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« on: June 22, 2008, 05:46:14 pm »
I usually start with a couple dwarves with high trade skills, because they can be hard to train up with limited resources, and I'm a perfectionist and I don't like having binloads of low-quality training crap laying around. Any labor that produces things with a quality modifier must be skilled.
I used to spread my dwarves' skillpoints over lots of areas, until I realized the way experience and stat boosts work. Since then I usually go like this.
4xCarpenter/4xJudgeOfIntent/RecordKeeping/Appraiser
The leader, natch. Since he doesn't have much to do, I usually make him a mechanic until an immigrant shows up.
5xGrower/5xCook
Keeps everyone fed. Ironic, because I almost always run my foodstocks on a razor's edge. Takes up brewing as well.
5xWeaponsmith/5xArmorsmith
I don't try making metal furniture until an immigrant smith arrives. I never seem to find much weaponable metal, so I have to make the most of it.
5xBonecrafter/5xLeatherworker
Just because these two resources always seem scarce.
5xMason/5xArchitect
Since there's a lot of job overlap here. There's little point to high architect skill, but well designed buildings give a happy thought, and thats never a bad thing.
5xMiner/5xWrestling
So I always have a stupidly powerful fighter right at the start. Sometimes I replace some wrestling with animal trainer, since the job goes faster then.
5xGlassmaker/5xGemSetter
Obviously only if I'm going somewhere with sand. If not, its ususually Clother/Weaving.
I never have a Year 2 immigrant wave without twenty people...