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