03: Embarkation part 2, and Therapy

So, you've read my previous posts and think I'm delusional. Well, not surprising, and you're not the first.

Without unpausing the game, zoom out a bit and take a look at your starting area. Where is the volcano/river/lakes/center of the map? I like to get my entry as close to the center as possible, but if not the entry, then at least the main part of the fort. You don't need to worry much about where to dig; just choose some flat ground and go down, or some edge of the hill and go in. If you go in on a horizontal plane (x,y) then you can just dig your defenses into the earth. If you go down (z) then you'll have to build your defenses up using masonry; this is the harder, but somehow more satisfying way to go. I usually like to build an impressive fortress out front, eventually, instead of my entrance just being a hole in the mountain. This will also give you the opportunity to create things like archer towers, portcullises, and drawbridges, as well as staging areas for sorties during sieges. Yep, I went there.

But, first things first. You'll want to find a place that doesn't have much in the way of higher ground around it. This is to prevent enemy archers from overcoming your perimeter wall, later. Another consideration may be to find a spot near to a lake or the river. This will be for making your underground farms, which are imperative to the survival of your fort. Lakes are easier to use, but if you must use the river, you gotta take precautions or you'll flood your burgeoning fort and have to start anew. You can, at least, start again in the same map, just find a new spot to dig into the earth.

Using the therapist, you'll need to use a heavy hand in setting your dwarves' jobs. Your soldier should be set to chop wood, butcher and tan, farm, gather plants, burn wood and operate the furnaces. Your trader must train animals, farm, gather and process plants, brew, and operate furnaces. Change your weapon smith to not mine, until he's made the other copper pick and an axe. Set all your dwarves except the soldier to have architecture enabled. Your non-martial smith will be the carpenter, and he'll also be allowed to farm and gather plants, as smithing comes a bit later and for now we need all the hands we can get.


Still paused, set a forge to be made at the entrance to your intended dig site, using a copper bar. Designate a large area around your fort to be gathered of plants and wood. Set a wood stockpile nearby, and set your wagon to be dismantled. Before you unpause and your dwarves set to work on building the newest addition to the dwarven civilization, you may want to peek at the next post, regarding the future, and the one on preliminary defenses.

Once contructed, make sure you make these two items. You'll also want at least one more pick; as time goes by, your trader won't have anything to do, so we'll put him to mining as well. After they're done, and the forge and wagon deconstructed, use that same copper bar to make a carpenter's workshop.





Make three wheelbarrows. There's a lot of waiting from here. Set your weaponsmith to mine, again, and just wait. Using this system, mechanisms are the jumpstart to the economy, which I'll explain in the next post.

You're going to want to place a zone nearby, perhaps 10x10, and designate it a pen, for your sheep. This will do for now. Also, you will have a couple of animals the game grants you as stipend; go ahead and make pens for these as well. Don't mix the animals, they'll fight. If you get a water buffalo, my advice is kill it immediately; they are particularly obnoxious creatures to deal with. If not, put its pen near a water source.

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