![]() This page does not cover the interface for accomplishing these tasks please see the embark page for that information. ![]() What you choose for skills and items because of these choices is part of your starting build, and so some general guidelines about different environments is given last. Making choices about these variables is not part of a starting build. Which dwarven civilization you chose will restrict the materials with which you can start. ![]() Where you choose to settle will dictate what raw materials are available, and thus require different skill sets to utilize, not to mention different threats from native wildlife based on biome, savagery, and alignment. Starting builds can and should vary based upon a number of other variables. It also looks at optimizing goods brought in more general contexts. This section explores the nature of these trade-offs and the reasons for making a decision. There are trade-offs to cheaper and more expensive alternatives, and reasons why you might choose either. The items that your dwarves bring with you can be tailored a number of ways. This page considers in detail how you might go about choosing skills for your starting dwarves, and examines the multiple competing perspectives from which you can make that decision. Skills for your initial dwarves determine how quickly they will work early on, what industries you are able to start with skilled workers, how well you can defend your dwarves early on, and what the quality of various goods they produce will be, and possibly many other considerations. There are two components of a starting build: skills and items (which includes animals).
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