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Assuming generic embark, I mix what I need early and what I need in the future that I may not get in migrant wave.
(immediate need)
-1miner
-1woodcutter
(future)
-1armorsmith
-1weaponsmith
-1engraver
(both)
-1carpenter (beds and stuff)
-1stonecarver (rock furnitures)
you can then add another skill line (enough for 2). So I add :
-a medical oriented dude
-a broker dude (appraise, persuader)
You can also make a military dude if you wnat to. I wouldn't stress it unless you got a combat heavy embark (like evil biome, savage place).
Every profession that doesn't make quality is irrelevant for skill IMO (like planter, stonecutter....).
Also, manager and book keeper both ahve a skill, but it doesn't affect their job and can be safely skipped.
Some people put toys and such in barracks for the kids to learn how to fight. I will not enter a moral debate about the ethic of it though :D
this seems to be fishy, as dwaves without mod shouldn't be able to start with any skill above 5.
Maybe more specified stuff for some embarks, it's not perfect but I have had a good time setting up and I always get swamped by legendary crafting migrants somehow. Right now all of my trading is just food since it is still totally busted when you repeatedly make masterful lavish meals, so I ignore gems on embark etc. Similarly insane food prices make buying out caravans of everything else really easy too, I'm even on economy hard settings lol.
Ah, I'm more used to the ASCII version of DF where the skill screen shows 5 as "no skill" and you can raise them to 10. It's the same thing, they just start at 0 instead of 5 now?
When I say '10 mining + 7 swimming + 8 dodging" they actually only spent a total of 10 points because each of those skills started at 5 already
I'm used to the older version of DF where all skills at "zero" were listed as 5 in preparation screen
10 mining + 7 swimming + 8 dodging is a total of 10 points spent, the equivalent for new DF would be 5 mining + 2 swimming + 3 dodging
https://steamcommunity.com/sharedfiles/filedetails/?id=2899235556
Like some people might want to just polish stones and not make mugs and ignore stonecrafting in favor of gem cutting or something.
Brewer can be sacrificed for something else because it's speed and not quality.
Some points of the broker skills could be sacrificed for something else like pacifier and consoler, or craft skills.
Miner could be sacrificed in safer situations since that's speed only and will skill up fast.
Doctor skills could be sacrificed and you could just hope you end up with a migrant with those skills before you get any wounded.
etc.
If anyone can think of any improvements to my "noob starting skills" suggestion that would be more optimal then let me know in guide comments or here: https://steamcommunity.com/groups/dfmwf
does mining in the steam version not also determine the chance to generate ore/stone?
Nope, only digging speed. Stones have a 25% chance to drop boulders, veins have a 33% chance to drop ore and small clusters (like gems) have a 100% chance
That was taken out of the game like 10 years ago.
I usually start with:
1 Miner/Mechanic
1 Miner (need to think of something else they can do)
1 Mason (now Mason/Stonecarver)
1 Planter/Herbalist
1 Brewer/Cook
1 Appriser/Medic
1 Carpenter/Woodcutter/Woodcrafter
I like to give my miners some points in dodging and swimming so they can defend themselves a little better from common threats that miners can face. Optionally trade swimming for fighting so they're like a backup militia (since mining counts as a weapon skill with their picks)