![]() His job is to get the forts buildings, traps, and constructions online. Doesn't hurt to have those nice stone mugs either.ĭwarf 5 is my constructor. I gave him skills in stonecrafting because I like trading with the elves (I'm a hippie dwarf at heart) and stone pots are better for that than wooden barrels. I don't usually have dwarf 2 or 3 haul much or at all.ĭwarf 4 is the cook, though I usually make him a part time brewer later. Once you make it to the site I recommend giving them the wood burning and furnace operating occupations to help fuel themselves in their industry. If your goal is just to dig these dwarves will do that exceptionally well and the added skills in armor/weaponcrafting is a nice surprise to have when the time comes. Because you can't control what a migrant's skills are many migrants make great fodder for a starting militia. ![]() My main goal with dwarf 2 and 3 is to have armor and weapons ready for the first couple migrants to become drafted into the military. You can choose not to start with any axes or pickaxes and just bring the resources to make them and Dwarf 2 will have you ready in a jiffy, though I find it best to start with the pickaxe and axe just because it is kind of a hassle when you feel you need safety in a hurry. They can carve up a quick refuge and/or get a metal industry up and started very quickly. I recommend when the game starts to assign him animal training and have him train a war dog (they follow the people that train them) just out of protection for the engraving investment.ĭwarf 2 and 3 are really where the meat of the profile resides. Good engravers are hard to come by but if one is lost it is not the biggest setback. Giving him five points in engraving is just out of hope that he survives to the late game. He makes a great wood cutter because if he gets eaten or killed while outside cutting trees he will not really be missed. I give him one skill point in wood cutting just out of ease of not having to assign it manually. Should he manage to survive he makes a good engraver. And that makes him the most expendable.ĭwarf 1's skills enable him see prices and be a good trader when the caravan comes. It allows for better distribution of attributes based on "Hidden" knowledge of characters strengths and weaknesses that one might know from outside programs like Dwarf Therapist.Īdvanced Min Start Profile: Or how to arm an early militia.ĭwarf 1 is the noble dwarf, the expedition leader, the broker, the manager, the book keeper. All my profiles usually have these basics. You can use it to fill tanks for traps, like drowning traps or traps to wash enemies away with a flood.This is the absolute bear minimum that I would recommend. You can use it to make waterfalls to make your dwarves happy. Filling a cistern with a well on it is good, as injured dwarves get water only. ![]() You can use water from the aquifers for a few things. If it collects you can drink from it, only dwarves like strong drink and just drink water, do they?Ĭan remember when there was plenty of strong drink available, yet a dwarf child died of dehydrationĬould be that the children don't drink liquor anymore and then if there is no plain water they dry out? Children should still drink, not sure why they might have died like that. ![]() Water from the aquifer, you can't do anything else with that? Hunting and fishing can certainly be the contributors to food. In any case, barren with only some rocks and no water Originally posted by John Skywalker:Also don't remember which area the embark was in
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