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« on: February 02, 2016, 07:02:15 am »
First year trading:
Wooden spike ball, as mentioned, are worth a lot, but your carpenter may be busy with other stuff in the first year, like making essential items for dwarves to settle in. Here is my approach:
1. Bring as many limonite ore as possible (they are worthless on maps with iron, but if the map doesn't have iron, you just brought a lot of iron bar for 6 points each)
2. Bring 4 flux stone
3. Bring a few bituminous coal (they are stupidly cheap)
3. Make a wood furnace and smelter in the spring while your miners dig out the initial rooms. Use do it now command to first make a char coal, then make coke twice (you now have 17 bars of coke), then make 2 pig iron bar and then 2 steel bar. You now have 4 steel bars and spring is just about over.
4. In the summer, after the miner dig out your workshops, make 4 steel large serrated disc or steel spike ball. They are worth the same thing.
5. By the time fall rolls around, trade the steel traps to caravan for pretty much anything you want. (four of them and however many mugs you can make should give you between 20000 to 30000 db worth of stuff to trade to the first caravan)
6. smelt two more limonite ore to get 8 bars of iron while your miners go look for flux stone.
7. Make as many steel disc as needed for the human and dwarf caravans in the next year. (The first elven caravan typically bring very little stuff and the mugs you made in the winter and miscellaneous prepared food should be sufficient)
In the embark screen, don't bring any stepladder or crutches, etc. Those can be made on site with very little effort.
The default bags cost 20 points each while there are plenty of bags available costing only 10 points each.
No need to bring any axes, just bring a single log. After you arrived, use the flux stone I mentioned to quickly make a carpenter's work shop and make a wooden train axe. The wooden axe will work just as well as metal ones.
Remember each dwarf only consume 2 food per season. No need to bring too much food unless you are embarking in a really weird place. (As a result, it is better to bring plump helmet seeds and a piece of 2 point meat instead of one plump helmet)
In the newer version, it is better to embark with some of the scholar skills since those are harder to train. Of course, you should also bring the standard 1 token medic dwarf with diagnosis.
I like to bring two cats just to get rid of vermin. You can pasture your cats at the food stockpile to better protect it.
For the rest of the points, bring as many iron ores as possible.
Edit: To be honest, if you want to min-max for material, it is better to do the wagon disassemble and pick forging route. However, bring some of the already made stuff save time, which is also plenty valuable. You will find your miner's time to be pretty valuable in the first year. Another example, you can make your wood burner travel quite a bit and burn a lot of wood for charcoal. Or you can bring a few pieces of bituminous coal and get 9 coke each time.