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« on: September 09, 2014, 08:38:36 pm »
What's the importance of discipline for 40.xx?
I generally embark with as little finished goods and as little skills as possible, for a few reasons. Namely:
* If the starting area is dangerous, I find it quicker to assemble a wooden wall (and if needed build a roof) than to dig, especially on Glaciers (my favorite embark!)
* Starting 7 will be too busy to do anything forever and never get to fight, be social, etc.
* Migrant waves seem to favor giving me whatever skills I don't have - so I get military and social skills a lot
So often my embarks have a ton of raw materials (coal, ores, animals, seeds) and a plethora of alcohol to keep them busy. RARELY I'll have a Marksdwarf and crank out a weapon for him in short order just to keep animals away... though on Evil Glaciers, he's... he's gonna die.
But now I see almost every build putting points in discipline. I'm presuming this is to avoid needless flight and job cancellations? Is my method of immediately putting up a wall missing something obvious? (besides that zombies can now scale those walls...)
Example embark I last took on 40.11 on a Glacier with a nearby Evil tile thrown in for good measure. I call it the "ICEHAULERSDELUXE", the goal of which is to minimize (or even eliminate) trading:
Iron Anvil
160 Alcohol (40 each)
7 Food (I slaughter my pack animals for more)
3-9 of each seed (9 plump helmet, 3-6 everything else)
50 Wood
30 Stone (magma safe, I turn into blocks usually, some into doors/hatches/mechanisms)
20-50 Bituminous Coal
3-15 Zinc, Iron, Tin, Copper Ores
1-3 Various mood materials (sand, glass, clay, anything my embark is unlikely to have)
2-6 Dogs
2-6 Cats
2-6 Pigs
2-6 Ducks, Turkeys
All remaining points go into 1-off or otherwise 1-use items I might have to have quickly, like a rope or cloth, lye or plaster, et cetera. I usually turn the Zinc into buckets for quick wells and prioritize getting my entrance sealed with cage and weapon traps, then irrigate stone.