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Author Topic: Good starting builds...  (Read 2198 times)

wypie

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Good starting builds...
« on: August 18, 2011, 04:41:16 pm »

Includes items and dwarves...
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ohgoditburns

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Re: Good starting builds...
« Reply #1 on: August 18, 2011, 04:57:28 pm »

This is what I bring on terrifying embarks with trees present:

1 doctor/broker:
5 diagnoser, 1 of each treatment skill, 1 appraiser

2 miners:
5 mining

4 guards:
5 crossbow, 4 shield usage, 1 ambusher (for free crossbows and bolts)

10 dogs - 6 female, 4 male
much booze.
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The landscape routinely being soaked in flammable fluids somehow seems less than benevolent.

Corneria

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Re: Good starting builds...
« Reply #2 on: August 18, 2011, 05:01:57 pm »

Cheese Maker/Potash Maker
Thresher/Planter
Bee Keeper/Cheese Maker
Presser/Cheese Maker
Tanner/Cheese Maker
Liar/Cheese Maker
Milker/Comedian
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Oh yeah: Nazis.  Now I lost the argument.  So you can't argue with me anymore.  Nyah.

Broseph Stalin

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Re: Good starting builds...
« Reply #3 on: August 18, 2011, 05:08:00 pm »

Cheese Maker/Potash Maker
Thresher/Planter
Bee Keeper/Cheese Maker
Presser/Cheese Maker
Tanner/Cheese Maker
Liar/Cheese Maker
Milker/Comedian
I may actually try an embark like this.

Miner Mason
Miner Blacksmith
Miner Engraver
Woodcutter Carpenter
Brewer Metalcrafter
Bookkeeper Appraiser
Armorsmith Weaponsmith

Usually suits my needs.

wypie

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Re: Good starting builds...
« Reply #4 on: August 18, 2011, 05:09:17 pm »

Cheese Maker/Potash Maker
Thresher/Planter
Bee Keeper/Cheese Maker
Presser/Cheese Maker
Tanner/Cheese Maker
Liar/Cheese Maker
Milker/Comedian
Is it me or is this person trying to troll?
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katana

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Re: Good starting builds...
« Reply #5 on: August 18, 2011, 05:12:55 pm »

Cheese Maker/Potash Maker
Thresher/Planter
Bee Keeper/Cheese Maker
Presser/Cheese Maker
Tanner/Cheese Maker
Liar/Cheese Maker
Milker/Comedian
Is it me or is this person trying to troll?
It's just you. That's a well known and valid starting build.
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AND IF THIS FAILS MY IDENTICAL TWIN BROTHER WHO WILL APPEAR IN THE MIGRANT WAVE THAT ARRIVES AFTER MY DEMISE WILL REPLACE ME.
(Tldr: THERE IS NO SUCH THING AS FRIENDLY FIRE SALT)

wypie

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Re: Good starting builds...
« Reply #6 on: August 18, 2011, 05:16:35 pm »

Cheese Maker/Potash Maker
Thresher/Planter
Bee Keeper/Cheese Maker
Presser/Cheese Maker
Tanner/Cheese Maker
Liar/Cheese Maker
Milker/Comedian
Is it me or is this person trying to troll?
It's just you. That's a well known and valid starting build.
sorry ive only been playing for about 2 years
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moki

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Re: Good starting builds...
« Reply #7 on: August 18, 2011, 05:19:04 pm »

"Good" depends entirely on what you want. The standard build for "Embark now!" isn't too bad for a beginner.

I usually give myself a few more embark points with the custom world gen, so I can take everything that's needed for the first year. When the mountainhomes send an expedition to build a new fort, I expect them to give me some decent equipment. What's listed below is a very easy embark... almost no challenge, even with more difficult embarks.

1 anvil
6 picks to speed up digging in the beginning
2 axes to be safe if one gets lost somehow
Lots of drinks (about 120) and turtles or cave lobsters (about 80)
At least 20 wood on embarks with little vegetation
Some silver war hammers on hostile embarks
2 male cats (don't ever take females!)
5 female and 2 male dogs (gives a little defense and a decent meat supply after a few months)
2 ropes (one for a well the other for a dog at the entrance)
Some seeds (plump helmets +  whatever you like)
Some thread and cloth for the hospital and strange moods. Not necessary, if you build your own cloth industry.
Sometimes a little metal ore to make additional tools/weapons on embarks with little/no metal

1 doctor (adequate in all medical skills)
1 leader/cook (appraisal, negotiation, judge of intent + proficient cook) who becomes the bookkeper
1 armorsmith/leatherworker (to make some armor when needed)
1 weaponsmith/crafter (stonecrafts are good for the first caravan)
1 farmer (proficient grower and brewer)
1 mechanic
1 woodcutter/carpenter
As you can see, I start without any dedicated miners. The metalworkers aren't needed in the beginning, so they're miners until the first immigrants arrive. The farmer can dig until the farm rooms are ready and the mechanic digs all the time if there's nothing mechanical to be built. The doctor is usually employed as a mason as there's usually no need for medicine until the fist ambushes arrive.
Starting skills aren't that important... you could just start out with no skills at all and it wouldn't be that much harder. It only makes the beginning a little slower which may be bad on hostile embarks, but no problem with calm embark or regular wilderness.

On the other hand... the classical cheese maker embark has its merits. It may not be the easiest, but it's so much more fun.
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But my good sir, the second death was for Dwarven Science!

katana

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Re: Good starting builds...
« Reply #8 on: August 18, 2011, 05:37:57 pm »

Cheese Maker/Potash Maker
Thresher/Planter
Bee Keeper/Cheese Maker
Presser/Cheese Maker
Tanner/Cheese Maker
Liar/Cheese Maker
Milker/Comedian
Is it me or is this person trying to troll?
It's just you. That's a well known and valid starting build.
sorry ive only been playing for about 2 years
That's ok.
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AND IF THIS FAILS MY IDENTICAL TWIN BROTHER WHO WILL APPEAR IN THE MIGRANT WAVE THAT ARRIVES AFTER MY DEMISE WILL REPLACE ME.
(Tldr: THERE IS NO SUCH THING AS FRIENDLY FIRE SALT)

JoshBrickstien

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Re: Good starting builds...
« Reply #9 on: August 18, 2011, 06:17:52 pm »

I usually take
1 Proficient Miner
1 Proficient Miner, adequate mason, adequate engraver, novice building designer
1 Proficient Woodcutter, Proficient Carpenter
1 Proficient Fisherdwarf
1 Proficient Herbalist, Proficient Grower
1 Proficient Brewer,  adequate cook, adequate fish cleaner
1 Adequate in all medical skills

Then I usually take an ewe, a Ram, geese, and sometimes a male kitten. I just re-arrange materials to make it work, until it does.
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Edit: OH GOD, THE LEATHERS ARE MULTIPLYING WHENEVER I SLEEP.

Abaddon

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Re: Good starting builds...
« Reply #10 on: August 18, 2011, 07:18:16 pm »

5 Masons/Miners, 1 Weapon/Armorsmith, 1 Doctor.  Anything else is casual shit.

Spoiler (click to show/hide)
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wypie

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Re: Good starting builds...
« Reply #11 on: August 18, 2011, 07:27:19 pm »

I usually take
1 Proficient Miner
1 Proficient Miner, adequate mason, adequate engraver, novice building designer
1 Proficient Woodcutter, Proficient Carpenter
1 Proficient Fisherdwarf
1 Proficient Herbalist, Proficient Grower
1 Proficient Brewer,  adequate cook, adequate fish cleaner
1 Adequate in all medical skills

Then I usually take an ewe, a Ram, geese, and sometimes a male kitten. I just re-arrange materials to make it work, until it does.
I like yours the best so far and am going to use it
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UristMcHuman

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Re: Good starting builds...
« Reply #12 on: August 18, 2011, 07:36:16 pm »

I make my advanced world gen parametres give me 10k embark points. I bring:

100 of 5 types of booze,
80 each of two meats,
80 of one fish,
80 each of two plants,
2 wrought iron anvils,
1 wrought iron bar,
100 each of 5 leathers,
100 each of 3-5 woods,
100 of cave spider silk thread,
100 of cave spider silk cloth,
5+ of each seed,

10 dogs (5 male, 5 female),
10 cave crabs (5 male, 5 female),
2 cats (one male, one female)
If above-ground village:
2 cattle (one bull, one cow),
2 sheep (one ram, one ewe),
20 chickens (10 roosters, 10 hens),
2 giant beetles (one male, one female),
2 sugar beetles (one male, one female),

If above-ground village:
Digger: Competent Miner, Adequate Mason,
3 Woodsmen: Adequate Wood Cutter, Novice Carpenter, Novice Boywer, Novice Axeman each,
Lead Farmer: Adequate Grower, Novice Thresher, Novice Herbalist,
Metalworker: Novice in all metalworking skills,
Glass-Maker: Proficient Glassmaker,
Leader: Novice Liar, Negotiator, Appraiser, Judge of Intent, Organizer, Record Keeper, Conversationalist, Building Designer.
If Cave Challenge:
Stone Digger: Competent Miner,
Shroom-Cutter: Competent Wood Cutter, Adequate Carpenter,
Weapon-Crafter: Adequate Stonecrafter, Adequate Woodcrafter, Adequate Bowyer,
Armour-Crafter: Adequate Leatherworker, Adequate Weaver, Adequate Clothier,
Metalworker: Novice in all metalworking skills,
Lead Doctor: Adequate in all medical skills,
Camp Leader: Novice Record Keeper, Novice Appraiser, Adequate Spearman, Adequate Fighter, Novice Shield User, Novice Armor User, Novice Wrestler, Novice Striker.

Please note that I also use the Civilization Forge mod, so some animals aren't present in vanilla DF. Plus, I can use longswords and large daggers for my military.
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Lectorog

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Re: Good starting builds...
« Reply #13 on: August 18, 2011, 07:52:51 pm »

x2 Miner 5p
Mason 5p
Wood Cutter 3p, Carpenter 2p
Brewer 3p, Grower 2p
Grower 4p, Herbalist 1p
Hammerdwarf 5p

Copper Pick x2
Copper Battleaxe
Silver Warhammer
Iron Anvil, if available
Dwarven Wine x15
Dwarven Ale x20
Dwarven Rum x20
Dwarven Beer x20
Plump Helmet Spawn x30
Cave Wheat Seeds x20
Pig Tail Seeds x20
Sweet Pod Seeds x20
Male Dog
Female Dog
Male Cat
Female Cat
2-point meat - as much as I feel I need (usually over 100)
     -This is done: 2 of each "meat"; 4 of each for the ones labeled as actual meat
All fish x4
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Stil

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Re: Good starting builds...
« Reply #14 on: August 18, 2011, 07:59:42 pm »

miner
miner
wood cutter
carpenter
mason
grower/brewer
doctor/admin

no anvil - pick one up on the trade caravan, i don't usually rush for metal anyways.

Few extra barrels of booze and food, just in case it's a hard embark.
Extra seeds.
Lye - just for fast soap, hard to make early on.
Milk - soooo good, free barrel and great for cheese <3
Birds, nest boxes are well managed birds are great for unlimited food/entertainment.
Cattle - one or two bigger beasts or a handful of the smaller ones for milk and to start my textiles industry.
Cat/dog breeding pair.

Over my allowance I'm sure, I'll take one or two things out depending on how I'm feeling. Birds feel almost a cheat and go against my house rules to abuse them, but I like the non plant food industries so use em every chance I get.
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