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Editing 40d:Starting build design

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{{Quality|Superior|10:56, 18 May 2015 (UTC)}}
 
{{av}}
 
 
These are personal builds suggested by various players. Their style may not be your style - consider the reasoning offered, your embark site, and your own playstyle - mix and match, adopt, adapt or reject as you please.
 
These are personal builds suggested by various players. Their style may not be your style - consider the reasoning offered, your embark site, and your own playstyle - mix and match, adopt, adapt or reject as you please.
  
 
See [[starting builds]] for a general discussion of this topic.
 
See [[starting builds]] for a general discussion of this topic.
  
==Tricks and Tactics==
+
==A basic build ==
 
 
Many of these can be adapted into most any other build philosophy.
 
 
 
===Free Equipment===
 
See [[Starting_build#Free_Equipment]]
 
 
 
===(War)dogs as (early) military===
 
Rather than worry about risking your dwarves, take 2 dozen or more dogs or wardogs - or a mix.  While a pair of wardogs is hardly a match for a goblin ambush, a dozen will tear them apart and send them running while your dwarves do something more important, like drink, or just keep breathing. The breeding stock (and casualties) provide a great supply of leather, bones and meat, and the fights can tend to be epic.  Once you have full-time [[soldier]]s, a pair of wardogs each make a great boost to their combat effectiveness.
 
 
 
Training dogs into wardogs is fast enough even for no-skill dwarf, maybe 3 per week, and they'll tend to follow the trainer around until officially assigned to a permanent owner.  Have your outdoors/military dwarves do the training, obviously, or any who have a [[preference]] for dogs "for their loyalty", to give them an additional happy [[thought]].
 
 
 
=== Everyone Mines ===
 
One build that is actually very easy to use is to take no mining skills and 7 (or more) copper picks.  Then, choose a site with a type of [[soil]], which is extremely easy to mine.  Assign all of your dwarves except your woodcutter to mining, and dig out some big storage areas to begin with in the sand.  By the time you have a basic fort laid out (less than a season) they will all have plenty of skill ups and [[attribute]] gains, and will be able to go through regular rock quite quickly.  Then you can turn them off mining, and turn any immigrants on mining and have them do the same.  This allows you to rapidly increase dwarf attributes, so they can later learn some other skill which aligns well with their attribute bonuses.  Also, it makes them more dwarfy!
 
 
 
''(Compare with DIY, next)''
 
 
 
===DIY Tools & Weapons===
 
 
 
Rather than buy no-[[quality]] copper [[pick]]s and a no-quality [[steel]] [[axe]], some players choose to save money and forge some (or all) of these on site.  The savings of buying the ore (or just the metal bars) can be huge, and with a proficient [[weaponsmith]] the improvement in quality can be significant.  It also adds to [[created wealth]] instead of imported wealth.
 
 
 
See [[Do it yourself]] for a full discussion.
 
 
 
(Note: A single copper pick is cheap and not a bad investment, unless looking for a [[challenge]].)
 
 
 
===Chopping wood is dangerous!===
 
Buy wood - a LOT of wood. Don't worry about an axe (at first), don't worry about chopping wood, or hauling it from the scary outdoors to inside your nice safe fortress.  100 wood only costs 300 pts, will last for years, and that's just the price of one of your two axes.
 
 
 
===Booze by popular demand===
 
Many of your starting 7 dwarves may show a [[preference]] for one [[booze]] over all others. Since it all costs the same, bringing more of those types of booze can give them slightly happier [[thought]]s (until that type runs out).  Be cautious of bringing too much [[dwarven wine]] if you are going to rely heavily on [[plump helmet]]s for food and drink - dwarves don't like drinking the same wine all the time (even their favorite?) so bringing variety now is a good call.
 
 
 
==Full Builds==
 
Many of these builds are extremely specific, some overly so. Some have good reasons (and hopefully those are stated), but thoughtfully adapting and tweaking to your playstyle and preferences is encouraged.
 
 
 
===A basic build ===
 
  
 
The first order of business is simply to survive.  Here is a simple, somewhat paranoid, way to do this.
 
The first order of business is simply to survive.  Here is a simple, somewhat paranoid, way to do this.
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* 1 carpenter/woodcutter
 
* 1 carpenter/woodcutter
 
* 1 grower/brewer/cook.  He's responsible for making prepared meals and drinks.
 
* 1 grower/brewer/cook.  He's responsible for making prepared meals and drinks.
* either a herbalist/grower, or a [[fisherdwarf]]/X, or a [[hunter]]/X.  The first gets you lots of brewable plants on maps with plants, the second gets you food and [[bone]]s on maps with water (in maps with dangerous fish such as [[carp]] fishing is suicidal so be careful), and the third gets you meat and bones on maps with [[animals]].  Herbalism is usually the safest of the three.
+
* either an herbalist/grower, or a [[fisherdwarf]]/X, or a [[hunter]]/X.  The first gets you lots of brewable plants on maps with plants, the second gets you food and [[bone]]s on maps with water (in maps with dangerous fish such as [[carp]] fishing is suicidal so be careful), and the third gets you meat and bones on maps with [[animals]].  Herbalism is usually the safest of the three.
 
* 1 spare dwarf.  You might make him the leader and [[broker]]; if so, give him at least novice [[appraiser]] skill so you know what stuff is worth.  You might make him responsible for making trade goods, or turn him into your first soldier, or you might just give him some skills you want to experiment with.
 
* 1 spare dwarf.  You might make him the leader and [[broker]]; if so, give him at least novice [[appraiser]] skill so you know what stuff is worth.  You might make him responsible for making trade goods, or turn him into your first soldier, or you might just give him some skills you want to experiment with.
  
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* 1 [[Anvil]] - so you can make weapons, trade [[craft]]s, and such
 
* 1 [[Anvil]] - so you can make weapons, trade [[craft]]s, and such
 
* 20 units of drink:  Anything but [[dwarven wine]], which you'll get through brewing asap.
 
* 20 units of drink:  Anything but [[dwarven wine]], which you'll get through brewing asap.
* 30 [[plump helmet]]s - They're good to eat and produce 5 units of [[alcohol|booze]] for each one brewed at a [[still]].
+
* 30 [[plump helmets]] - They're good to eat and produce 5 units of [[alcohol|booze]] for each one brewed at a [[still]].
 
* 5 [[turtle]]s - they get you [[bone]]s and [[shell]]s
 
* 5 [[turtle]]s - they get you [[bone]]s and [[shell]]s
* 20 [[plump helmet]] spawn - for planting.
+
* 20 [[plump helmet spawn]] - for planting.
 
* 2 [[dog]]s - to guard against [[thief|thieves]] and help kill intruders.
 
* 2 [[dog]]s - to guard against [[thief|thieves]] and help kill intruders.
 
* (optional) other kinds of [[seed]]s and rock nuts
 
* (optional) other kinds of [[seed]]s and rock nuts
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If you're willing to wait a year or two to do any metalworking and you're sure traders will come, remove the anvil and spend the freed points on such things as skills, food and drink, wood, leather, raw materials, or [[weapons]].
 
If you're willing to wait a year or two to do any metalworking and you're sure traders will come, remove the anvil and spend the freed points on such things as skills, food and drink, wood, leather, raw materials, or [[weapons]].
  
=== Metalbashing/Glassworking ===
+
== Metalbashing/Glassworking ==
Heavy metalbashing and glassworking requires a site with 1) abundant fuel and 2) raw materials - ores and sand.  Magma is ideal as well but large coal seams or a forest will also suffice.  A site with [[sedimentary]] [[layer]]s and [[flux]] should mean nearly unlimited [[steel]].  Any site with [[sand]] (not "loamy sand" or the like) will permit [[glassmaker|glassworking]].  Your biggest choice when setting up is whether to optimize for a fast start or long-term success.
+
Heavy metalbashing and glassworking requires a site with 1) abundant fuel and 2) raw materials - ores and sand.  Magma is ideal but large coal seams or a forest will also suffice.  A site with sedimentary and flux should mean nearly unlimited steel.  Any site with [[sand]] (not "loamy sand" or the like) will permit glassworking.  Your biggest choice when setting up is whether to optimize for a fast start or long-term success.
  
 
'''Skills'''
 
'''Skills'''
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A "moderate start" would split the differences.
 
A "moderate start" would split the differences.
  
===Do it yourself ===
+
== Everyone Mines ==
This is based on taking only the minimum needed to get things started, plus some hard-to-find items in case they are needed later.  This is both weapons/tools and seeds - you just don't need a lot of seeds if you have a half-decent [[Grower]].  Read the [[Make your own weapons]] article for more info and possible variations on the tools, and [[grower]] for an idea of how fast seeds can multiply.
+
One build that is actually very easy to use is to take no mining skills and 7 )or more) copper picks.  Then, choose a site with a type of [[soil]], which is extremely easy to mine.  Assign all of your dwarves except your woodcutter to mining, and dig out some big storage areas to begin with in the sand.  By the time you have a basic fort laid out (less than a season) they will all have plenty of skill ups and [[attribute]] gains, and will be able to go through regular rock quite quickly.  Then you can turn them off mining, and turn any immigrants on mining and have them do the same.  This allows you to rapidly increase dwarf attributes, so they can later learn some other skill which aligns well with their attribute bonuses.  Also, it makes them more dwarfy!
 +
 
 +
==Do it yourself ==
 +
This is based on taking only the minimum needed to get things started, plus some hard-to-find items in case they are needed later.  Read the [[Make your own weapons]] article for more info and possible variations.
  
 
The skill mix leans toward military and metal bashing, but has room for something else.
 
The skill mix leans toward military and metal bashing, but has room for something else.
  
 
'''Skills'''
 
'''Skills'''
* Ambush 1, Axedwarf 1, Appraise 1, Judge of Intent 1, Building designer 1, & 5 more points in any military skills - your Leader, Outdoors, Security
+
* Ambush 1, Axedwarf 1, Appraise 1, Judge of Intent 1, Building designer 1, Armor User 5 - Leader, Outdoors, Security
 
* Miner 5/Siege Engineer 5
 
* Miner 5/Siege Engineer 5
* Mason 5/Stone Crafter 5  
+
* Mason 5/Stone Crafter 5 (
 
* Armorsmith 5/Cook 5  
 
* Armorsmith 5/Cook 5  
 
* Mechanic 5/Brewer 5
 
* Mechanic 5/Brewer 5
 
* Weaponsmith 5/Leather worker 4/Armor User 1 (Leather stays smaller than weaponsmith for moods)
 
* Weaponsmith 5/Leather worker 4/Armor User 1 (Leather stays smaller than weaponsmith for moods)
* Grower 5/____ 5 (skilled profession of your choice - Gems, Glass, Bowyer, Carpenter, Clothier, you name it.  Part-time is better paired w/ Grower.)
+
* Grower 5/____ 5 (skilled profession of your choice - Gems, Glass, Bowyer, Clothier, you name it)
  
 
This mix tries to put one [[moodable]] skill with one non-moodable. The Mason/StoneCrafter gets pulled in two directions sometimes, but Mason stays higher than StoneCraft for moods, and the latter has a high chance for an immigrant mood to create a Legendary in another dwarf, at which point this Mason is free to focus on that full time.
 
This mix tries to put one [[moodable]] skill with one non-moodable. The Mason/StoneCrafter gets pulled in two directions sometimes, but Mason stays higher than StoneCraft for moods, and the latter has a high chance for an immigrant mood to create a Legendary in another dwarf, at which point this Mason is free to focus on that full time.
  
The one Miner dives into soil first, only mining stone as needed, and is Legendary by mid-summer, ready to haul and build [[siege engine]]s while other dwarves take their turns training up to about Proficient Miner (again, to not interfere with chosen moodable skills). The Leader/Outdoors dwarf does untrained Wood Cutting and Plant Gathering, and all Animal Training so the 4 wardogs stay with him until assigned or restrained.  Someone covers Carpenter and untrained, and several part-time Wood Burners, Furnace Operators and Butchers/Tanners cover those areas for the first year until immigrants arrive to specialize the support workforce.  
+
The one miner dives into soil first, only mining stone as needed, and is Legendary by mid-summer, ready to haul and build siege engines while other dwarfs take their turns training up to about Proficient Miner (again, to not interfere with chosen moodable skills). The Leader/Outdoors dwarf does untrained wood cutting and plant gathering, and all animal training so the 4 wardogs stay with him until assigned or restrained.  Someone covers carpenter untrained, and several part-time furnace operators and butchers/tanners cover those areas for the first year until immigrants arrive to specialize.  
 
 
''(Note that no axe is brought, but the skill mix provides the Ambusher dwarf with one free set of leather armor, crossbow and about 30 steel bolts (that any dwarf can then use). If danger is expected immediately (a [[terrifying]] [[biome]], for instance), the 300 additional points for an axe will not allow this item mix as presented below.)''
 
  
 
'''Items'''
 
'''Items'''
  
* Tools:
+
* Anvil
:* Anvil
+
*  1 copper pick (to get digging with no delay)
:*  1 copper pick (to get digging with no delay)
+
* (an axe only if danger is expected immmediately)
* Alcohol:
+
* 16 alcohol A (4 barrels)  
:*16 alcohol A (4 barrels)  
+
* 16 alcohol B (4 barrels)  
:* 16 alcohol B (4 barrels)  
+
* 11 alcohol C (3 barrels)  
:* 11 alcohol C (3 barrels)  
+
*  6 Dwarven wine (2 barrels) (more can be quickly brewed from Plump helmets, below)
:*  6 Dwarven wine (2 barrels) (more can be quickly brewed from Plump helmets, below)
+
*  3 Plump Helmet seeds (solid starting crop, plus more after brewing)
* Seeds:
+
*  3 x 3 crop seeds (enough to get started)
:*  3 Plump Helmet spawn (solid starting crop; you'll have more seeds after brewing the PH's below)
+
*  6 Quarry bush seeds (the best food producer)
:*  3 seeds each x other 4 crop seeds for the rest (enough to get started, they'll multiply after season one)
+
*  2 Dimple cup seeds (not a food crop, just enough to get started)
:*  2 Dimple cup seeds (not a food crop, just enough to get started)
+
* 11 Plump helmets (2 barrels)
* Food:
+
* 11 Turtle (2 barrels)
:* 11 Plump helmets (2 barrels)
+
*  2 Cave lobster (for rare shells)
:* 11 Turtle (2 barrels)
+
*  1 ''each'' fish or meat that costs less than 8 pts (availability will vary depending on civilization)
:*  2 Cave lobster (for rare shells)
+
*  4 wood (plus 3 from wagon, enough to get started)
:*  1 ''each'' fish or meat that costs less than 8 pts (availability will vary depending on civilization)
+
*  4 bauxite stone
* Raw Materials:
+
*  8 bituminous coal
:*  4 wood (plus 3 from wagon, enough to get started)
+
*  1 copper ore (copper nuggets or malachite)
:*  4 [[bauxite]] stone
+
*  6 Tetrahedrite ore (for silver potential)
:*  8 [[bituminous coal]]
+
*  3 Cassiterite (tin) ore (for bronze)
:*  1 [[copper]] ore (copper nuggets or malachite)
+
:  2 Bismuthinite ore (to make [[bismuth bronze]])
:*  6 [[tetrahedrite]] ore (for [[silver]] potential)
+
:  3 Galena ore (for silver potential)
:*  3 [[cassiterite]] (tin) ore (for [[bronze]])
+
:  2 Sphalerite ore (for zinc, to make brass)
:* 2 [[bismuthinite]] ore (to make [[bismuth bronze]])
+
:  3 cheap leather (to be made into bags)
:* 3 [[galena]] ore (for silver potential)
+
:  1 cheap leather bag (for immediate use)
:* 2 [[sphalerite]] ore (for zinc, to make brass)
+
:  4 dogs (outdoor dwarf will train)
* Misc:
+
:  2 cats (for breeding, to produce leather, bones, meat)
:* 3 cheap leather (to be made into bags)
 
:* 1 cheap leather bag (for immediate use)
 
* Animals:
 
:* 4 dogs (outdoor dwarf will train)
 
:* 2 cats (for breeding, to produce leather, bones, meat)
 
  
The 3 alcohols (A, B and C) are non-wine ''(you'll brew more of that yourself, as your 11 Plump Helmets will make 55 wine)'', the final mix based on any dwarves' [[preference]]s for alcohol.  If you wish to change the mix, that's fine - 49 total, 13 barrels (including wine), in lots of 1, 6, 11, 16, or 21 each.
+
The 3 alcohols (A, B and C) are non-wine, the final mix based on any dwarves' [[preference]]s for alcohol.  If you wish to change the mix, that's fine - 49 total, 13 barrels (including wine), in lots of 6, 11, 16, or 21 each.
  
It's possible that "too many" cheap food/fish may be available and you will not be able to afford them all - you're looking for ''at least'' 30 food, 35-40 is better, and any more are for the cheap barrels.
+
On a low-wood map, more wood and less ore.  If one or more ores are unavailable, buy more food, wood or other ores.
  
On a low-wood map, a few more wood and less ore.  If one or more ores are unavailable, buy more food, wood or other ores.   
+
When you start, make 2-3 charcoal, smelt the copper ore and one cassiterite to make 2 bronze bars (1st charcoal) - one bar for an axe (2nd charcoal), the other for a second axe or pick as desired (3rd charcoal, optional)(Forbid the tetrahedrite - smelting it into bronze will lose any chance for the silver, and that's why you pay more for it!)
  
When you embark, first make 2-3 charcoal, smelt the copper ore and one cassiterite together to make 2 bronze bars (1st charcoal) - use one bar for an axe (2nd charcoal), the other for a second axe or pick if desired (3rd charcoal, optional).  (Forbid the tetrahedrite - smelting it into bronze will lose any chance for the silver, and that's why you pay more for it!)
+
Later, smelt the tetrahedrite and galena into bars - odds are very good that you'll get at least two bars of silver for [[Weapon#Material_damage_modifiers|lowest-damage]] practice weapons, plus the copper (for quick chains) & lead (for grates).  These will be made by non-weaponsmiths for lowest quality - you don't want them dangerous. Forbid the unusual ores (and shells) for later moods & mandates.
 
 
Later, smelt the tetrahedrite and galena into bars - odds are very good that you'll get at least two bars of silver for [[Weapon#Material_damage_modifiers|lowest-damage]] practice weapons, plus the copper (for quick chains) & lead (for grates).  The silver weapons will be made by '''non'''-weaponsmiths for lowest quality - you don't want high quality, that's dangerous! Forbid or stash the unusual ores (and shells) for later moods & mandates.
 
  
 
Build a kennel and have the outdoors dwarf do the training for wardogs asap, or as need/opportunity arises.
 
Build a kennel and have the outdoors dwarf do the training for wardogs asap, or as need/opportunity arises.
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With the low number of starting seeds, a skilled Grower is mandatory to get the crops up to speed, but that's advised for any fortress that is going to have an agriculture.  The rest of the skills are easily tweaked to suit.
 
With the low number of starting seeds, a skilled Grower is mandatory to get the crops up to speed, but that's advised for any fortress that is going to have an agriculture.  The rest of the skills are easily tweaked to suit.
  
===A Generalist Build===
+
==Chopping wood is dangerous!==
This build sacrifices an anvil for highly skilled dwarves and plenty of other equipment.  With 4 free "slots" to buy to max proficiency, this can form the backbone of a build for nearly any playing style.
+
This can be adapted to most any other buildBuy wood - a LOT of wood. Don't worry about an axe (at first), don't worry about chopping wood, or hauling it from the scary outdoors to inside your nice safe fortress100 wood only costs 300 pts, will last for years, and that's just the price of one of your two axes.
 
 
'''Skills'''
 
 
 
Each dwarf receives 5 points to each of their 2 primary skills, except for the Broker.
 
*Dwarf 1 - Miner/Stone Crafter
 
:This guy will be your mining foreman while establishing a fortress, and will reach legendary soon enough to not waste too much ore, gems, etc.  5 points into Stone Crafter may seem like a waste given how common the material is, but a Proficient Stone Crafter will create items over 3 times as valuable, on average, as a no-skill one.  On more difficult maps, tripling the stuff you get from the first caravan may be the difference between starvation and glory.  If you're trying to get a metal industry up fast, quality crafts will make trading for an anvil much easier.
 
*Dwarf 2 - Carpenter/Mechanic
 
:Beds, beds, beds!  A skilled carpenter will make higher quality beds faster than a no-skill one.  Decent quality beds can go a long way towards keeping your starting 7 and early immigrants from tantruming.  Once the fortress is established, he will also make quality mechanisms for traps and constructions.  Carpentry and Mechanics are both relatively low priority jobs most of the time, so this dwarf should also often be available for hauling and odd jobs.
 
*Dwarves 3 and 4 - Mason/Other
 
:Rock furniture is quite important in most forts, and once again, high quality means happy dwarves.  Possible pairings for these two are:
 
:*Siege Engineer - If you'll be using siege engines at all, starting with the skill is much less painful than training it up from scratch.
 
:*Bowyer - Wood and bone crossbows tend to be very useful in the early game, whether for traps or for arming marksdwarves.  There's absolutely no benefit to using metal crossbows over bone or wood ones in weapon traps, so high quality bone/wood bows can easily be a staple for traps, through the entire game.
 
:*Weaponsmith - Weapons are (obviously) important for defense, whether they're placed in traps, or in the hands of military dwarves.  They're also half-decent trade items.
 
:*Armorsmith - If you'll be relying on a military at all, metal armor is a must.  Otherwise, not necessary.
 
:*Crafting skills - These dwarves could also turn out large quantities of valuable trade goods.  Metalsmithing, Metal Crafting, and Gem Cutting are difficult and expensive to train up.  Leatherworker and Clothier use common and cheap materials, and can produce decent value goods.
 
:*Cooking or Brewing - Easy to train, but high quality comestibles help keep your dwarves happy.
 
*Dwarves 5 and 6 - Grower/Other
 
:Farming is the lifeblood of most fortresses, and two skilled farmers are be a good idea if your dwarves like to eat and drink.  It may be easy to train Growing, but starting with the skill means larger stacks and less clutter starting out--potentially very important when you've got rocks all over the place.  Good choices for secondary skills include any of the ones listed above for the Masons.
 
*Dwarf 7 - Broker
 
:This guy will be your trader and most likely Expedition Leader.  It's not really necessary to buy any managerial skills (Organizer or Record Keeper) as those are very easy to train.  A good mix would be [[Intimidator]] 5, Appraiser 2, Judge of Intent 1, and 2 points to other social skills, such as Negotiator and PersuaderIt may also be helpful to activate his Wood Cutter labor, as that will cause him to carry a battleaxe everywhere, including to the trade depot.  Proficient Intimidation combined with a large, shiny axe ''may'' help convince penny-pinching merchants to give him better deals.
 
 
 
'''Equipment'''
 
*7 copper picks
 
:A pick for everyone can make early excavations much faster, with your Proficient Miner leading the way.
 
*0 to 2 steel battleaxes
 
:Depending on how much early wood cutting you plan on doing.  If there are no trees, the points can probably be better spent elsewhere (such as on more wood).
 
*Wood
 
:Even if you'll be on a heavily forested map, starting with wood will save time, as unskilled wood cutting is rather slow, and skipping early cutting allows all 7 dwarves to dig.  At only 3 units per log, why not put your leftover points here?  If your embark site has no trees, buy as much wood as you can afford.
 
*1-2 cages
 
:You cannot cage animals too early, if you don't want to be up to your ears in puppies and kittens.
 
*1-2 ropes
 
:For tying guard animals near your fortress entrance.  Kobold thieves can begin showing up quite early.
 
*2 or more dogs and/or war dogs
 
:Man's best friend, and dwarves' too.  Protection, companionship, meat, bones, hides; there is almost nothing your dwarves lack which dogs cannot provide.
 
*1-2 cats
 
:Be very careful if you embark with 2 cats!  If you do, you may want to construct a cage and cage one of the cats ''immediately'', to avoid a [[catsplosion]].  That way, if the other cat meets with misfortune, you still have a spare.
 
*Food, drink, and seeds
 
:Fairly self-explanatory.
 
 
 
===Yet another basic build===
 
Because everybody else on the internet is wrong, you know.
 
 
 
'''Skills'''
 
 
 
Dwarf 1: Competent Miner / Gem Cutter / Glassmaker (if sand) / Stone Crafter (if not)
 
Since mining is not a full-time job, allowing one of your miners to either make glass, stone crafts or cut gems is a good way to stop them from slacking off.
 
 
 
Dwarf 2: Competent Miner / Furnace Operator / Novice Building Designer / Metal Crafter / Metalsmithing
 
Again, your miner isn't always busy, so let them handle the furnace and make some nice metal stuff.
 
 
 
Dwarf 3: Competent Wood Cutter / Herbalist / Competent Axedwarf / (Ambusher / Thresher / Cook)
 
Your woodcutter should collect outside plants, to allow saplings to grow. Axedwarf means thieves and wild animals can be dealt with. Ambusher is useful for supplying you with meat and leather, while Thresher and Cook allow for a variety of crops to be used.
 
 
 
Dwarf 4: Skilled Grower / Skilled Brewer / (Thresher / Cook)
 
Growing and brewing are both part-time jobs, so combine them. Depending on what you gave your woodcutter, give the farmer the other option between threshing and cooking.
 
 
 
Dwarf 5: Competent Mason / Mechanic / (Stone Crafter / Gem Cutter)
 
A mason should be busy making furniture, but mechanisms are always important, especially before you have a military. Stone Crafter or Gem Cutter are filler, but don't use them if you have them on a miner.
 
 
 
Dwarf 6: Competent Carpenter / Wood Crafter / (Competent Bowyer / Proficent Siege Engineer)
 
Carpenting, wood crafting and either crossbow-making or siege engineering go hand in hand. Make sure your dwarf has good siege engineering, quality is important and wood is limited.
 
 
 
Dwarf 7: Skilled Weaponsmith / Skilled Armorsmith / (Appraiser / Bookkeeper)
 
High-quality weapons and armor are always a boon to a fortress, but hard to train efficiently. If you aren't going to be forging for a while, make him your broker or bookkeeper.
 
 
 
'''Items'''
 
1 Anvil
 
1 Steel battle axe
 
2 Copper picks
 
21 of each alcohol except dwarven wine
 
11 Plump helmets
 
10 Plump hemet spawn
 
10 Sweet pod seeds / Rock nuts / Pig tail seeds (depending on preference)
 
1 unit of every 2* meat/fish
 
1 cat
 
2 dogs
 
The rest of your points can be spent at your discretion, although I recommend taking wood, ore, pretty colored stone, more alcohol/food or metal bars.
 
 
 
===A Military Build===
 
Embarking on a predictably dangerous area and you ancticipate needing a more serious military presence from the get-go?  This build condenses critical skills as much as possible, leaving 3 dwarves ready for full-time duty as needed.
 
 
 
'''Skills'''
 
 
 
Dwarves receive 5 points to each of their skills, unless otherwise noted.
 
*Dwarf 1 - Miner/Mason
 
:This guy digs holes, makes rocks, and turns the rocks into useful thingsVery dwarfy.
 
*Dwarf 2 - Carpenter/Grower
 
:When he's not making beds for the barracks, he's tilling the fields.
 
*Dwarf 3 - Broker/Leatherworker
 
:Leatherworker is vital in the early game, as your dwarves will be dependent on leather armor for quite awhile.  Later on, he can make and sell leather crafts.  For broker skills, 1 point into Judge of Intent and 2 each to Appraisal and Intimidator should be fine.
 
*Dwarf 4 - Weaponsmith/Armorsmith
 
:Early on, put him to work as a wood cutter, miner, or hauler.  He'll be worth his weight in adamantine once you acquire an anvil and metal.  You could also use him as an unskilled mechanic initially, to help reinforce your fort's defenses.
 
*Dwarves 5, 6, and 7 - Soldiers.
 
:Other than weapon skills, Shield User and Armor User are very important, and relatively slow to train.  Wrestler can be trained fairly easily by sparring, but is very important in combat.  One Weapon skill should be maxed, with the rest of the points going into a mixture of Shield User, Armor User, and Wrestler, depending on your priorities.
 
 
 
'''Equipment'''
 
*1 to 4 copper picks
 
*3 steel weapons, depending on your soldiers' weapon skills
 
:This should usually include at least one axe, so that you can chop wood.
 
*Wood
 
:Logs are cheap, and buying some wood at the start means your steel battleaxe can stay in the hands of a soldier, rather than a civilian Wood Cutter.  If you're embarking on a map with no trees, you don't really have a choice.
 
*2 Ropes (optional)
 
:Guard animals may or may not be needed, when you start with military dwarves.
 
*As many dogs and war dogs as you can afford
 
:All dogs, trained or not, will lay down their lives to protect their dwarven friends, without hesitation.  War dogs can inflict some very respectable damage, to boot.  With only 3 soldiers, you'll likely be relying on dogs to do much of your early fighting.
 
*0 to 1 cat
 
:You'll need to decide whether [[vermin]] or [[miasma]] will be a bigger problem, and choose cat or no cat accordingly.
 
*Food, drink, and seeds
 
:Fairly self-explanatory.
 
 
 
==The fast way to cheap meats==
 
 
 
Many players always start with "1" of as many cheap types of meat and fish as they can, for the barrels. It can save time to create an Embark Profile for this purpose. Edit the following into the profile in .\data\init\embark_profiles.txt, add a significant TITLE if there is not already one, save that file and then ''close and restart'' DF.
 
 
 
See [[Starting_build#Saving_a_starting_mix|Saving a starting mix]] for more information.
 
 
 
Different starting dwarven [[civilization]]s may have different availabilities. When selecting an Embark Profile, the game will automatically direct you to the "[[Starting_build#.22Prepare_for_the_Journey_Carefully.22|Prepare for the Journey Carefully]]" screen. Items unavailable from a chosen starting profile will be announced '''in red'''.
 
 
 
If you wish more than "1" of something - perhaps 11 turtle, for instance, for the [[shell]]s (and ''two'' barrels!), then change the number after "ITEM:" to that value.
 
 
 
Remember - the TITLE is '''only''' if you are '''not''' adding this to an existing profile!
 
 
 
''This first group are all the 2 dwarfbuck meats:''
 
 
 
 
 
[TITLE:CHEAP DWARFBUCK MEATS]<br /><br />
 
 
 
[ITEM:1:MEAT:NONE:CAT:NONE]<br>
 
[ITEM:1:MEAT:NONE:DOG:NONE]<br>
 
[ITEM:1:MEAT:NONE:DONKEY:NONE]<br>
 
[ITEM:1:MEAT:NONE:HORSE:NONE]<br>
 
[ITEM:1:MEAT:NONE:MULE:NONE]<br>
 
[ITEM:1:MEAT:NONE:BONOBO:NONE]<br>
 
[ITEM:1:MEAT:NONE:CHIMPANZEE:NONE]<br>
 
[ITEM:1:MEAT:NONE:DEER:NONE]<br>
 
[ITEM:1:MEAT:NONE:FOX:NONE]<br>
 
[ITEM:1:MEAT:NONE:GAZELLE:NONE]<br>
 
[ITEM:1:MEAT:NONE:GIBBON_BILOU:NONE]<br>
 
[ITEM:1:MEAT:NONE:GIBBON_BLACK_CRESTED:NONE]<br>
 
[ITEM:1:MEAT:NONE:GIBBON_BLACK_HANDED:NONE]<br>
 
[ITEM:1:MEAT:NONE:GIBBON_GRAY:NONE]<br>
 
[ITEM:1:MEAT:NONE:GIBBON_PILEATED:NONE]<br>
 
[ITEM:1:MEAT:NONE:GIBBON_SIAMANG:NONE]<br>
 
[ITEM:1:MEAT:NONE:GIBBON_SILVERY:NONE]<br>
 
[ITEM:1:MEAT:NONE:GIBBON_WHITE_BROWED:NONE]<br>
 
[ITEM:1:MEAT:NONE:GIBBON_WHITE_HANDED:NONE]<br>
 
[ITEM:1:MEAT:NONE:GORILLA:NONE]<br>
 
[ITEM:1:MEAT:NONE:GROUNDHOG:NONE]<br>
 
[ITEM:1:MEAT:NONE:MACAQUE_RHESUS:NONE]<br>
 
[ITEM:1:MEAT:NONE:MANDRILL:NONE]<br>
 
[ITEM:1:MEAT:NONE:MARMOT_HOARY:NONE]<br>
 
[ITEM:1:MEAT:NONE:GOAT_MOUNTAIN:NONE]<br>
 
[ITEM:1:MEAT:NONE:ORANGUTAN:NONE]<br>
 
[ITEM:1:MEAT:NONE:RACCOON:NONE]<br><br />
 
 
 
[ITEM:1:FISH:NONE:FISH_ANCHOVY:NONE]<br>
 
[ITEM:1:FISH:NONE:FISH_BULLHEAD_BLACK:NONE]<br>
 
[ITEM:1:FISH:NONE:FISH_BULLHEAD_BROWN:NONE]<br>
 
[ITEM:1:FISH:NONE:FISH_BULLHEAD_YELLOW:NONE]<br>
 
[ITEM:1:FISH:NONE:FISH_CHAR:NONE]<br>
 
[ITEM:1:FISH:NONE:FISH_CLOWNFISH:NONE]<br>
 
[ITEM:1:FISH:NONE:FISH_FLOUNDER:NONE]<br>
 
[ITEM:1:FISH:NONE:FISH_GLASSEYE:NONE]<br>
 
[ITEM:1:FISH:NONE:FISH_GUPPY:NONE]<br>
 
[ITEM:1:FISH:NONE:FISH_HAGFISH:NONE]<br>
 
[ITEM:1:FISH:NONE:FISH_HAKE:NONE]<br>
 
[ITEM:1:FISH:NONE:FISH_HERRING:NONE]<br>
 
[ITEM:1:FISH:NONE:FISH_KNIFEFISH_BANDED:NONE]<br>
 
[ITEM:1:FISH:NONE:FISH_LAMPREY_BROOK:NONE]<br>
 
[ITEM:1:FISH:NONE:FISH_LOACH_CLOWN:NONE]<br>
 
[ITEM:1:FISH:NONE:FISH_LUNGFISH:NONE]<br>
 
[ITEM:1:FISH:NONE:FISH_MACKEREL:NONE]<br>
 
[ITEM:1:FISH:NONE:FISH_MOLLY_SAILFIN:NONE]<br>
 
[ITEM:1:FISH:NONE:FISH_PERCH:NONE]<br>
 
[ITEM:1:FISH:NONE:FISH_PUFFER_WHITE_SPOTTED:NONE]<br>
 
[ITEM:1:FISH:NONE:FISH_RATFISH_SPOTTED:NONE]<br>
 
[ITEM:1:FISH:NONE:FISH_RAY_BAT:NONE]<br>
 
[ITEM:1:FISH:NONE:FISH_RAY THORNBACK:NONE]<br>
 
[ITEM:1:FISH:NONE:FISH_SALMON:NONE]<br>
 
[ITEM:1:FISH:NONE:FISH_SEAHORSE:NONE]<br>
 
[ITEM:1:FISH:NONE:FISH_SHAD:NONE]<br>
 
[ITEM:1:FISH:NONE:FISH_SOLE:NONE]<br>
 
[ITEM:1:FISH:NONE:FISH_TROUT_RAINBOW:NONE]<br>
 
[ITEM:1:FISH:NONE:FISH_TROUT_STEELHEAD:NONE]<br><br />
 
 
 
[ITEM:1:FISH:NONE:TURTLE:NONE]<br><br />
 
 
 
''Add the next directly with the above to include all 4 dwarfbuck meats...''{{verify}}<br />
 
 
 
  
[ITEM:1:MEAT:NONE:BEAK_DOG:NONE]<br />
+
==(War)dogs as (early) military==
[ITEM:1:MEAT:NONE:CAMEL_1_HUMP:NONE]<br />
+
Rather than worry about risking your dwarfs, take 2 dozen or more dogs or wardogs - or a mix.  While a pair of wardogs is hardly a match for a goblin ambush, a dozen will tear them apart and send them running while your dwarfs do something more important, like drink, or just keep breathing. The breeding stock (and casualties) provide a great supply of leather, bones and meat, and the fights can tend to be epic.  Once you have full-time [[soldier]]s, a pair of wardogs each make a great boost to their combat effectiveness.
[ITEM:1:MEAT:NONE:CAMEL_2_HUMP:NONE]<br />
 
[ITEM:1:MEAT:NONE:COW:NONE]<br />
 
[ITEM:1:MEAT:NONE:ELK:NONE]<br />
 
[ITEM:1:MEAT:NONE:BLENDEC_FOUL:NONE]<br />
 
[ITEM:1:MEAT:NONE:MOLE_GIANT:NONE]<br />
 
<!-- Grimelings leave no meat-->
 
[ITEM:1:MEAT:NONE:WOLF_ICE:NONE]<br />
 
[ITEM:1:MEAT:NONE:MUSKOX:NONE]<br />
 
[ITEM:1:MEAT:NONE:MOLE_DOG_NAKED:NONE]<br />
 
[ITEM:1:MEAT:NONE:RAT_LARGE:NONE]<br />
 
[ITEM:1:MEAT:NONE:RAT_GIANT:NONE]<br />
 
<!-- Satyrs are not-butcherable, no meat-->
 
[ITEM:1:MEAT:NONE:WARTHOG:NONE]<br />
 
[ITEM:1:MEAT:NONE:WOLF:NONE]<br />
 
[ITEM:1:FISH:NONE:FISH_CAVE:NONE]<br><br />
 
  
[ITEM:1:FISH:NONE:LOBSTER_CAVE:NONE]<br><br />
+
Training dogs into wardogs is fast enough even for no-skill dwarf, maybe 2 per week, and they'll tend to follow the trainer around until officially assigned to a permanent owner.  Have your outdoors/military dwarfs do the training, obviously, or any who have a [[preference]] for dogs "for their loyalty", to give them an additional happy [[thought]].
  
==Challenge Builds==
+
= Challenge Builds =
If you feel you've got DF mastererd ([[fun|heh]]) and really want a challenge, then consider a [[challenges|challenge build]].
+
If you want a challenge try some [[Challenges]].
  
{{Category|Guides}}
+
[[Category:Guides]]
{{Category|Fortress defense| }}
+
[[Category:Fortress defense| ]]
{{Category|World}}
+
[[Category:World]]
{{Category|Design}}
+
[[Category:Design]]

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