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Past that, you can always do the quick hole up, staircase down 3 z levels, make a 11x5 hallway, channel 7x5 within it, build a 9x3 bridge over the channel, then channel once more (leaving a ramp for dwarves to exit on the far side), then hook up the bridge to a lever with mechanisms. Now whenever you have an intruder you can pull the lever and prevent the threats from attacking you until they get bored and leave
If you are settling in a hostile area (Which i strongly advice against for a first game!) the name of the game is usually to get underground and turtle up as soon as possible.
Pretty much:
- Dig a ramp or stairs down as close to the cart as possible.
- Add a small tunnel and add a general storage there. Have all the dwaves haul the supplies down as fast as possible.
- Wall off the entrance.
Walls (both natural and constructed) cannot be destroyed by anything except the player, as opposed to doors which can be. So after you build a wall our dwarves are cloistered in and you can start setting up a fort peacefully. Of course they cannot get out either, so changing that wall for a bridge linked to a lever is preferable.
Again, this is not an ideal zone to start and the above strategy is the most basic "Get down safely" there is (But certainly not the most optimal either).
Oh a tower huh? Prob it then. I thought something was wrong somehow if i cant even start digging and im already getting slaughtered.
Figured enemy raids are based on wealth and/or population
I will keep an eye out for towers then.
Its a Tower. Even tho its a human tower apparently that's a bad thing..
I knew something was wrong when i get invaded by raiding undead before i can even mine out a storage room
Human tower just means the necromancer is a human.
You can still try to build a fortress there, maybe by giving combat skills and weapons to your starting dwarves rather than utility skills. But it's definitely going to be a challenge and it's probably better to settle someplace far away from that tower (and maybe send a raid or two there once you have a decent military, as revenge!)
Other than that, sometimes it's just bad luck.
Starting in a mirthful forest with no goblins nearby will be a very different experience.
Trees. A river (for fishing). A hillside ( check the elevation button in world gen. .. A hillside is easy to dig into and start a protected underground fort)
Soil.( so you can farm)
flux stone layer (forging)
metals
clay or sand ( meh )
Aquifer: Lot's of people hate them. Especially the new players. I am of the opinion that they are extremely useful and you should dive right in an maybe make some test worlds and practice dealing with them. When you have that down, you have a water supply for wells. Or channeling to a mote. flooding the caverns. whatever. I like Aquifers. But learn them first before creating an entire fort maybe.
I probably dont use them to the extent your thinking about but i do use water already. I create lakes and ponds already. First thing i look for is a body of moving water. I start planning my defense around it as well.
And added bonuses other then wells is the amount of fish i get swimming inside sometimes.
I just unfortunately keep selecting embark locations that dont allow me to live long enough to actually advance beyond a simple pool with a well yet