![]() ![]() ![]() That being said, this embark gives 64 bronze bars and 80 coke. If bituminous coal is available you can replace the 22 lignite with 11 bituminous coal so you can probably get some savings there (I can't remember the price per unit of bituminous coal vs lignite for sure, so I'm not positive). I used lignite because bituminous coal isn't available to my civ. If you're a fan of sealing enemies out of the fort in the event of an attack (I'm not), the soldier and bowyer skills don't have the same degree of immediacy and you can probably tone down the amount of bronze that you bring with you. I find it's faster to train carpentry, but would rather turn out quality goods from the start if wood is scarce. If there's a lot of wood available on the map, I'm very likely to switch the Carpentry out for masonry. It's not just important that the doctor has traits that make him want to do that work, but I also really want him to be interested in being a scholar. He is my starting brewer, but will probably stop doing that job as the fort matures. The leader is the dwarf with the best social aptitudes which makes him the expedition leader and trader. The dorfs above are ranked in order of priority, as far as aptitude goes. Soldier - Weapon 7 Shield 8 Armor 7 Fighter 8 Note that some item types are merged for clarity and those counts are a bit rounded because I'm lazy.ĭoctor - 2 pts in each of the 5 doctor skills I jumped into the prepare carefully screen and cobbled together one that I would consider to be comfortable with using in *most* situations. Re the OP, I've never really settled on a ''standard" embark setup, but you got me thinking about it anyways. ![]()
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