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Author Topic: Help develop my embark & early game strategy!  (Read 1355 times)

infernalis

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Help develop my embark & early game strategy!
« on: May 18, 2010, 06:54:02 am »

OK. This is a post about my starting build.
The things I know about DF that led me to it are:
bridge building (how to make a raising bridge with a lever to it)
pathfinding discussion: http://www.bay12forums.com/smf/index.php?topic=56041.msg1261300#msg1261300
using "d"-"r(designate ramp)" for fast elevating slopes and making the mointain look 'useful' with all the right angles
dwarf XP = dwarf speed/efficacy

It works in my noob games as it's designed for HIGH efficacy, HIGH fps & LOW idleness among the folk:

I use Dwarf Manager (http://dwarfmanager.sourceforge.net/), imho without it there is no point in playing or reading the rest of this post :) 
Be sure: IT WORKS WONDERS ^_^


Lets prepare the expedition:

step1
Items changes: -1 axe, -animals, -fish, -perch, +picks up to total of 3
step2
D1 brewer 5 cook 5 (tick wood hauling in Dwarf Manager after embark)
D2 records keeping 5 miner 5
D3 appraiser 5 judge of intent 5 (tick mining in Dwarf Manager)
D4 herbalist 5 grower 5 (tick food hauling in Dwarf Manager after embark)
D5 Grower 5 + butcher 2 + tanner 3(?) (tick food hauling in Dwarf Manager after embark)
D6 carpenter 5 + woodcutting 5
D7 mason 5 + stonecrafter 5
step3
Items changes: +plump helmet spawn with remaining pts

All the DM changes: as above & untick ALL from animal hauling to alchemy; then tick furniture hauling for those, who don't haul wood or food (D2,3,6,7)

- after I rename those guys in DM, I get this:
D1 is a woodhauler for the first 2-3seasons but then resignes and becomes a full time FOODMAN nicknamed Brewer/cook
D2 is a bookie/miner
D3 is a trader/miner
D4&5 are full time FOODmen with nicknames: FARM/GATHER and FARM/butch/tan
D6 is a woodman,
D7 is a stoneman/miner

I rename them so the later management is easy & clean. Experiment with DM, U'll see!

VERY EARLY GAME:

Now before the first caravan/migrants come, I want to: 
have a dig into the region, plan my dungeon: It takes a LOT of channelling/ramping for natural wall shaping, digging for all the rooms and stairs, LARGE barracs and at last : a complex that contains small yet enlargable dining room, LARGE food pile with all foodmen workshops and farms near to/below/above it; 
gather 100-120 wood,
build a wall around my porch (about 800sqr tiles)
create another wall around the complex

EARLY GAME:

All the proffessions I need for later game will be slowly gathered/trained from migrants; i.e. I turned 6 peasants into haulers/engravers, which made them work round the lock between 2 tasks and gain xp very fast.



So, let's mingle :)
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cyks

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Re: Help develop my embark & early game strategy!
« Reply #1 on: May 18, 2010, 07:15:04 am »

I would put more thought into your military.  6 dwarfs engraving around the clock should bring your fort's wealth past the siege threshold pretty fast. 
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infernalis

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Re: Help develop my embark & early game strategy!
« Reply #2 on: May 18, 2010, 08:01:58 am »

Milit'ry: I create my first 12 wrestlers/crossbowmen from the first 2-3 mingrations; kobolds tend to die from the start, gobos I capture;

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backflip

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Re: Help develop my embark & early game strategy!
« Reply #3 on: May 18, 2010, 01:44:24 pm »

5 points in Record Keeping is kind of a waste.  It's easily an OTJT labor (on the job training).
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No, its realistic.

I dont think realism is a major concern in a game about alcoholic midgets fighting dragons and soapmen.