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Author Topic: Favorite Embark Configurations?  (Read 8574 times)

ahonek

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Favorite Embark Configurations?
« on: February 28, 2011, 09:52:38 am »

I'm sure this has been posted before, but I didn't find it in the search.

Whenever I embark, for whatever reason, I pick the same configuration of initial 7 skills. It goes something like this:

Dedicated Miner
Dedicated Miner
Dedicated Woodcutter
Dedicated Mason
Dedicated Carpenter
Architect/Gem Cutter/Planter
Mechanic/Brewer/Engraver

Sometimes I set out to make a new fort telling myself I'll try out a new initial 7 skill configuration, but I always end up with a small variation on the above.

Any favorite configurations? What embark habits are you guys stuck on, and what have you found to work well? Any radical, minimalist, or otherwise maverick tendencies?
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Crazy Cow

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Re: Favorite Embark Configurations?
« Reply #1 on: February 28, 2011, 10:24:28 am »

Novice Miner
Novice Miner
Woodcutter/Carpenter
Mason/Architect
Mechanic/Architect
Weaponsmith/Armorsmith/Metalsmith
Peasant (for any odd jobs, like Animal Training that need doing)

This is my defaul start, and I almost never deviate from it, except for removing woodcutting in glaciers or similar environments with no trees.

Urist Imiknorris

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Re: Favorite Embark Configurations?
« Reply #2 on: February 28, 2011, 10:35:31 am »

Proficient Miner x3
Proficient Grower
Proficient Brewer
Proficient Carpenter, Novice Persuader/Negotiator/Judge of Intent/Appraiser/Consoler
Proficient Weaponsmith/Armorsmith

I usually only bring two picks on embark because I keep forgetting about miner #3, making him little more than a hauler until I get metal.
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ahonek

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Re: Favorite Embark Configurations?
« Reply #3 on: February 28, 2011, 10:39:04 am »

Proficient Miner x3
Proficient Grower
Proficient Brewer
Proficient Carpenter, Novice Persuader/Negotiator/Judge of Intent/Appraiser/Consoler
Proficient Weaponsmith/Armorsmith

I usually only bring two picks on embark because I keep forgetting about miner #3, making him little more than a hauler until I get metal.

Where do you get your wood? Get your unskilled weapon/armorsmith to chop?

Makes sense I guess, he'll skill up pretty quick.
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Urist Imiknorris

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Re: Favorite Embark Configurations?
« Reply #4 on: February 28, 2011, 10:43:08 am »

Yeah, the smith's skills usually aren't needed for a little while.
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YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

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Vercingetorix

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Re: Favorite Embark Configurations?
« Reply #5 on: February 28, 2011, 11:14:02 am »

6 unskilled peasants, one dwarf with some points in social skills (i.e. appraiser/negotiator etc.).  The rest goes in to equipment and supplies; training up woodcutting and mining takes very little time and by and large the quality of the initial furniture is irrelevant because it will be dumped and replaced once I have a strong metals industry so those masterworks need to be kept at a minimum.
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Dutchling

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Re: Favorite Embark Configurations?
« Reply #6 on: February 28, 2011, 11:16:40 am »

5miner
5miner
5mechanic
5carpenter+5buildingdesigner
5mason
5grower+5brewer
5grower+5cook

The mechanic is the woodcutter, the miners might get engraver or weapon/armor smith if I play with popcap=0.
The 2 growers will get herbalist instead of brewer/cook if I do an aboveground fortress.
Sometimes I use only 1 grower and have a weapon/armor smith.
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ahonek

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Re: Favorite Embark Configurations?
« Reply #7 on: February 28, 2011, 11:26:05 am »

One configuration that I tried once:

Miner/Mason
Miner/Carpenter
Miner/Grower
Miner/Brewer
Miner/Gem Cutter/Mechanic
Miner/Architect/Engraver
Woodcutter

With 6 picks and an axe. Got the initial fort set up pretty quick (and after all, every dwarf should know his way around a pick). Not sure why I haven't tried it since. I guess it'll be my next embark, and we'll see how it goes.
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Shandra

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Re: Favorite Embark Configurations?
« Reply #8 on: February 28, 2011, 11:56:31 am »

Mh, now I notice that I also end up with the same set or just with slight variations thereof

- Leader/Broker/woodcutter/evtl. Architect (+hobby skill)
- Miner/Bookkeeper/manager (+ hobby)
- woodcutter/carpenter/woodcrafter/woodburner/herbalist
- Military Leader (XBow/Archer/Armour user/Leader) +Mining&Furnace Operating
- Miner/Engraver/Competend Mason/Architect/Stonecrafter/Mechanic
- Miner/Smith (All 3)/Metal Crafting
- Chief Medic

The Mining and Woodcutting skills are optional, as I set 'em most of the time just as enabled labour after embarking.
For embark always no tools/weapons but one anvil,some stone for buildings and flux+iron ore and bit.coal or lignite... all axes/picks are produced on site. And most of the time I am cursing the migrants because of their skills as I keep a strict policy with Masons (Only them and maybe the Expedition Leader may have Architecture + no "peasant" skills for them, as I tread them as a "Secret Society Cast" or something alike to FreeMasons and/or Rosicrucians... (Somehow I am a bit loose on Alchemy, as I somehow associate that skill also with brewers :insane: ))
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EveryZig

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Re: Favorite Embark Configurations?
« Reply #9 on: February 28, 2011, 12:13:41 pm »

Miner / Medical Stuff
Miner / WeaponSmith
Grower / ArmorSmith
Brewer / Gem Setter
Mechanic / Carpenter
Armor User / dodger
Mason / WeaponSmith

Gem Cutter seems less useful than gem setter as cut gems (apart from large gems) do not have a quality level.
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Xenoc

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Re: Favorite Embark Configurations?
« Reply #10 on: February 28, 2011, 12:27:54 pm »

Miner/Diagnostician
Miner/Other medic skills
Stonecrafter/Trader
grower/herber/cook/brewer
mason/mechanic
carpenter/Organiser
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myrkul

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Re: Favorite Embark Configurations?
« Reply #11 on: February 28, 2011, 12:31:47 pm »

I actually set up an embark profile, designed to have just about everything I could need, with minor modification before I actually embark. If you don't use Genesis, some things past the skill section will be of less use, this is the way I have it set up:
5miner x3
2woodcutter/1carpenter/1furnace operator/1bone carver
3mason/1architect/1engraver
5mechanic
1judge of intent/1appraisal/1organization/1record keeper/1conversation

I may change the bone carver skill to glassmaker, and pump out green glass disks for my entry hall traps, next time.
Spoiler (click to show/hide)
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ullrich

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Re: Favorite Embark Configurations?
« Reply #12 on: February 28, 2011, 12:43:07 pm »

Miner
Miner
Wood/Carpenter - "Wood Guy"
Mason/Engrave -  "Stone Guy"
Grow/Herbalist  -  "Plant Guy"
Ambusher (for hunting equipment)/Butcher - "Meat Guy"
Appraiser/Organizer/Bookkeeper/Judge of Intent/Negotiator - "Mayor/Broker/Bookkeeper/Manager" <- saves a lot of rooms and furniture :P, after first migrant wave turn of all jobs for more social development, (all my migrant waves are basically 20 till max pop)
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Indricotherium

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Re: Favorite Embark Configurations?
« Reply #13 on: February 28, 2011, 12:57:14 pm »

I hit the Go Now button and then see what I've got and go from there.

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ahonek

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Re: Favorite Embark Configurations?
« Reply #14 on: February 28, 2011, 01:05:13 pm »

According to the wiki, Play Now is:

Miner: Adequate Miner
Woodworker: Novice Carpenter, Bowyer
Woodcutter: Novice Wood Cutter, Brewer, Cook, Grower, Herbalist, Furnace Operator, Wood Burner, Lye Maker, Potash Maker
Stoneworker: Novice Engraver, Mason, Mechanic, Building Designer
Jeweler: Novice Gem Cutter, Gem Setter, Wood Crafter, Stone Crafter, and Bone Crafter
Fisherdwarf: Novice Fisherdwarf
Fish Cleaner: Novice Fish Cleaner, Butcher, Tanner, Weaver, Clothier, and Leatherworker

I can't stand that configuration because of the useless fisherdwarf. XD
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