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« on: April 03, 2009, 09:57:04 pm »
Interesting to see just how many theories there are out there about how to do things. I guess DF is real cool like that because no one can write down "This is the ultimate build, use it and prosper, don't and die sharp pointy deaths." For those interested, I've finally settled on:
Mason 5/Intimidator 1/Judge of Intent 1/Appraiser 1/Organizer 1/Record Keeper 1 - basically he administrates when I need him to, and makes doors and tables and chairs and stuff the rest of the time.
Weaponsmith 5/Miller 5 - I plan on doing a ton of smelting, so want a jump start on someone who can make good weapons. Picked miller so that he may mood to legendary, but is at Proficient already if he has to work for it.
Armorsmith 5/Thresher 5 - Same as the last guy really.
Miner 5/Brewer 5 - No wood on my map, so brewing will have to be regulated anyway, gives him something to do without any mining work.
Miner 5/Cook 5 - Basically the same as the last guy again.
Grower 5 - this is his only purpose in life, to make my guys not starve to death.
Stone Crafter 5/Building Designer 1/Furnace Operator 1/Wood Burner 1/Mechanic 2 - I plan on forging all my starting picks, so I figure being able to smelt my ore quickly would be handy. He crafts for dwarfbucks most of the time, but can pull him off to other duties when I need to.
Millions of logs, food, anvil, some ore and coal, and a bunch of seeds. Also quite a few animals, even though I lack a butcher. I figure I'll make a proper butcher industry with some immigrants eventually.
I think for my next fortress I'm going to forgo all headaches and start with 0 skills and a single pick and see how things go. (Kinda like the hermit challenge except I'm keeping all my dwarves.)
Edit: Woot, DF crashes when I hit 'e'