Poll

Embark class?

Stoneworkers
3 (75%)
Prospectors
0 (0%)
Expeditionary Force
0 (0%)
Farmers
1 (25%)

Total Members Voted: 4

Author Topic: Community Fortress: Dwarf Fortress  (Read 2272 times)

intentional vertical pagestretch, to be exact

edit: and intentional ones are usually bannable
« Last Edit: March 12, 2013, 02:36:44 PM by Cybertails1998 »


intentional vertical pagestretch, to be exact

edit: and intentional ones are usually bannable
its not really a pagestretch since it has a point.

Also, when you get around to naming the fortress, name it Block Land in dwarven speak

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.

stoneworkers! stoneworkers!

Stoneworkers seems very balanced, and my embarks are usually like that.

aren't balanced loadouts the ones with the least !!FUN!! ?

anyways the stoneworkers is the only one that really makes any sense so I'd say go with that. However, don't polarize the two growers so specifically; I'd say make the grower/cook a carpenter with adequate growing skill, and change the Carpenter/Woodcutter to have axedwarf skill. Might as well give ourselves some early defensive capabilities.

Dump the rest of the points on a rooster and 3 chickens, a MALE cat, and two different-gender dogs. Get hunting or war dogs if you have the points to spend.

and of course get at least 10 plump helmets. bring a few pigtail seeds for brewing variety as well.

intentional vertical pagestretch, to be exact

edit: and intentional ones are usually bannable

there is no such thing as a vertical pagestretch