Hope this helps, these are some of my personal preferences, but it really is a personal choice. If I have decided on a proficient leatherworker I will take some leathers and get my peeps armored ASAP. These can be made easily.Īfter that it depends on the choices I made. I don't take any thread, crutches, splints, or bags. So even if you don't plan on milling or dyeing right away take at least one of these ee bag for ten times less the cost! I take at least 15 plump spawn.Īlso I take at least one of each booze, even the wine which is the first booze you will make. Each barrel holds ten meat, so taking 11 of a meat will net you an additional nearly empty barrel. Taking one or more of each meat and fish will net you a bunch of barrels. ***I haven't tried it but wonder how feasible it would be to take 20 hens*** (make sure you take a crafter or enable crafting to get nest box out quick). They are cheap, and provide some food with no effort. I also usually take 3 hens and a rooster. They are cheap, can be milked or butchered as needed. Usually start with at least a Pig and Sow. Make pets and are very useful at spotting thieves, and killing vermin. Not as fast, but if you have a dedicated wood cutter (not hauling or anything else) it shouldn't be a problem.ġ iron anvil, (if steel I either abort and restart or sell it back and hope a caravan comes with one early).Ģ dogs, 2 cats. + 2 anything I want/adequate Wood Cutter. I don't start with a proficient glazer or glass maker for example. High end specialized skills I stray from. They get enough training just starting your metal industry. Wood burning and furnace operating can be assigned and not trained in. Anyone can butcher with the task assigned and higher skill doesn't do anything right now for example. Some skills I find useless to TRAIN in on embark. They can chuck out armor, clothes, waterskins. Leather Worker is good to start with IF you plan on raising livestock AND take some leather on embark. ![]() If I plan on killing a lot of animals, a bone crafter to craft training bolts for military. Super creative dwarf will be a dedicated maxed out stone crafter, and those will be sold to the merchant. For example if I have an extremely tough and mighty dwarf, I make a melee freak, who will usually be burning wood, cooking, or some other menial task while not training. This usually depends upon the dwarfs and their personality. Usually includes an Herbalist, Brewer, Mechanic, Crafter/Gem Cutter, or Soldier. The rest I tailor more to a specific environment or goal. ![]() ![]() Might give him something farm related, like threshing and milling. Two dedicated Miners AT LEAST unless you are building a sand castle.Ī dedicated Farmer. He needs to be making all kinds of things for bedrooms, offices, dining hall, in addition I make him a building designer. Till then tack it onto the two free classes (starting soldier won't be too busy), but don't order a bunch of trees at once or their other job will suffer.Īlso another dedicated person would be a Mason. I find a dedicated woodcutter to be the best, since your dedicated carpenter will constantly be making beds, bins, and barrels, BUT I wait for a peon with no other skills to migrate to become a full time Woodcutter. I wouldn't worry about record keeper as it will go up on whomever you assign as a record keeper steadily. I find it preferable to start a dwarf with some of these skills at a decent level. Some skills are harder to work than others.Īppraise and negotiate only really go up every time a dwarf trades with a caravan.
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