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Author Topic: Good starting builds...  (Read 2208 times)

thegoatgod_pan

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Re: Good starting builds...
« Reply #15 on: August 18, 2011, 08:03:33 pm »

1 teacher 2, fighter 3, dodger 3, striker 2
5 student 1+ random skill in combat 1, 1 fighter, 1 dodger, 2 shield user, +random useful skill (1 mason, 1 carpenter, 1 butcher, 1 brewer, 1 farmer)
1 diagnoser 3, with 1-2 in all medical skills.

All labor is done by the incoming migrant waves--these guys train for trouble/do some little jobs.
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More ridiculous than reindeer?  Where you think you supercool and is you things the girls where I honestly like I is then why are humans on their as my people or what would you?

Urist Da Vinci

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Re: Good starting builds...
« Reply #16 on: August 18, 2011, 08:15:30 pm »

The exact skills and items that I embark with depend on the embark location, however:

- Every dwarf has a single moodable skill, except in cases like miner+anything where the mining skill is certain to be the strange mood.
- Every dwarf has some non-moodable skills.
- One dwarf is chosen to be the leader, and gets some social skills to ensure that.
- Skill distribution is more to prevent the starting 7 from having a permanently idle guy who just hauls, despite his starting cost.

Qc Storm

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Re: Good starting builds...
« Reply #17 on: August 18, 2011, 08:57:23 pm »

My most recent embark :

1 pick
30 drinks
2 Giant eagles.
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wypie

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Re: Good starting builds...
« Reply #18 on: August 19, 2011, 02:31:26 pm »

I like
2 Miner x5
1 Woodcuter x5 / carpenter x5
1 Armoursmithing x4 / Weoponsmithing x4 / Furnace Operating x2
1 Grower x5 / Herbalist x5
1 Brewer x5 / Cooker x5
1 Crossbow x5 / Sheild x4 / ambusher x1 (for free crossbow/bolts)
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Abaddon

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Re: Good starting builds...
« Reply #19 on: August 19, 2011, 02:36:32 pm »

I like
2 Miner x5
1 Woodcuter x5 / carpenter x5
1 Armoursmithing x4 / Weoponsmithing x4 / Furnace Operating x2
1 Grower x5 / Herbalist x5
1 Brewer x5 / Cooker x5
1 Crossbow x5 / Sheild x4 / ambusher x1 (for free crossbow/bolts)

That's only 2 logs.
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Eddren

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Re: Good starting builds...
« Reply #20 on: August 19, 2011, 02:42:16 pm »

Butcher/Grower
Butcher/Tanner
Butcher/Grower
Miner/Mason
Cook/Brewer
Herbalist/Grower
Accountant/Organizer/Appraiser(Two get 2/7 while the last gets 1/7. Or something like that.)
Get rid of any items that require leather. Buy one male cat, and the rest are female cats.
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Ah, my dwarven heart beats with fierce pride for this.  I can't take it anymore!  I have to go do something profound.

wypie

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Re: Good starting builds...
« Reply #21 on: August 19, 2011, 02:46:07 pm »

I like
2 Miner x5
1 Woodcuter x5 / carpenter x5
1 Armoursmithing x4 / Weoponsmithing x4 / Furnace Operating x2
1 Grower x5 / Herbalist x5
1 Brewer x5 / Cooker x5
1 Crossbow x5 / Sheild x4 / ambusher x1 (for free crossbow/bolts)


That's only 2 logs.
Yeah but then its not metal
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Erkki

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Re: Good starting builds...
« Reply #22 on: August 19, 2011, 02:46:58 pm »

For easy and semi-easy embarks where you want to build up quick, ie. my usual:

1:miner
2:miner
3:appraiser/smith/aux miner
4:farmer/cook
5:farmer/brewer
6:wood cutter/carpenter/stonecrafter
7:mason

Standard equipment but 1 axe 3 picks and all booze I can get with 15 plump helmet spawns.

Once the initial hole in the ground is dug, theres work round the clock for everyone until 3rd or 4th migration wave. I usually use at least the wave 1 as concript-masons only to build the above ground perimeter wall, air lock and barracks.
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Vherid

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Re: Good starting builds...
« Reply #23 on: August 19, 2011, 02:47:34 pm »

Miner5 Mason5
Miner5 Mech5
Woodcutter5 Engraver5
Carpenter5 BuildDesigner5
Grower5 Brewer3 Herbalist1 Cook1
Diagnostician5 Otherdoctorskills
Socialmaniaman

Abaddon

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Re: Good starting builds...
« Reply #24 on: August 19, 2011, 02:48:45 pm »

I like
2 Miner x5
1 Woodcuter x5 / carpenter x5
1 Armoursmithing x4 / Weoponsmithing x4 / Furnace Operating x2
1 Grower x5 / Herbalist x5
1 Brewer x5 / Cooker x5
1 Crossbow x5 / Sheild x4 / ambusher x1 (for free crossbow/bolts)


That's only 2 logs.
Yeah but then its not metal

30 metal bolts and 30 wooden bolts in the first few months of a fortress shouldn't make a huge difference.
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Khenal

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Re: Good starting builds...
« Reply #25 on: August 19, 2011, 03:56:28 pm »

Miner 5
Miner 5
Woodcutter/herbalist 5 each  (above ground crops = booze from all the things)
Carpenter/Stonecrafter
Mason
Farmer/Mechanic
either a military dwarf or an admin dwarf.

I never understood making a carpenter the woodcutter, it always slows down the wood industry too much.  Paired with stonecrafting seems to get both industries on their feet nicely, so the migrants can pick up the slack.  Farmer and Mechanics are often part time, so they make a good pair.  The mason is only a mason because I work my masons into the ground, no off time for you!

I also use extra embark points because Genesis has so many fun animals and plants.  I tend to bring seeds for everything, booze from everything and whatever animals spark my interest.  It's always great when Dragon Raptors have become domesticated :D
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Slave traders occasionally bring feral ghouls for trade. I haven't decided if this is a bug or feature yet.

Avatar from Kryptid!

EddyP

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Re: Good starting builds...
« Reply #26 on: August 19, 2011, 04:16:33 pm »

Miner 4, appraiser/judgeofintent/negotiator 2
Miner 5
Mason 5 engraving 5
Mechanic 5 engraver 5
Carpenter 5 building designer 5
Grower 5 brewer 4 weaponsmith 1
The last dwarf is either a soldier or another miner

Then lots of booze and food, two cats. Cloth and the like is bought from the first caravan for mechanisms.
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Tharwen

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Re: Good starting builds...
« Reply #27 on: August 19, 2011, 05:29:10 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.
...

Take me now.
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Mount

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Re: Good starting builds...
« Reply #28 on: August 19, 2011, 05:49:58 pm »

Doing this from memory, so apologies if I mislabel some of the skills:
Miner  (mining, masonry)
Miner  (mining, carpentry)
Leader/Broker  (Judge of Intent, Appraisal, Persuasion, Consoler, Pacifier, Negotiator, Mechanic)
Fisherdwarf  (Fishing, swimming)
Herbalist (Planting, Plant Gathering, Bone Crafter)
Woodcutter (Woodcutting, axe use, brewing)
Hunter (Armor use, crossbowman, ambushing, trapping, dodging)

1 Iron Anvil
2 Copper Picks
1 Copper Battle Axe
2 kittens (1 male, 1 female) -- postpones the inevitable catsplosion a little if they have to grow up before they start breeding
4 dogs (2 male, 2 female) -- I should probably switch to 1 male, 3 female, and start a puppy-meat industry...
3 Pig Tail Ropes
2 Tower-Wood Buckets
50 each of Dwarven Ale, Beer, Rum, and Wine
50 Turtle
25 Plump Helmets
6 Pig Tail Seeds
9 Cave Wheat Seeds
9 Sweet Pod Seeds
9 Rock Nuts
3 Dimple Cup Spawn

Explanation:  Armor Use and Crossbowman on the Hunter gives me a free set of leather armor and a bow/bolts.  Hunter IMMEDIATELY gets Hunting turned off on embark, and gets set to Animal Trainer/Fish Cleaner.  Hunter builds Kennel, trains dogs into War Dogs, and two ropes are used to chain them at the 2-tile-wide entrance of the fortress:  This choke point means that ANYTHING attempting to enter the fortress must pass within 1 tile of a dog, revealing snatchers (and hopefully getting it torn apart in the process)  Hunter then builds a fishery and begins to clean the Turtles, producing meat and a TON of shells, and supporting the Fisherdwarf.  Shells are used to make crafts, which will be used for trade goods.  Two miners dig out the initial fortress, (several 11x11 rooms for storing the food and other materials, and typically a large round cistern with a well (the third rope and 1 of the buckets, plus block & mechanism produced onsite).  Any nearby local vegetation is marked for Gathering, and any suitable plants are marked for brewing.  Between the fishing and plant gathering, I get plenty of food for the first year of embark, and enough brewed booze to stretch the initial amount; I also have a large number of crafted items to trade for MORE booze, if needed.  The various seeds are used in a rotation (Sweet Pods/Rock Nuts/Cave Wheat/Dimple Cups) for growing in one field, the other field is (Helmets/pigtails/helmets/helmets), which provides plenty of time to get a small cloth industry going, as well as providing more raw booze materials and enough plump helmets to keep the bellies full.  The Expedition Lead/Broker gets to fill gaps in skills, until migrants come to take up the slack. Consoler & Pacifier skill means that if tragedy strikes, upset dwarfs can vent to the Leader -- this sometimes prevents tantrum spirals!

Leonance

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Re: Good starting builds...
« Reply #29 on: August 19, 2011, 10:39:25 pm »

Here is how i have been starting my forts recently.

1: Miner 5 Engraver 5
2: Miner 5 Engraver 5
3: Woodcutter 5 Carpenter 5
4: Mason 5 Building Designer 5
5: Armor Smith 5  Furnace Operator 5
6: Weapon Smith 5 Furnace Operator 5
7: Grower 5 Brewer 5

Then I grab 40 of each booze an anvil 25 plump helmets and 10 of each seed and 2 picks and an axe.
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