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CiscoHannah Embark Profile /u/CiscoHannah

Jul 8th, 2020
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  1. CiscoHannah Embark Profile /u/CiscoHannah
  2.  
  3.  
  4.  
  5.  
  6.  
  7.  
  8. There are quite some embark profiles around, but at least
  9.  
  10. those that I have seen are either heavily specialized or rather aim
  11.  
  12. at beginners. This embark is balanced having the following three
  13.  
  14. main goals beyond mere survival in mind:
  15.  
  16. ​
  17.  
  18. (1) military might
  19.  
  20. (2) dwarven happiness
  21.  
  22. (3) fortress wealth
  23.  
  24. ​
  25.  
  26. I think every overseer should try out his/her own routes. Hence this
  27.  
  28. profile is intended to be read after you stuck a dead end and do not
  29.  
  30. optimize your embark any longer. Whenever you are eager to get another
  31.  
  32. perspective. Otherwise I would recommend you try your own paths first.
  33.  
  34. ​
  35.  
  36. ​
  37.  
  38. The following might SPOIL this priceless experience.
  39.  
  40. ​
  41.  
  42. ​
  43.  
  44. ​
  45.  
  46. ​
  47.  
  48. As for the DWARVEN SKILLS: There is a myriad of possibilities to play
  49.  
  50. and there is not a best way to do so. Hence there is also not an only or
  51.  
  52. best embark profile.
  53.  
  54. ​
  55.  
  56. Having said that, I am convinced that
  57.  
  58.  
  59.  
  60. 1) the WEAPONSMITH is your single most important dwarf. It is arguably
  61.  
  62. the most important skill for (1) your military, and it is also the skill
  63.  
  64. which may create (2) the largest wealth. A weapon trap may transfer
  65.  
  66. this wealth to room value and hence happiness.
  67.  
  68. ​
  69.  
  70. 2) the ARMORSMITH is a close second, who traces the weaponsmith
  71.  
  72. regarding the wealth aspect and is slightly more easy to train.
  73.  
  74. Eventually he/she will spent even longer hours in the forge because
  75.  
  76. there are more armor pieces to forge.
  77.  
  78. ​
  79.  
  80. 3)-7) (+3) The next five skills are on a more equal footing, their
  81.  
  82. relative importance depends very much on playstyle, and they might even
  83.  
  84. be substituted by other skills such as stone crafter or glassmaker.
  85.  
  86. ​
  87.  
  88. MECHANIC: You need some basic defense such as traps or a draw bridge
  89.  
  90. sooner than later, and these must work properly without fails caused
  91.  
  92. by mechanisms of poor quality. Traps may also contribute heavily to your
  93.  
  94. wealth.
  95.  
  96. ​
  97.  
  98. MASON: This one is more on your happiness side. You need on the long
  99.  
  100. run a lot of furniture, if you go for individual bedrooms for all
  101.  
  102. or for your most precious dwarfs. If possible these should be
  103.  
  104. at least partially masterwork to trigger some happy thoughts. You have,
  105.  
  106. on the other hand, a lot of stones to get rid of. This calls for a
  107.  
  108. mason working 24/7.
  109.  
  110. ​
  111.  
  112. METAL CRAFTER: Many embark profiles or walkthroughs call for a
  113.  
  114. stonecrafter. Craftworks are more expensive than furniture and
  115.  
  116. contribute more to your wealth than the happiness aspects. Hence
  117.  
  118. you are a bit more flexible how many to make as with furniture,
  119.  
  120. and it is way more preferable to make them from precious metals
  121.  
  122. than cheap stones. What if you find some gold or
  123.  
  124. platinum. If not you can import it and take some ore for making brass
  125.  
  126. with you on embark. These are the reasons why I personally prefer the
  127.  
  128. metal crafter, but it is a matter of taste.
  129.  
  130. ​
  131.  
  132. TEACHER(+ARMORUSER) You need someone to efficiently teach your
  133.  
  134. military squads. Hence take one dwarf with you on embark for this task.
  135.  
  136. He should have a second military skill such as armoruser so that your
  137.  
  138. new recruits learn fast not to be slowed down by their armor.
  139.  
  140. ​
  141.  
  142. MINER(+TACTICIAN+TEACHER) You need someone at the start, digging out
  143.  
  144. your fortress and down to the magma. This guy does not need much skill
  145.  
  146. in mining. I prefer 1-2 points in mining to make this process slightly
  147.  
  148. faster when using only a single miner. On the long run you can easily
  149.  
  150. train new migrants in mining. Hence this guy should eventually move to
  151.  
  152. another task. He/she will be a well skilled military pick dwarf soon.
  153.  
  154. Hence what better use than to give him some military skills. Teaching
  155.  
  156. is once more very important. If you consider military expeditions, as
  157.  
  158. I do, some tactical skills would be great and this one can be your
  159.  
  160. military commander. If military is less important, you may combine this
  161.  
  162. with the previous teacher dwarf.
  163.  
  164. ​
  165.  
  166. ​
  167.  
  168. 11-15) The next skills I consider less important as the previous ones.
  169.  
  170. But since points on skills are well spent (you have more than enough
  171.  
  172. money), it is better to train these than to buy even more ore/animals.
  173.  
  174. ​
  175.  
  176. ARCHITECT Bridges and wells can be quite expensive and give you happy
  177.  
  178. thoughts. This certainly is not a 24/7 occupation but also difficult
  179.  
  180. to train.
  181.  
  182. ​
  183.  
  184. CARPENTER Mainly good to have some nice beds for happy thoughts, also
  185.  
  186. you need some barrels for your syrup, buckets, and shields for your
  187.  
  188. soldiers before large quantities of leather are available.
  189.  
  190. ​
  191.  
  192. COOK Some people get their wealth from serrated glass disk traps or
  193.  
  194. stone crafting. I rather go for metal weapons and traps as well as
  195.  
  196. crafts, and cooking as an additional source of wealth. If you combine
  197.  
  198. some expensive ingredients (milled plants from a millstone, dwarven
  199.  
  200. syrup, cheese bought from the traders) with ingredients that come in
  201.  
  202. large quantities (alcohol) you can easily get a few dozens roasts
  203.  
  204. each valued a few ten thousand dwarf bucks within 6 months. You might
  205.  
  206. consider this an exploit, but in my view it is less so than getting
  207.  
  208. hundreds of serrated glass disks from a single tile of sand at a
  209.  
  210. price that is irrational for such a useless asset. I also
  211.  
  212. try to optimize my embark for metal industry and iron which often
  213.  
  214. means that there is no sand or at least there are the prospects of
  215.  
  216. having no sand. Not to forget sooner or later you need a food industry.
  217.  
  218. ​
  219.  
  220. As input to the cook it is good to have (but not absolutely necessary
  221.  
  222. and the herbalist is of course useless in e.g. a mountain biome
  223.  
  224. without plants and trees):
  225.  
  226. ​
  227.  
  228. A GROWER and a HERBALIST This does not give any quality modifier but
  229.  
  230. you harvest larger quantities which increases the wealth per lavish
  231.  
  232. meal.
  233.  
  234.  
  235.  
  236. As you have noticed these are 15 professions. Below I will also add
  237.  
  238. 1 skill point for APPRAISER and DIAGNOSER. This is not absolutely
  239.  
  240. necessary, but might help a bit for an overview or if someone gets
  241.  
  242. wounded, respectively.
  243.  
  244. ​
  245.  
  246. ​
  247.  
  248. [PROFILE]
  249.  
  250. \[TITLE:BALANCED PROS\]
  251.  
  252. ​
  253.  
  254. ​
  255.  
  256. How to distribute these 17 professions among your 7 dwarfs? Again
  257.  
  258. there is not an only way, there are many possibilities also here.
  259.  
  260. ​
  261.  
  262. I prefer having the important forge jobs at a single dwarf who will
  263.  
  264. spent most of his/her life at the forge. At embark I also make him a
  265.  
  266. wood cutter and let him cut down a dozen trees to spend the time well
  267.  
  268. before bronze is smelted.
  269.  
  270. \[SKILL:1:FORGE\_WEAPON:5\]
  271.  
  272. \[SKILL:1:FORGE\_ARMOR:5\]
  273.  
  274. ​
  275.  
  276. The following is an obvious combination and efficient as the same guy
  277.  
  278. can just continue the job if you use stone (blocks) for all building
  279.  
  280. requiring an architect. At the beginning I have a dormitory bedroom
  281.  
  282. and there is a common dining hall. Hence this guy can also burn some
  283.  
  284. wood, make potash for fertilizing your fields, mill plants and process
  285.  
  286. your sweet pods into barrels to regain seeds. Some of these tasks
  287.  
  288. can also be done by your next guy, the Mechanic.
  289.  
  290. \[SKILL:2:MASONRY:5\]
  291.  
  292. \[SKILL:2:DESIGNBUILDING:5\]
  293.  
  294. ​
  295.  
  296. ​
  297.  
  298. This guy can start right away with carpentry and later on make and
  299.  
  300. link mechanisms, and help the mason with the farmhand tasks. Besides
  301.  
  302. the above mentioned you also would like to butcher your pack animals
  303.  
  304. and do some leather work.
  305.  
  306. \[SKILL:3:MECHANICS:5\]
  307.  
  308. \[SKILL:3:CARPENTRY:4\]
  309.  
  310. \[SKILL:3:DIAGNOSE:1\]
  311.  
  312. ​
  313.  
  314. The herbalist should have a secondary profession that can wait
  315.  
  316. somewhat when he/she is picking fruits or similar. He/she is also
  317.  
  318. more exposed to danger, hence the other profession should be disposable.
  319.  
  320. \[SKILL:4:HERBALISM:4\]
  321.  
  322. \[SKILL:4:METALCRAFT:5\]
  323.  
  324. \[SKILL:4:APPRAISAL:1\]
  325.  
  326. ​
  327.  
  328. My fields are not far away from the kitchen, and you might want to
  329.  
  330. slow your cook down a bit so that no meal gets rotten in the kitchen.
  331.  
  332. A combination cook+carpenter is also quite good. This guy also trains
  333.  
  334. 1-2 dogs while the miner is digging the farm plots (e.g. 3 with 7
  335.  
  336. tiles each). I also let the cook brew 4-5 times alcohol to have enough
  337.  
  338. before a new immigrant takes over.
  339.  
  340. \[SKILL:5:COOK:5\]
  341.  
  342. \[SKILL:5:PLANT:5\]
  343.  
  344. ​
  345.  
  346. Your military teacher, already explained above. Make this guy your
  347.  
  348. furnace operator at the beginning. If you have no coal, you need a
  349.  
  350. lot of wood burning, he should do this instead and e.g. your
  351.  
  352. Weaponsmith operates the furnace, too. I typically let the
  353.  
  354. mason/architect build an outside smelter for the bronze and brass
  355.  
  356. (the teacher can train 1-2 dogs meanwhile), but then have the forge
  357.  
  358. just below it on the inside.
  359.  
  360. \[SKILL:6:ARMOR:5\]
  361.  
  362. \[SKILL:6:TEACHING:5\]
  363.  
  364. ​
  365.  
  366. Miner at the beginning. Military Commander later on.
  367.  
  368. \[SKILL:7:MINING:2\]
  369.  
  370. \[SKILL:7:TEACHING:3\]
  371.  
  372. \[SKILL:7:MILITARY\_TACTICS:5\]
  373.  
  374. ​
  375.  
  376. ​
  377.  
  378. You must have an anvil to make one:
  379.  
  380. \[ITEM:1:ANVIL:NONE:INORGANIC:IRON\]
  381.  
  382. ​
  383.  
  384. The next two might in principle be forged. However, for spending your
  385.  
  386. labor well it is, in my view, preferable to spent your embark money
  387.  
  388. here and to start mining and wood cutting right away. Also allows you
  389.  
  390. to fight off some wolves or whatever right away.
  391.  
  392. \[ITEM:1:WEAPON:ITEM\_WEAPON\_PICK:INORGANIC:COPPER\]
  393.  
  394. \[ITEM:1:WEAPON:ITEM\_WEAPON\_AXE\_BATTLE:INORGANIC:COPPER\]
  395.  
  396.  
  397.  
  398. To make sure you can make at least some weapons from steel
  399.  
  400. (requires embark with flux stone).
  401.  
  402. \[ITEM:11:BOULDER:NONE:INORGANIC:HEMATITE\]
  403.  
  404. My first armor sets and some picks, axes, spears are from bronze.
  405.  
  406. My 4 nest boxes (reuse by slaughtering/rebuilding), goblets,
  407.  
  408. wheelbarrows from brass. I also like my still being made from brass...
  409.  
  410. \[ITEM:10:BOULDER:NONE:INORGANIC:CASSITERITE\]
  411.  
  412. \[ITEM:6:BOULDER:NONE:INORGANIC:SPHALERITE\]
  413.  
  414. \[ITEM:16:BOULDER:NONE:INORGANIC:NATIVE\_COPPER\]
  415.  
  416. For magma proof nickel minecarts and pipes (to build a magma smelter
  417.  
  418. where your flux stone is). If not available replace by iron.
  419.  
  420. \[ITEM:3:BOULDER:NONE:INORGANIC:GARNIERITE\]
  421.  
  422. Processing bituminous coal (even lignite) is much more efficient
  423.  
  424. than cutting trees, hauling logs and and burning wood.
  425.  
  426. \[ITEM:28:BOULDER:NONE:INORGANIC:COAL\_BITUMINOUS\]
  427.  
  428. \[ITEM:1:BAR:NONE:COAL:COKE\]
  429.  
  430. To built your smelter, carpentry and masonry right away:
  431.  
  432. \[ITEM:3:BOULDER:NONE:INORGANIC:PETRIFIED\_WOOD\]
  433.  
  434. ​
  435.  
  436. As already mentioned, sweet pods are best for wealth (if your starting
  437.  
  438. season allows for planting them)
  439.  
  440. \[ITEM:2:SEEDS:NONE:PLANT\_MAT:MUSHROOM\_HELMET\_PLUMP:SEED\]
  441.  
  442. \[ITEM:2:SEEDS:NONE:PLANT\_MAT:GRASS\_TAIL\_PIG:SEED\]
  443.  
  444. \[ITEM:2:SEEDS:NONE:PLANT\_MAT:GRASS\_WHEAT\_CAVE:SEED\]
  445.  
  446. \[ITEM:15:SEEDS:NONE:PLANT\_MAT:POD\_SWEET:SEED\]
  447.  
  448. \[ITEM:2:SEEDS:NONE:PLANT\_MAT:BUSH\_QUARRY:SEED\]
  449.  
  450. \[ITEM:2:SEEDS:NONE:PLANT\_MAT:MUSHROOM\_CUP\_DIMPLE:SEED\]
  451.  
  452. To make sure you have something to brew and to get more seeds.
  453.  
  454. \[ITEM:2:PLANT:NONE:PLANT\_MAT:MUSHROOM\_HELMET\_PLUMP:STRUCTURAL\]
  455.  
  456. ​
  457.  
  458. ​
  459.  
  460. For moods and early hospital requirements.
  461.  
  462. \[ITEM:1:THREAD:NONE:CREATURE\_MAT:SPIDER\_CAVE:SILK\]
  463.  
  464. \[ITEM:1:THREAD:NONE:CREATURE\_MAT:SHEEP:HAIR\]
  465.  
  466. \[ITEM:1:CLOTH:NONE:CREATURE\_MAT:SPIDER\_CAVE:SILK\]
  467.  
  468. ​
  469.  
  470. At some points your dwarfs will need a drink. Having one drink/dwarf
  471.  
  472. makes sure it is available and indicates you now need to
  473.  
  474. start brewing and cooking.
  475.  
  476. \[ITEM:2:DRINK:NONE:PLANT\_MAT:POD\_SWEET:DRINK\]
  477.  
  478. \[ITEM:2:DRINK:NONE:PLANT\_MAT:GRASS\_WHEAT\_CAVE:DRINK\]
  479.  
  480. \[ITEM:3:DRINK:NONE:PLANT\_MAT:GRASS\_TAIL\_PIG:DRINK\]
  481.  
  482. ​
  483.  
  484. ​
  485.  
  486. For some early defense, meat and leather later
  487.  
  488. \[PET:4:DOG:FEMALE:STANDARD\]
  489.  
  490. \[PET:2:DOG:MALE:STANDARD\]
  491.  
  492. For pest control
  493.  
  494. \[PET:1:CAT:MALE:STANDARD\]
  495.  
  496. For eggs and leather bags for your milled plants. I typically let one
  497.  
  498. nest box alone (door locked) for offspring.
  499.  
  500. \[PET:8:BIRD\_TURKEY:FEMALE:STANDARD\]
  501.  
  502. \[PET:1:BIRD\_TURKEY:MALE:STANDARD\]
  503.  
  504. For a bit diversity
  505.  
  506. \[PET:1:BIRD\_CHICKEN:FEMALE:STANDARD\]
  507.  
  508. \[PET:1:BIRD\_GUINEAFOWL:FEMALE:STANDARD\]
  509.  
  510. ​
  511.  
  512. ​
  513.  
  514. The profile above should enable your professional dwarfs to pile up
  515.  
  516. within 6 months wealth of a several hundred thousand to a few million
  517.  
  518. dwarf bucks, depending on how much you go for wealth vs. other aspects
  519.  
  520. (serrated steel disks and spiked bronze ball traps vs. more practical
  521.  
  522. weapons and armor), how many immigrants show up, whether you find
  523.  
  524. any valuable metals such as iron, silver, gold, or platinum, and
  525.  
  526. whether coal is available on embark. At the same time you should be
  527.  
  528. able to set up a basic military with full armor and weapons. Your
  529.  
  530. mason and building designer should already have created a few
  531.  
  532. buildings/furniture that give a happy thoughts. I also go for a mill,
  533.  
  534. windmill powered waterfall and a magma forge close to the flux stone
  535.  
  536. layer.
  537.  
  538. ​
  539.  
  540. As for your the first two small migrant waves I typically assign a
  541.  
  542. ​
  543.  
  544. 1) Furnace operator (freeing the teacher for military training)
  545.  
  546. 2) Miner (freeing the military commander for military training)
  547.  
  548. 3) Brewer (brewing 24/7)
  549.  
  550. 4) Wood burner (if there is no coal)
  551.  
  552. 5) Recruit
  553.  
  554. 6) Farm hand and leather worker
  555.  
  556. ​
  557.  
  558. PS: If you want to try this out yourself just copy everything to embark\_profilke.txt (everything not in "\[...\]" just counts as a comment).
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