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Author Topic: Favorite Embark Configurations?  (Read 8569 times)

Urist Imiknorris

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Re: Favorite Embark Configurations?
« Reply #15 on: February 28, 2011, 01:24:50 pm »

Well, you have a fish cleaner, so there's some early food right there.
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JacenHanLovesLegos

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Re: Favorite Embark Configurations?
« Reply #16 on: February 28, 2011, 02:26:50 pm »

Profiecent Miner, novice Architect x2
Novice woodcutter, adequate carpenter x2
Adequate Mason, novice engraver, novice archetect x1
Novice grower, cook, brewer, butcher, tanner x1
Adequate ambusher x1

If I'm doing something different, I'll replace second woodsdwarf and/or my hunter with something else.
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EveryZig

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Re: Favorite Embark Configurations?
« Reply #17 on: February 28, 2011, 02:29:35 pm »

Are the stats (like spacial sense) worth worrying about when you are assigning embark skills? If they are, that kind of gets in the way of having a template.
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Urist Imiknorris

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Re: Favorite Embark Configurations?
« Reply #18 on: February 28, 2011, 02:34:34 pm »

Likes are useful to factor in when choosing a leader, because he/she'll probably be your first mayor too.
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YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
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If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

bluelang

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Re: Favorite Embark Configurations?
« Reply #19 on: February 28, 2011, 02:36:54 pm »

I don't give any dwarves any skills. Miners especially don't need them - they level up super fast as it is. Since 99% of embarks in .19 require a steel anvil, I spend the rest of my points on extra booze, food, and seeds. If I get an iron anvil I grab an extra pick and an extra axe. Your broker will acquire appraisal the first time he trades.

I make extensive use of custom professions in therapist to handle the rest.

The reason I don't bother embarking with any particularly skilled dwarves is simple: they die. Their proclivity to being outside during an attack seems to be directly proportional to their skill levels, so for the first four or five years all dwarves are generalists. Once the fort is self-sufficient and defensible I move whoever has gained the most levels in each area into a specialist role.
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EveryZig

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Re: Favorite Embark Configurations?
« Reply #20 on: February 28, 2011, 02:43:02 pm »

Buying multiple axes? If you don't mind the screams of physics, you could just bring an extra log or two and make wooden axes.

As for the skilled dwarfs, if you want them to stay in your fort you can assign them to a burrow containing the safe parts of the fort. There are also some things you REALLY want skilled dwarfs for, like not needing to train weapon/armor smiths from scratch when your only metal is goblinite.
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Khift

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Re: Favorite Embark Configurations?
« Reply #21 on: February 28, 2011, 03:00:12 pm »

My typical embark:

5 Miner / 5 Armorsmither
5 Miner / 5 Weaponsmith
5 Planter / 5 Cook
5 Brewer / 5 Carpenter
5 Mechanic / 5 Architect (Architecture takes for goddamned ever to raise)
5 Woodcutter / 5 Herbalist
5 Teacher / 3 Axe / 2 Fighter

I could swap some things around, but honestly I'm pretty happy with this. I usually have a squad of 3 dwarves equipped with full iron or even steel by autumn, food is no issue, and all of these guys are useful in the long run. The chef makes meals out of the starting food (I bring dozens of single units of meat for the extra barrels) to stretch it as long as possible until the miners & mechanic get the farm set up, the brewer / carpenter alternates between making barrels and filling them with beer while also making the starter beds, the woodcutter / herbalist alternates between providing wood for barrels and picked plants to brew into beer until the farm is fully functional, the mechanic spams mechanisms for trading fodder and levels (masterwork mechanisms make sick weapon traps) and the drill sergeant is a general purpose hauler until the first batch of migrants provides him with two dwarves to start training. It all works out quite well.
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bobhayes

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Re: Favorite Embark Configurations?
« Reply #22 on: February 28, 2011, 06:58:49 pm »

4 miner-5
1 woodcutter-5
1 stonecrafter-5
1 appraiser-2/negotiator-2/recordkeeper-2/organizer-2/consoler-2

Four picks, one axe, two or three chains, 5-6 seeds of each type, male cat, a matched pair of horses or just one female, and the rest in food and booze.
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bluelang

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Re: Favorite Embark Configurations?
« Reply #23 on: February 28, 2011, 08:02:52 pm »

Buying multiple axes? If you don't mind the screams of physics, you could just bring an extra log or two and make wooden axes.

As for the skilled dwarfs, if you want them to stay in your fort you can assign them to a burrow containing the safe parts of the fort. There are also some things you REALLY want skilled dwarfs for, like not needing to train weapon/armor smiths from scratch when your only metal is goblinite.

The extra axe is for defense and so I can deforest in a mad rush.

But mostly for defense. (except in the case of elves, where it is for offense.)
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MantisMan

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Re: Favorite Embark Configurations?
« Reply #24 on: March 05, 2011, 02:42:12 pm »

Miner - Adequate Miner
Miner - Adequate Miner
Woody - Adequate Woodcutter / Competent Carpenter
Food - Brewer / Cook / Grower
Doctor - Adequate Medical Skills
Leader - Appraiser / Organizer / Record Keeper / Negotiator / Judge of Intent / Intimidator / Leader
Free Dwarf - Usually armour and weaponsmithing

On the next embark, I'm going to give the Miners only Novice skill. The farmer is going to be my main grower, and once migrants come I might get a second grower. The doctor is obvious. I've noticed that migrants can bring better skills in specific medical roles, so I'm thinking of increasing my doctor's diagnosis skill at the expense of one other skill (haven't decided which one yet).

I used a similar embark set-up in my first game when I was following a guide, and I haven't seen fit to change much of it  yet.
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gtmattz

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Re: Favorite Embark Configurations?
« Reply #25 on: March 05, 2011, 03:05:55 pm »

#1: Miner4,Mason1,Engraver5
#2: Miner4,Mason1,Engraver5
#3: Woodcutter1,Carpenter1,Woodburner1,FurnaceOperator1,Blacksmith1,Armorsmith5
#4: Woodcutter1,Carpenter1,Woodburner1,FurnaceOperator1,Metalsmith1,Weaponsmith5
#5: Farmer5,Cook4,Herbalist1
#6: Farmer5,Brewer4,Herbalist1
#7: Diagnoser2,WoundDresser1,Surgeon1,Bonesetter1,Suturer1,Liar1,Leader1,Appraisal2

There are probably better setups, but this is what I do most of the time.
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Pukako

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Re: Favorite Embark Configurations?
« Reply #26 on: March 05, 2011, 04:49:54 pm »

Very interesting.

The sole miner on 'play now' is annoying, especially if you only notice it in Autumn...

Anyway, I tend to go with;

2 Miners (1 novice butcher, the other novice tanner, to save me messing around when controlling cats)
1 Woodsdwarf (carpentry & woodcutting - useful if embarking in evil places, as the wood needs cutting in as short a time as possible)
1 Farmer (brewing, gathering, cooking, farming, etc)
1 Craftsdwarf (stone main skill, also bone, furnace, metal smithing, gem setting.  Extra point in mason if leftover)
1 Clerk (appraiser, records, organising, also fishing if there's water)
1 Mason/Engraver/Mechanic/Architect

Sometimes I'll leave the Clerk out, and take a third miner with Appraise, although a specialist trader makes life easier.
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Twitch

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Re: Favorite Embark Configurations?
« Reply #27 on: March 05, 2011, 06:16:52 pm »

Miner
Miner
Miner
Farmer/Brewer
Farmer/Brewer
Carpenter/Mason/Mechanic
Trader/Mason/Mechanic
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Hellmoob

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Re: Favorite Embark Configurations?
« Reply #28 on: March 05, 2011, 09:35:37 pm »

I partially assign things according to preferences and attributes, but generally I don't spend any points in mining/woodcutting (very easy to skill, wood is cheap) and I tend to pair one high-usage skill with a low-usage one. For example, I have a guy who's Grower/Chief Medical Dwarf; it's very rare for people to get hurt, and doesn't take up a lot of time when they do, so all his time is free to tend the crops. My current embark team is:

Military (1 axedwarf, 4 dodge, 1 fighter, 3 armour, 1 shield) - Does mining/hauling, then trains with migrants as soon as they arrive (I don't use danger rooms)
Armorsmith / Mason
Blacksmith / Carpenter (also does some mining)
Weaponsmith / Brewer
Stonecrafter / Cook
Engraver / Mechanic
Grower / Doctor
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Jacob/Lee

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Re: Favorite Embark Configurations?
« Reply #29 on: March 05, 2011, 09:38:04 pm »

Miner/Furnace Operator
Miner/Furnace Operator
Woodcutter/Carpenter
Farmer/Brewer/Cook
Fisherdwarf/Fish Cleaner
Stone Crafter/Bone Carver
Mason/Architect/Mechanic/Engraver
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