Dwarf Fortress > DF Dwarf Mode Discussion

Strategies for saving points on embark

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RandomNumberGenerator:
With anvils being much cheaper, you can no longer forgo them for vast quantities of whatever else you need. I was wondering if people yet figured out other things to help get more points on embark. Here is what I found:

1) You can save a small amount of points by selling all your Plump Helmets and getting an equal amount of cave fish and plump helmet seeds, which functions almost identically.
2) Cave spider silk(not *giant* cave spider silk) is now cheaper than pig tails, so you can save 132 points by removing your pig tail cloth/thread/bags/rope and replacing it with cave spider silk cloth/thread/bags/rope.
3) While not really saving points, if you swap out your dwarven wine(which you are likely to have a lot of later) for rum or beer, your dwarves will be happier from a greater food variety.

Max White:
Do you really think you NEED all that medical equipment?

It takes all of one month into embark be to able to produce most of it yourself, so you can save tones of points by now bringing any of it.

Kagus:
You already mentioned the silk issue, but there's another way to save even more points with silk.  Just get sand.

Bags of sand cost a single point each, and each one grants you a bag for free.  The cheapest bag will cost 10 points (unless something's changed and bags can now hold multiple units of sand).  Just dump the sand and the bags are free and clear.

You can also shave off a few points by taking along logs instead of splints/crutches/buckets.  Logs can also be used to make training axes at the carpenter's workshop, which function as regular axes for the purposes of woodcutting.  Saves you an extra bar of fuel and metal, if you're going that route.

Also, let us not forget the time-honored practice of measuring out alcohol so that we get an extra barrel.  Embarking will provide you one free wooden barrel for every 5 (maybe 10?  Think it's 5) units of alcohol.  If you have an alcohol stock number that ends in 1 or 6, you will get an extra barrel to hold that single unit of alcohol.  Also, different alcohols cannot be mixed into the same barrel, so remember to take at least one of each.

immibis:
Why not just change the embark points you get in the worldgen options?

RandomNumberGenerator:

--- Quote from: Kagus on April 14, 2010, 08:08:03 pm ---You already mentioned the silk issue, but there's another way to save even more points with silk.  Just get sand.

Bags of sand cost a single point each, and each one grants you a bag for free.  The cheapest bag will cost 10 points (unless something's changed and bags can now hold multiple units of sand).  Just dump the sand and the bags are free and clear.

You can also shave off a few points by taking along logs instead of splints/crutches/buckets.  Logs can also be used to make training axes at the carpenter's workshop, which function as regular axes for the purposes of woodcutting.  Saves you an extra bar of fuel and metal, if you're going that route.

Also, let us not forget the time-honored practice of measuring out alcohol so that we get an extra barrel.  Embarking will provide you one free wooden barrel for every 5 (maybe 10?  Think it's 5) units of alcohol.  If you have an alcohol stock number that ends in 1 or 6, you will get an extra barrel to hold that single unit of alcohol.  Also, different alcohols cannot be mixed into the same barrel, so remember to take at least one of each.

--- End quote ---

Oh wow... do the sand bags really work that way? Seems like a bug almost. I also like the idea of using wooden axes for woodcutting.


--- Quote from: immibis on April 14, 2010, 08:10:30 pm ---Why not just change the embark points you get in the worldgen options?

--- End quote ---
Why not just add in a smelter reaction to produce infinite platinum? Or adamantine even? It's more fun to work with what you're given than to change the game to make it easier. At least, it is to me.

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