
Originally Posted by
Shiroikage
I change up my starting build a bit each time I play and adapt it to the map. For example, I gave some people some military skills and took a couple of copper weapons along and threw away pig tails/spawn and other seeds when I did a haunted biome so that we would be able to respond to the undead more quickly and effectively. I also took 4 war dogs which was a waste of points because they were all immediately killed by a skeletal alligator.
I usually start with two miners, a trader/expedition leader (judge of intent, negotiator, appraiser, etc.), a herbalist/grower, a grower/brewer/cook, a mason/mechanic, and a woodcutter/carpenter/axedwarf. I bias the herbalist more towards growing because I generally have a very strong growing operation going (3 farmers or so) and skilled growers are a huge multiplier on the produce that gets made. I change skills up somewhat and when I do a volcano map, I'm going to probably bias it towards metal use. If I feel like it, I will tailor everyone's professions based on what their profiles are. In normal maps, I use the woodcutter or miners to defend against the odd goblin because they both carry weapons but I do not train militia until I have dedicated soldiers because of the current bugs with the military system.
I now take no animals along. I hate animals and I'll get them with migrants anyways. Generally I take ale, beer, and rum because you'll get wine from brewing plump helmets. If I'm on a map that isn't a clusterfuck, I will take some pig tail seeds for sure so that I can get cloth, and will take some of the other seeds so that I will be able to make other alcohol and foods. Dimple cups are useless for anything besides making dye. I do not usually bring bags or cloth along because I can manufacture it easily enough as long as I have pig tails. I also bring along a couple units of fuel to prime the smelters as soon as I hit bituminous coal or lignite. This skips having to give someone the wood burning labour and then building a wood furnace to make charcoal. Spare points usually go to propping up skills or bringing along a greater variety of food to keep dwarves happy.