Whether quality or speed are significant considerations for tasks/final product.Speed that a skill can be trained in game.Your goals vs "basic survival needs" to keep your fortress healthy and happy.Balancing multiple skills for a single dwarf, so they aren't constantly needed for two different tasks at critical periods.generalizing and having more skills covered at lower levels This is true regardless of how many "points" a level costs when first buying skills at embark.)Ī brief list of considerations governing skill choice: (* Note that an unskilled dwarf starts with all Skills at Level 0. Because dwarves can learn any and all skills once your fortress starts, these initial choices do not dictate what the dwarves can do, opening up incredible latitude to choose skills for reasons other than survival. Maximum skill distribution is thus constrained to 1 level in each of 10 skills, or 5 levels in each of two skills, or something in between. At the starting phase, each dwarf can only be assigned a maximum total of 10 skill levels, with no single skill starting higher than "5". With only 7 dwarves, you can't take every skill, so you must balance what you do take. This page does not cover the interface for accomplishing these tasks please see the embark page for that information. What you choose for skills and items because of these choices is part of your starting build, and so some general guidelines about different environments is given last. Making choices about these variables is not part of a starting build. Which dwarven civilization you chose will restrict the materials with which you can start. Where you choose to settle will dictate what raw materials are available, and thus require different skill sets to utilize, not to mention different threats from native wildlife based on biome, savagery, and alignment. Starting builds can and should vary based upon a number of other variables. It also looks at optimizing goods brought in more general contexts. This section explores the nature of these trade-offs and the reasons for making a decision. There are trade-offs to cheaper and more expensive alternatives, and reasons why you might choose either. The items that your dwarves bring with you can be tailored a number of ways. This page considers in detail how you might go about choosing skills for your starting dwarves, and examines the multiple competing perspectives from which you can make that decision. Skills for your initial dwarves determine how quickly they will work early on, what industries you are able to start with skilled workers, how well you can defend your dwarves early on, and what the quality of various goods they produce will be, and possibly many other considerations. There are two components of a starting build: skills and items (which includes animals). 3.2.3 Biome considerations: Dude, where's my wood?.3.2.2 Finished product or do-it-yourself.3.2.1 Container mechanics and free items.2.8 Which dwarf should have which skill?.2.3 Balancing military and economic needs.2.2 Design Constraints: Which skills do I need, really?.Finally, some people do things solely because it is hard, and that makes it more fun for them. And then there is the environment, where your dwarves will arrive, the creatures, the resources available, and so forth. The goals you have for a fortress will dictate which sets of items and skills are best suited to achieving that goal - in your opinion. One thing should be made clear - there is no "best" build, no "perfect" or "clearly superior" final mix of skills and items, if only because there isn't any one goal of play. This page assumes you have already made certain decisions, such as where you plan on settling, and that you are looking at the Prepare Carefully screen. This page is not an explanation of the mechanics of doing so, see the embark page for an explanation of the interface itself. This page attempts to provide a discussion about how and why you make the choices on what you bring with you. The skills and items which you assign to your dwarves will have a large impact on life in your new fortress, especially in its first year. The following are intended for beginners:įor an explanation of the interface for starting out, see Embark.Ī starting build is a personal strategy for choosing the initial supplies, equipment, and skills of your initial seven dwarves when starting a new game in fortress mode (see Sample Starting Builds). This is a mildly advanced theoretical treatment for someone ready to take the plunge and make all the decisions about their own fortress. This is not a tutorial, a FAQ, or a new player's guide.
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