WHAT EMBARK SHALL WE BE.
Stoneworkers
The Dwarves:
Miner/Stonecrafter (mines and makes pots and crafts when needed)
Miner/Mechanic (mines and makes levers or traps when needed)
Mason/Building Designer (makes all the furniture and buildings)
Carpenter/Woodcutter (cuts wood, makes beds, bins, barrels, and cages if needed)
Weaponsmith/Armorsmith (will provide good quality gear for your militia)
Grower/Brewer (farms, makes booze, and does most of the hauling early)
Grower/Cook (farms, cooks food, and does most of the hauling early)
Supplies:
2 Picks
1 Battleaxe
1 Anvil
60 Booze
30 Meat/Fish/Eggs
5-10 of each seed
Spend the rest of the points on anything else you want like plump helmets, animals, wood, and ores. Taking copper ores (malachite/copper nuggets) and tin ores (cassiterite) are a good choice since using them to make bronze is very cheap at 6 points per ore.
Prospectors
The Dwarves:
Miner/Stonecrafter (mines and makes pots and crafts when needed)
Miner/Gem Cutter (mines and cuts gems)
Miner/Gem Setter (mines and encrusts gems into crafts and furniture)
Mason/Building Designer (makes all furniture and buildings)
Carpenter/Mechanic (makes beds, bins, barrels, cages, levers, and traps)
Weaponsmith/Armorsmith (will provide good quality gear for your militia)
Farmer/Brewer (hauls early on until you hit the caverns, then will farm and brew)
Supplies:
3 Picks
1 Anvil
60 Booze
30 meat/fish/eggs
15 plump helmets
5 of each seed
50 or so logs
spend the rest on whatever else you want like animals and ores.
Expeditionary Force
The Dwarves:
1 Dodger (To be trained up as a dedicated miner)
1 Armorsmith/Furnace Operator
1 Weaponsmith/Herbalist
2 Proficient Axe dwarves
2 Proficient Spear dwarves
Note: The military dwarves have no secondary skill to save points for supplies. If embarking to an area without sand/soil/clay, you will want to give the miner some mining skill.
The Supplies:
1 Anvil
20 Iron Ore, 20 Flux Stone (For making steel weapons, helmets and other armor-pieces of choice)
4 Copper Bars (for 2 picks and 2 wood-cutting axes)
5 stones (for first workshops)
15 Logs
15 Leather (You can get by with as little as 2, for waterskins, if you need more points elsewhere)
1 Lye, 3 Gypsum Plaster, 3 Thread, 3 Cloth (hospital supplies - optional).
1 Male Dog and 1 Female Dog.
2 points leftover to spend on whatever you like.
This assumes a woodland embark. If embarking to an impoverished site without trees, you will need to bring 3 logs or 1.5 bituminous coal for every iron ore. If no copper is available, bring extra iron ore to make iron axes and picks - it's still cheaper than embarking with them.
Farmers
1 Miner/Mason/Mechanic
4 Farmers - 3 growers, 3 herbalist, 1 shearer, 1 tanner, 1 butcher, 1 brewer, and 1 spinner
1 Craftsworker - 1 skill in all crafts
1 Hunter/Fisher - 2 xbow, 2 ambusher, 2 fisher, 1 cleaner.
Gear
Default, but with no splints/cloth/uneeded stuff and tons of seeds and more animals.