Talk:DF NextGame
From NexusCrossing
Contents |
[edit] Intro
Here I will plan out my next DF Game. I will use the Talk page for much of the planning and layout since it is more convenient to use the new item link at the top.
What I put here is my basic plan for the initial stages of getting started. It will be based on the information I am finding online, and my experiences so far.
There is a total of 2060pts to spend on items and skills. This will be kept in mind while I am planning out my numbers.
[edit] Important Note
This is not a How to, an FAQ, or even a suggested starting point. This is my own notes as I plan MY next game. :P I am still new and lots of Dwarves die under my care.
[edit] Location
First step, I want to start in a location with z-level variation (hills/mountains as well as flat areas), water, and trees.
[edit] Starting Skills
[edit] Intro
I will go into more detail in this section, but as a spacer until then, max skills cost 480pts.
There are seven starting dwarves. I will keep the list of dwarves towards the top here so that it is easy to access. The thoughts and numbers will be listed bellow. Up to ten points can be spent on any given Dwarf. The lowest value a skill can be is 5, and the highest is 10. I will only list skills that are six or higher. I do not know 100% how this translates to the skill system after gameplay starts, but spending one point raises the character to the level of Novice, and five points makes them actually decently skilled.
Each Dwarf listed bellow will be listed with the following format
[edit] (MaleName/FemaleName)
Profession/Label
- Skill 1: Value
- Skill 2: Value
[edit] 7 starting Dwarves:
Some of the names and skill selections will change as this project progresses.
[edit] (Boss Dwarf)
The Boss, The Mayor
- Record Keeper 6
- Appraiser 8
- Negotiator 8
- Judge of Intent 6
- Organizer 7
[edit] (John/Jane)
Miner
- Miner 10
- Wrestler 7
- Mason 8
[edit] (Sam/Sally)
Farmer
- Grower 10
- Herbalist 7
- Cook 8
[edit] (Joe/Fran)
Mason
- Mason 10
- Building Designer 8
- Engraver 6
- Stone Crafter 6
[edit] (Mike, Michelle)
Carpenter/Wood Worker
- Wood Cutter 10
- Carpenter 8
- Bowyer 6
- Wood Crafter 6
- Wood Burner 6
[edit] (Huck/Cherry)
Fisherman
- FisherDwarf 10
- Fish Cleaner 8
- Fish Disecter 7
[edit] (Edward/Winry)
The Engineer
- Mechanic 7
- Siege Engineer 7
- Furnace operator 7
- Metal crafter 7
- Metalsmith 7
[edit] Thoughts and numbers
[edit] Starting Gear
There are some things that we know we will want to build, and we should remember this in choosing gear. There is no promise of plentiful metal near the surface, so we should remember this.
First of all, we will always need at the very least:
- Picks (at least 2 to 3, I like 5 to 7)
- Dwarven Beer (Lots)
- Dwarven Ale (Lots)
- Dwarven Wine (Lots)
- Dwarven Rum (Lots)
If the site has trees (which I hope it does), then we also need at least:
- Steel Battle Axe (at least 1)
Farming is important if actual soil is available, and seeds are cheap.
- Plump Helmet Spawn
- Rock Nuts
- Pig Tail Seeds
Dwarves have to eat while they wait for the plants to grow. Make sure to carry some cheap meats. Go for the two point types.
- Cheap meat
We know we will want a well. For a well we need a rope or chain, a bucket, and a block of some sort, and a mechanism. Any block will do, and a bucket is made easily from any source of wood. Mechanisms are made from the same supplies as blocks. A few of these being already made can speed things up, so I plan to carry a few ropes or chains (if available).
- Rope
Summary:
- Picks x6 (120pts)
- Battle Axe x1 (300pts)
- Dwarven Beer x 21 (40pts)
- Dwarven Rum x 21 (40pts)
- Dwarven Wine x 21 (40pts)
- Dwarven Ale x 21 (40pts)
- Plump Helmet Spawn x 26 (26pts)
- Rock Nuts x 16 (16 pts)
- Pig Tail Seeds x 21 (21 pts)
- Meat x 101 (202pts) (Turtle is a good one, and has other uses too)
- Rope ??
More information will come as this plan becomes more developed. My current game may still be going for a while anyway.
So far at this point we have spent 1353pts. This is not counting the cost of the rope that I have listed as ‘??’ at the moment. I have not covered the issue of animals yet, so they may end up taking up more cash. :-) This leaves about 707 points unaccounted for. Carrying a few extra crafting supplies might not be a bad idea either.
[edit] The Dig Site
If I am careful and a bit lucky, I will start out in a location with pleanty of space on the level where the first floor of my fortress will be dug. This will make forming the initial rooms and buildings faster. Two levels of soil, followed by several levels of solid stone would totaly rock, but I know that would take a LOT of luck.
[edit] Starting Rooms
First off out of the gate I will need the following:
- Mason's Workshop
- Carpenter's Workshop
- Barracks
- Dining Hall
- Meeting Space
- Stock Piles
- Food
- Weapons
- Armor
- Wood
- Furniture
- Refuse (Above Ground)
- Animals
- Stones (Large and Above Ground at first)
- Fishery
- Two to four farming plots
Once those are in place:
- Mechanic's Workshop
