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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.
  
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===(War)dogs as (early) military===
 
===(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.
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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.
  
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]].
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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 dwarfs do the training, obviously, or any who have a [[preference]] for dogs "for their loyalty", to give them an additional happy [[thought]].
  
 
=== Everyone Mines ===
 
=== Everyone Mines ===
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===Booze by popular demand===
 
===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.
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Many of your starting 7 dwarfs 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==
 
==Full Builds==
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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.
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* 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]].
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* 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.
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* 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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=== 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.
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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 [[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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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.  
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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 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 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.  
  
 
''(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.)''
 
''(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.)''
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:*  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)
 
* Seeds:  
 
* Seeds:  
:*  3 Plump Helmet spawn (solid starting crop; you'll have more seeds after brewing the PH's below)
+
:*  3 Plump Helmet seeds (solid starting crop; you'll have more seeds after brewing the PH's below)
 
:*  3 seeds each x other 4 crop seeds for the rest (enough to get started, they'll multiply after season one)
 
:*  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)
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Dwarf 1: Competent Miner / Gem Cutter / Glassmaker (if sand) / Stone Crafter (if not)
 
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.
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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
 
Dwarf 2: Competent Miner / Furnace Operator / Novice Building Designer / Metal Crafter / Metalsmithing
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1 cat
 
1 cat
 
2 dogs
 
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.
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The rest of your points can be spent at your discretion, although I recommend taking wood, ore, pretty coloured stone, more alcohol/food or metal bars.
  
 
===A Military Build===
 
===A Military Build===
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If you feel you've got DF mastererd ([[fun|heh]]) and really want a challenge, then consider a [[challenges|challenge build]].
 
If you feel you've got DF mastererd ([[fun|heh]]) and really want a challenge, then consider a [[challenges|challenge build]].
  
{{Category|Guides}}
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[[Category:Guides]]
{{Category|Fortress defense| }}
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[[Category:Fortress defense| ]]
{{Category|World}}
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[[Category:World]]
{{Category|Design}}
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[[Category:Design]]

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