and each one grants you a bag for free.  The cheapest bag will cost 10 points (unless something's changed and bags can now hold multiple units of sand).  Just dump the sand and the bags are free and clear.

You can also shave off a few points by taking along logs instead of splints/crutches/buckets.  Logs can also be used to make training axes at the carpenter's workshop, which function as regular axes for the purposes of woodcutting.  Saves you an extra bar of fuel and metal, if you're going that route.

Also, let us not forget the time-honored practice of measuring out alcohol so that we get an extra barrel.  Embarking will provide you one free wooden barrel for every 5 (maybe 10?  Think it's 5) units of alcohol.  If you have an alcohol stock number that ends in 1 or 6, you will get an extra barrel to hold that single unit of alcohol.  Also, different alcohols cannot be mixed into the same barrel, so remember to take at least one of each.

Oh wow... do the sand bags really work that way? Seems like a bug almost. I also like the idea of using wooden axes for woodcutting.

Why not just change the embark points you get in the worldgen options?
Why not just add in a smelter reaction to produce infinite platinum? Or adamantine even? It's more fun to work with what you're given than to change the game to make it easier. At least, it is to me.
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Max White

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Re: Strategies for saving points on embark
« Reply #5 on: April 14, 2010, 08:27:07 pm »

12 wood
4 flux
4 iron ore
3 bauxite

Allows you to produce 2 steel picks and axes for minimal cost

lordkrike

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Re: Strategies for saving points on embark
« Reply #6 on: April 14, 2010, 08:37:05 pm »

12 wood
4 flux
4 iron ore
3 bauxite

Allows you to produce 2 steel picks and axes for minimal cost

Why bauxite?
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Max White

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Re: Strategies for saving points on embark
« Reply #7 on: April 14, 2010, 08:38:42 pm »

12 wood
4 flux
4 iron ore
3 bauxite

Allows you to produce 2 steel picks and axes for minimal cost

Why bauxite?

Because it is the most useful of all the cheep stones. It can be used to make magma safe stuff after you take apart your preliminary workshops, so there is no reason not to use it.

darkrider2

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Re: Strategies for saving points on embark
« Reply #8 on: April 14, 2010, 08:45:16 pm »

Don't embark with cows. I know its hard, but you'll just have to live without them.
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lordkrike

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Re: Strategies for saving points on embark
« Reply #9 on: April 14, 2010, 08:45:45 pm »

Because it is the most useful of all the cheep stones. It can be used to make magma safe stuff after you take apart your preliminary workshops, so there is no reason not to use it.

Gotcha.  FYI, there are now 21 magma-safe stone types, not including ores.  Humorously, that includes petrified wood.
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Max White

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Re: Strategies for saving points on embark
« Reply #10 on: April 14, 2010, 08:46:06 pm »

Don't embark with cows. I know its hard, but you'll just have to live without them.

NEVER!!!!!!!!

AncientEnemy

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Re: Strategies for saving points on embark
« Reply #11 on: April 14, 2010, 08:46:14 pm »

I tend to bring virtually no food or booze, except to get the free barrels. it's quite easy to feed your fort off plump helmets really quick (or even fishing/herbalism) unless you're headed to a particularly bleak area.

Max White

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Re: Strategies for saving points on embark
« Reply #12 on: April 14, 2010, 08:46:58 pm »

Because it is the most useful of all the cheep stones. It can be used to make magma safe stuff after you take apart your preliminary workshops, so there is no reason not to use it.

Gotcha.  FYI, there are now 21 magma-safe stone types, not including ores.  Humorously, that includes petrified wood.

ORLY?
Does that include kimberlite? If so I'm bringing that from now on! Blue stone is pretty...

Rhenaya

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Re: Strategies for saving points on embark
« Reply #13 on: April 14, 2010, 08:49:34 pm »

Don't embark with cows. I know its hard, but you'll just have to live without them.

NEVER!!!!!!!!

but i need my daily milk in the morning :(
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lordkrike

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Re: Strategies for saving points on embark
« Reply #14 on: April 14, 2010, 08:55:12 pm »

ORLY?
Does that include kimberlite? If so I'm bringing that from now on! Blue stone is pretty...

Sadly, no, but it does include Olivine and Pitchblende.

Also, instead of going for steel picks, you could get copper bars for 10 DorfBux or copper ore + fuel for 9 DorfBux as opposed to iron ore + fuel + flux for 36 DorfBux.
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