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#msg1261300using "d"-"r(designate ramp)" for fast elevating slopes and making the mointain look 'useful' with all the right angles
dwarf XP = dwarf speed/efficacyIt 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