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« on: August 22, 2011, 06:08:04 pm »
Building designer and mechanic seem hardest to train quickly, so I always take those. A broker with social skills and common "likes" for eventual mayordom is pretty standard. A diagnostician/doctor is useful if you need it, usually not necessary if you're spamming cage traps and being careful. After that I like carpentry for quality beds, cooking, brewing, masonry, usually weaponsmithing, and often an extra money-making skill like glassmaking for trade, but none of those are strictly necessary.
But as was pointed out, it depends on the site. On heavy soil embarks I start without mining skill and train two up by burrowing (usually a doctor and broker), while on soil-less you'd want a couple with max mining skill to start. In dangerous biomes you may want to start with a couple of military dorfs.
I'm fond of taking an anvil, wood and bronze bars and forging my weapons/tools on location, but it slows the start down just slightly which you don't always want.
In the end the default setup isn't bad, it's just that we wouldn't be DF players if we weren't willing to micromanage and wring out every advantage.