![]() Taking copper ores (malachite/copper nuggets) and tin ores (cassiterite) are a good choice since using them to make bronze is very cheap at 6 points per ore. Spend the rest of the points on anything else you want like plump helmets, animals, wood, and ores.Grower/Cook (farms, cooks food, and does most of the hauling early).Grower/Brewer (farms, makes booze, and does most of the hauling early).Weaponsmith/Armorsmith (will provide good quality gear for your militia).Carpenter/Woodcutter (cuts wood, makes beds, bins, barrels, and cages if needed).Mason/Building Designer (makes all the furniture and buildings).Miner/Mechanic (mines and makes levers or traps when needed).Miner/Stonecrafter (mines and makes pots and crafts when needed).The world's happiest on-call GP, feeds the fortress almost single-handed while waiting for someone to get injured. "Dr Fisher": Adequate Diagnostician, Wound Dresser, Suturer, Bone Doctor, Surgeon, Novice Fisherdwarf.The blacksmith usually gets the Organiser points, as I don't embark with an anvil. The Artisans: One Carpenter/Woodcutter/Bone Carver, one Miner/Mason/Stone Crafter/Architect and one Miner/Metalsmith/Weaponsmith/Armoursmith/Furnace Operator.Usually get the Record Keeper and Appraiser points as well, since they have probably the safest jobs, and some points in mining to get things dug faster. The Catering Team: One Grower/Butcher/Fish Cleaner/Tanner and one Grower/Cook/Brewer/Plant Gatherer/Thresher.Number two source of protein and useful military backup. The Hunter: Ambusher, Marksdwarf, Hammerdwarf, Shield/Armour User, Dodger.Leader/Trader: spread points among appraisal, negotiator, conversationalist, consoler, and comedian.Allows a focus on walls, doors, and bridges. Mason/Architect: points into masonry and building design.Crafter: points dispersed into stonecrafting, bonecarving, weaving, and leatherworking.Farmer/Brewer: points in farming and brewing get the wheat and helmets in and brew during the off-season.Woodcutter/Carpenter: points in woodcutting and carpentry chop during initial dig then start pumping out beds and barrels.Miners/Mechanics: 2 dwarves with max points in mining and mechanics get the fort, then those traps, up quickly.Builder: Most of his points into Masonry, Engraving and Mechanics, as well as a few points into Carpenter (if no other dwarf already has pts in this job).Clothier: 2-4pts in leatherworking and clothier, rest into weaving and tanning.Crafter: Usually 5pts in stone crafting, rest in other crafting jobs (although that might change, as now bone carving has become next to worthless).Farmer: around 3-4pts in Growing, at least 1pt in milling, plant processing and brewing.Cook: 4-5pts in cooking, 2-4pts in brewing, rest in fish cleaning and butchery.Doc/Recordkeeper +at least another productive job: 1-2pts into diagnostics, 1pt in each other medical skill, 1pt in recordkeeping, rest into 1-2 jobs.Leader/Miner: 6-7 points into things important to become leader and broker (appraisal, negotiation, judge of intent, organizing and others, all at least with 1 pt), rest into mining.Leader with all his points distributed through negotiation/bookkeeper/appraiser/etc.novice furnace operator, and wood burner (remove wood burner if you have magma) 1 adequate armorsmith, weaponsmith, and metalcrafter. ![]()
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