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- CiscoHannah Embark Profile /u/CiscoHannah
- There are quite some embark profiles around, but at least
- those that I have seen are either heavily specialized or rather aim
- at beginners. This embark is balanced having the following three
- main goals beyond mere survival in mind:
-
- (1) military might
- (2) dwarven happiness
- (3) fortress wealth
-
- I think every overseer should try out his/her own routes. Hence this
- profile is intended to be read after you stuck a dead end and do not
- optimize your embark any longer. Whenever you are eager to get another
- perspective. Otherwise I would recommend you try your own paths first.
-
-
- The following might SPOIL this priceless experience.
-
-
-
-
- As for the DWARVEN SKILLS: There is a myriad of possibilities to play
- and there is not a best way to do so. Hence there is also not an only or
- best embark profile.
-
- Having said that, I am convinced that
- 1) the WEAPONSMITH is your single most important dwarf. It is arguably
- the most important skill for (1) your military, and it is also the skill
- which may create (2) the largest wealth. A weapon trap may transfer
- this wealth to room value and hence happiness.
-
- 2) the ARMORSMITH is a close second, who traces the weaponsmith
- regarding the wealth aspect and is slightly more easy to train.
- Eventually he/she will spent even longer hours in the forge because
- there are more armor pieces to forge.
-
- 3)-7) (+3) The next five skills are on a more equal footing, their
- relative importance depends very much on playstyle, and they might even
- be substituted by other skills such as stone crafter or glassmaker.
-
- MECHANIC: You need some basic defense such as traps or a draw bridge
- sooner than later, and these must work properly without fails caused
- by mechanisms of poor quality. Traps may also contribute heavily to your
- wealth.
-
- MASON: This one is more on your happiness side. You need on the long
- run a lot of furniture, if you go for individual bedrooms for all
- or for your most precious dwarfs. If possible these should be
- at least partially masterwork to trigger some happy thoughts. You have,
- on the other hand, a lot of stones to get rid of. This calls for a
- mason working 24/7.
-
- METAL CRAFTER: Many embark profiles or walkthroughs call for a
- stonecrafter. Craftworks are more expensive than furniture and
- contribute more to your wealth than the happiness aspects. Hence
- you are a bit more flexible how many to make as with furniture,
- and it is way more preferable to make them from precious metals
- than cheap stones. What if you find some gold or
- platinum. If not you can import it and take some ore for making brass
- with you on embark. These are the reasons why I personally prefer the
- metal crafter, but it is a matter of taste.
-
- TEACHER(+ARMORUSER) You need someone to efficiently teach your
- military squads. Hence take one dwarf with you on embark for this task.
- He should have a second military skill such as armoruser so that your
- new recruits learn fast not to be slowed down by their armor.
-
- MINER(+TACTICIAN+TEACHER) You need someone at the start, digging out
- your fortress and down to the magma. This guy does not need much skill
- in mining. I prefer 1-2 points in mining to make this process slightly
- faster when using only a single miner. On the long run you can easily
- train new migrants in mining. Hence this guy should eventually move to
- another task. He/she will be a well skilled military pick dwarf soon.
- Hence what better use than to give him some military skills. Teaching
- is once more very important. If you consider military expeditions, as
- I do, some tactical skills would be great and this one can be your
- military commander. If military is less important, you may combine this
- with the previous teacher dwarf.
-
-
- 11-15) The next skills I consider less important as the previous ones.
- But since points on skills are well spent (you have more than enough
- money), it is better to train these than to buy even more ore/animals.
-
- ARCHITECT Bridges and wells can be quite expensive and give you happy
- thoughts. This certainly is not a 24/7 occupation but also difficult
- to train.
-
- CARPENTER Mainly good to have some nice beds for happy thoughts, also
- you need some barrels for your syrup, buckets, and shields for your
- soldiers before large quantities of leather are available.
-
- COOK Some people get their wealth from serrated glass disk traps or
- stone crafting. I rather go for metal weapons and traps as well as
- crafts, and cooking as an additional source of wealth. If you combine
- some expensive ingredients (milled plants from a millstone, dwarven
- syrup, cheese bought from the traders) with ingredients that come in
- large quantities (alcohol) you can easily get a few dozens roasts
- each valued a few ten thousand dwarf bucks within 6 months. You might
- consider this an exploit, but in my view it is less so than getting
- hundreds of serrated glass disks from a single tile of sand at a
- price that is irrational for such a useless asset. I also
- try to optimize my embark for metal industry and iron which often
- means that there is no sand or at least there are the prospects of
- having no sand. Not to forget sooner or later you need a food industry.
-
- As input to the cook it is good to have (but not absolutely necessary
- and the herbalist is of course useless in e.g. a mountain biome
- without plants and trees):
-
- A GROWER and a HERBALIST This does not give any quality modifier but
- you harvest larger quantities which increases the wealth per lavish
- meal.
- As you have noticed these are 15 professions. Below I will also add
- 1 skill point for APPRAISER and DIAGNOSER. This is not absolutely
- necessary, but might help a bit for an overview or if someone gets
- wounded, respectively.
-
-
- [PROFILE]
- \[TITLE:BALANCED PROS\]
-
-
- How to distribute these 17 professions among your 7 dwarfs? Again
- there is not an only way, there are many possibilities also here.
-
- I prefer having the important forge jobs at a single dwarf who will
- spent most of his/her life at the forge. At embark I also make him a
- wood cutter and let him cut down a dozen trees to spend the time well
- before bronze is smelted.
- \[SKILL:1:FORGE\_WEAPON:5\]
- \[SKILL:1:FORGE\_ARMOR:5\]
-
- The following is an obvious combination and efficient as the same guy
- can just continue the job if you use stone (blocks) for all building
- requiring an architect. At the beginning I have a dormitory bedroom
- and there is a common dining hall. Hence this guy can also burn some
- wood, make potash for fertilizing your fields, mill plants and process
- your sweet pods into barrels to regain seeds. Some of these tasks
- can also be done by your next guy, the Mechanic.
- \[SKILL:2:MASONRY:5\]
- \[SKILL:2:DESIGNBUILDING:5\]
-
-
- This guy can start right away with carpentry and later on make and
- link mechanisms, and help the mason with the farmhand tasks. Besides
- the above mentioned you also would like to butcher your pack animals
- and do some leather work.
- \[SKILL:3:MECHANICS:5\]
- \[SKILL:3:CARPENTRY:4\]
- \[SKILL:3:DIAGNOSE:1\]
-
- The herbalist should have a secondary profession that can wait
- somewhat when he/she is picking fruits or similar. He/she is also
- more exposed to danger, hence the other profession should be disposable.
- \[SKILL:4:HERBALISM:4\]
- \[SKILL:4:METALCRAFT:5\]
- \[SKILL:4:APPRAISAL:1\]
-
- My fields are not far away from the kitchen, and you might want to
- slow your cook down a bit so that no meal gets rotten in the kitchen.
- A combination cook+carpenter is also quite good. This guy also trains
- 1-2 dogs while the miner is digging the farm plots (e.g. 3 with 7
- tiles each). I also let the cook brew 4-5 times alcohol to have enough
- before a new immigrant takes over.
- \[SKILL:5:COOK:5\]
- \[SKILL:5:PLANT:5\]
-
- Your military teacher, already explained above. Make this guy your
- furnace operator at the beginning. If you have no coal, you need a
- lot of wood burning, he should do this instead and e.g. your
- Weaponsmith operates the furnace, too. I typically let the
- mason/architect build an outside smelter for the bronze and brass
- (the teacher can train 1-2 dogs meanwhile), but then have the forge
- just below it on the inside.
- \[SKILL:6:ARMOR:5\]
- \[SKILL:6:TEACHING:5\]
-
- Miner at the beginning. Military Commander later on.
- \[SKILL:7:MINING:2\]
- \[SKILL:7:TEACHING:3\]
- \[SKILL:7:MILITARY\_TACTICS:5\]
-
-
- You must have an anvil to make one:
- \[ITEM:1:ANVIL:NONE:INORGANIC:IRON\]
-
- The next two might in principle be forged. However, for spending your
- labor well it is, in my view, preferable to spent your embark money
- here and to start mining and wood cutting right away. Also allows you
- to fight off some wolves or whatever right away.
- \[ITEM:1:WEAPON:ITEM\_WEAPON\_PICK:INORGANIC:COPPER\]
- \[ITEM:1:WEAPON:ITEM\_WEAPON\_AXE\_BATTLE:INORGANIC:COPPER\]
- To make sure you can make at least some weapons from steel
- (requires embark with flux stone).
- \[ITEM:11:BOULDER:NONE:INORGANIC:HEMATITE\]
- My first armor sets and some picks, axes, spears are from bronze.
- My 4 nest boxes (reuse by slaughtering/rebuilding), goblets,
- wheelbarrows from brass. I also like my still being made from brass...
- \[ITEM:10:BOULDER:NONE:INORGANIC:CASSITERITE\]
- \[ITEM:6:BOULDER:NONE:INORGANIC:SPHALERITE\]
- \[ITEM:16:BOULDER:NONE:INORGANIC:NATIVE\_COPPER\]
- For magma proof nickel minecarts and pipes (to build a magma smelter
- where your flux stone is). If not available replace by iron.
- \[ITEM:3:BOULDER:NONE:INORGANIC:GARNIERITE\]
- Processing bituminous coal (even lignite) is much more efficient
- than cutting trees, hauling logs and and burning wood.
- \[ITEM:28:BOULDER:NONE:INORGANIC:COAL\_BITUMINOUS\]
- \[ITEM:1:BAR:NONE:COAL:COKE\]
- To built your smelter, carpentry and masonry right away:
- \[ITEM:3:BOULDER:NONE:INORGANIC:PETRIFIED\_WOOD\]
-
- As already mentioned, sweet pods are best for wealth (if your starting
- season allows for planting them)
- \[ITEM:2:SEEDS:NONE:PLANT\_MAT:MUSHROOM\_HELMET\_PLUMP:SEED\]
- \[ITEM:2:SEEDS:NONE:PLANT\_MAT:GRASS\_TAIL\_PIG:SEED\]
- \[ITEM:2:SEEDS:NONE:PLANT\_MAT:GRASS\_WHEAT\_CAVE:SEED\]
- \[ITEM:15:SEEDS:NONE:PLANT\_MAT:POD\_SWEET:SEED\]
- \[ITEM:2:SEEDS:NONE:PLANT\_MAT:BUSH\_QUARRY:SEED\]
- \[ITEM:2:SEEDS:NONE:PLANT\_MAT:MUSHROOM\_CUP\_DIMPLE:SEED\]
- To make sure you have something to brew and to get more seeds.
- \[ITEM:2:PLANT:NONE:PLANT\_MAT:MUSHROOM\_HELMET\_PLUMP:STRUCTURAL\]
-
-
- For moods and early hospital requirements.
- \[ITEM:1:THREAD:NONE:CREATURE\_MAT:SPIDER\_CAVE:SILK\]
- \[ITEM:1:THREAD:NONE:CREATURE\_MAT:SHEEP:HAIR\]
- \[ITEM:1:CLOTH:NONE:CREATURE\_MAT:SPIDER\_CAVE:SILK\]
-
- At some points your dwarfs will need a drink. Having one drink/dwarf
- makes sure it is available and indicates you now need to
- start brewing and cooking.
- \[ITEM:2:DRINK:NONE:PLANT\_MAT:POD\_SWEET:DRINK\]
- \[ITEM:2:DRINK:NONE:PLANT\_MAT:GRASS\_WHEAT\_CAVE:DRINK\]
- \[ITEM:3:DRINK:NONE:PLANT\_MAT:GRASS\_TAIL\_PIG:DRINK\]
-
-
- For some early defense, meat and leather later
- \[PET:4:DOG:FEMALE:STANDARD\]
- \[PET:2:DOG:MALE:STANDARD\]
- For pest control
- \[PET:1:CAT:MALE:STANDARD\]
- For eggs and leather bags for your milled plants. I typically let one
- nest box alone (door locked) for offspring.
- \[PET:8:BIRD\_TURKEY:FEMALE:STANDARD\]
- \[PET:1:BIRD\_TURKEY:MALE:STANDARD\]
- For a bit diversity
- \[PET:1:BIRD\_CHICKEN:FEMALE:STANDARD\]
- \[PET:1:BIRD\_GUINEAFOWL:FEMALE:STANDARD\]
-
-
- The profile above should enable your professional dwarfs to pile up
- within 6 months wealth of a several hundred thousand to a few million
- dwarf bucks, depending on how much you go for wealth vs. other aspects
- (serrated steel disks and spiked bronze ball traps vs. more practical
- weapons and armor), how many immigrants show up, whether you find
- any valuable metals such as iron, silver, gold, or platinum, and
- whether coal is available on embark. At the same time you should be
- able to set up a basic military with full armor and weapons. Your
- mason and building designer should already have created a few
- buildings/furniture that give a happy thoughts. I also go for a mill,
- windmill powered waterfall and a magma forge close to the flux stone
- layer.
-
- As for your the first two small migrant waves I typically assign a
-
- 1) Furnace operator (freeing the teacher for military training)
- 2) Miner (freeing the military commander for military training)
- 3) Brewer (brewing 24/7)
- 4) Wood burner (if there is no coal)
- 5) Recruit
- 6) Farm hand and leather worker
-
- 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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