Every Dwarf needs a bed, and every bed needs to made of wood (unless you're using mods), so a Carpenter is needed.You can easily replace this job with a hunter or gem crafter if you choose, or even a doctor, but in my experience, an administrator early on actually helps. This means less time the manager spends doing desk work, and more time doing unskilled labor like hauling, or misc jobs I might assign to him. Personally, I find having a skilled records keeper gives me a better idea of what stocks I have left or what resources I have in abundance to work with, and a skilled manager means the manager gets work orders out sooner once his office is set up. Some people will argue that a record keeper/manager is not needed in the survival stage.The Appraisal and Judge of Intent skills specifically come in use when ever you have a caravan trading with you, giving you slightly better prices, as well as figuring out the mood of the caravan trader to know just how generous you need to be. but the Leader will passively have conversations with other dwarves, and some of these skills help improve that conversation, granting happy thoughts. Having a trader/social skill dwarf earlier on may not seem particularly useful in the earlier months.Embarking to a Glacier for example, you can drop most of the hunting supplies, while traveling somewhere with no soil for farming means you'll need to figure out some other means of providing food for your dwarves once your initial stocks are eaten up. There are plenty of modifications you can make, but this Embark Profile is attempting to be useful in most common scenarios. This load out, gives you enough supplies to at least last through the first winter, and hopefully gives you enough time and supplies to set yourself up in a sustainable position, with each migrant wave increasing your workforce without severely hampering your ability to survive. You also should have 21 points left over with the above setup, which you can spend on other things you might want, or tweak item counts to better tailor it to your embark and playstyle. Quivers, 10 points each, 20 points total. Ropes (Silk), 10 points each, 50 points total. Thread (Silk) 6 points each, 60 points total. Weapons: 20 points each, 80 points total.ĭigging Implements: 20 points each, 100 points total.īags (Silk) 10 points each, 50 points total.
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