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« on: December 04, 2010, 06:13:00 pm »
Tell me what you people think of this build
**Low priority for hunting and farming in this build.
**All skills Proficient unless stated otherwise
2 Mining *Optional* (5 Left)
- Look for: Focus (< Not actually sure if this one helps)
- Avoid: Quick to tire
1 Mechanic Butcher(Novice), *Optional* (4 left)
1 Cook Mason
1 Brewer Carpenter
1 Negotiator Judge of Intent (Novice), Appraisal (Novice) , *Optional* (3 Left)
- Avoid: Unassertive, Lacks confidence
1 Military skill of choice *Optional* (5 Left, complimentary military skill advised: fighting,archery,dodging etc)
- Look for: Strong, Agile, Tough, Naturally Happy, Focus, Kinesthetic Sense, Spatial Sense, Willpower
- Avoid: Friendly, Naturally Depressed, Trusting
- Gender is by choice, but keep in mind the babies (unless you adjusted birth rates)
Alternative to above 1 Stonecrafting, Glassmaking or Armorsmithing, Weaponsmithing
- Look for: Strong Urges, Excellence (< not actually sure if this one helps)
- Avoid: Friendly
Enable masonry, carpentry, mechanics, architecture on every dwarf. Use the Workshop profile menu to limit workshop usage to the higher skilled dwarves.
That way, the experienced artisans will make the high quality mechanics and furniture, and everyone can help build constructions.
Noble Positions:
Expedition Leader: Obvious
Militia Commander: Military skills dwarf or leave unassigned until migrant wave or pick anyone if you plan on drafting everyone into a squad and have no military skills dwarf
Sheriff: leave vacant
Manager: Same as Expedition Leader
Chief Medical Dwarf: Leave Unassigned until migrant wave, or same as Expedition Leader
Broker: Same as Expedition Leader
Bookkeeper: Same as Expedition Leader
Justifications:
Mining is mining. Avoid quick to tire and look for focus so they mine longer without getting distracted. Miners constantly mine in most forts, so pick any other skills you feel are necessary. Perhaps 2 levels of swimming, to avoid drowning while channeling.
Mechanic/Butcher: Mechanics will take a large amount of time, at least at first, to craft many mechanisms. Butchery usually doesn't, an animal will explode into meat in an instant, even with novice butchery.
Cook/Mason: Dwarves don't need much to eat, after cooking a few dozen meals at the start of the game, the dwarf is free to craft stone furniture.
Brewing/Carpentry: Dwarves drink more than they eat, and you'll probably need wooden furniture less than stone ones, so more brewing, less...carpent..ing
Social Skills: Negotiator will actually make the caravans accept less for their goods, you only need a single skill level of the other 2 skills to see prices and trader mood. I didn't add "Look for: Friendly" because, making friends is nice and all and dwarves get happiness they get from befriends, but tantrum spirals are not nice and all. If the dwarf is unassertive or lacks confidence, they won't gain exp in the social skills.
Military: This is for if you want a guard early on. (which I do) Useful for more dangerous embarks. Will also help train new militia members. Recommended traits all help in battle.
Craftsdwarf: Makes lots of crafts for trade and wealth, or helps make weapons and armor for your military. Not much to say here. Strong urges trait so they will feel the need to craft an artifact more easily and a legendary stonecrafter/glassmaker/armorer/weaponsmith is always good to have. Why no friendly craftsman? For wen you fail to provide raw materials during a mood and they die of rage/sadness.
Consider the following for the optional skills:
Herbalist (won't need it much after farming is set in place)
Woodcutting
Fisherman/Fish Cleaner
Animal trainer (a less work-intensive skill)
Grower
Items to bring:
1 male kitten (same job as adult cats, not able to breed until adult, can't give birth, this fella is almost certain to get adopted.)
2 copper picks
1 wooden training axe
36 barrels of every booze type (the odd number over multiples of 5 get you an extra container with only (1) content)
51 bags of sand (in case you don't make any trade goods, you can trade the bags, and your glassmaker will have some materials to work with. Also, free bags.)
26 Plump helmets. (Brew them into wine, cook some of the seeds, plant the rest)
26 Rock Nuts ( Boil'em, mash'em, stick'em in a stew. More free bags)
There should be ~300 points left for anything else. Consider getting anvils or bronze equipment for your military dwarf.
Why I did not include the text file for embark profiles:
Dwarves will have different traits
Civilization may have different wares
I am lazy
Good Luck