6 bags containing 5 seeds, 1 bag of each of dwarven crop.60 units dwarven alcohol (at least 20 each of up to 3 random types, in 12 barrels).1 Iron anvil (or steel anvil if your home civilization has no access to iron).The default embark profile contains a lot of critical items that will keep your fort running for a fair while, but for most ‘normal’ fortress sites there’s a LOT of waste in that list. Neighbors: hopefully all 3 trading races are available and within distance if you want to be attacked by goblins you need to be in range of goblins to be attacked by.Iron, Copper, Silver metals at bare minimum, others as desired.Forest on several embark map tiles, ‘Woodland’ or ‘Heavily Forested’, ‘Sparse’ may be workable if careful.Temperature – not Hot or Freezing, seriously, your dwarves literally melt like candles.Savagery – not Untamed Wilds (high savagery).On the ‘Find Embark Location’ finder menu:.They’re an unreasonable burden for a new player to deal with, and even veterans dutifully respect the awesome dig-stopping, fort-drowning power of the aquifer layers. Whatever else you choose for your embark, if nothing else, make sure there is NO AQUIFER. Once you’ve got a grasp on what’s going on, then you can start getting fancy. Normal, vanilla, get-your-dwarven-toes-wet forts. This guide isn’t intended for those hardy individuals choosing to embarking on a frozen glacier with no resources in sight, it’s aimed at players who chose a fairly normal embark in a typical temperate-ish climate with a standard variety of metals, at least moderate woodland / vegetation, and calm or average savagery non-evil biome. This guide is for all of the new players looking at the Prepare Carefully embark options and asking themselves “Do I need all this? What do I take off this list? What do I add to this list?”
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