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Dwarf Fortress => DF Community Games & Stories => Topic started by: speciesunkn0wn on May 19, 2018, 09:38:35 am

Title: Customs Agents: Tradeblockade, 44.11 [SP LP] (Formerly Penal Camp)
Post by: speciesunkn0wn on May 19, 2018, 09:38:35 am
New LP from yours truly, the King of Incomplete LPs, Champion of Communism; Species Unknown! (Here's what I've got so far)

IGNORE EVERYTHING THAT IS CROSSED OUT. New rules and such are beneath that, and it will be starting properly around page 5 (or 4.)

The mad king of the mountainhome (Udib Havemine) has decreed that all prisoners are to be shipped out and worked in the forests and fields of the world, never to feel stone under their feet again. They will help build a new mountainhome in the wilds, and be the first line of defense against all dangerous creatures and those who wish to commit genocide against us! So! We shall return the favor, preemptively, upon the creation of our fortress! The location has been chosen, in the middle of the greatest concentration of all our enemies; goblins, humans, elves, etc. And raze them to the ground! Our citizens and nobility will be safe deep underground, protected by the most skilled warriors capable of dealing with any threat.

Rules:
Three layers to the fortress, keep as separated as possible, connected only by the trade road.
Each layer is a caste, Dirt, Stone, Metal.
Max savagery and max beasts.
No traps or ballista or catapults or minecarts etc of any kind, only the might of our military.
Get elven sieges ASAP for the wooden armor and weapons.
Give the humans 2 years before pissing them off (3 years total before it happens).
No elf, goblin, or human can leave the map.
Kill all elves, goblins, and humans.
Open up all three caverns and get the groups split up in the first year.
Use decorations on pieces of armor for major enemies/sieges that a warrior kills/survives with details of that major enemy/siege being killed/survived. (Major meaning not elven)
5% of the population in each caste does nothing but haul.
Each layer's furniture and decorations and tools (mugs, scroll parts, etc) has as much of it made out of the caste name as possible (stone for Stone, metal for Metal. None for Dirt. hahaha.)
Metal Caste spaces are 2 high for any non-Noble location. Noble quarters and the tavern are 3 high.
All scholars/scribes/other written intellectuals are considered part of the Metal Caste.
Dirt gets nothing.
Stone gets temples and tavern open to all.
Metal gets temples, library, and tavern (tavern kept private?).
Attempt to have at least 1 of every industry (Some of them will not be active a whole lot if we need to import the stuff, and I need the practice).
If Overseer Speciesunkn0wn dies, abandon and restart in a new world(?) or elsewhere on the continent(?)
-----------
More rules when thought of. :3
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Castes:
Dirt Caste: Anything dealing with plants and animals (wood cutters, tanning, bone carving, fishing, farming, woodcrafting, etc) only cooking and brewing do not count. Live on the surface/dirt layers. No rooms (unless they start freezing to death in winter), no beds, no cooked food (only plump helmets, everything else gets tossed down), no booze(?). Wooden armor (if they're lucky) and weapons, except for copper axes to cut trees. All serve in military, and the first ten to get kills will have their own squad and get bone armor and weapons (possibly artifact armor and weapons?) and become the guards of the camp. If there is any stone, it's rough stone and exposed to the elements to be rained on to make it muddy.

Stone Caste: Anything dealing with stone (mining, masonry, mechanics, gem cutting, etc). Get 2x2 rooms unless master engravers, then they're put into 3x3 rooms in the Metal Caste's quarters. Get simple and fine meals and booze. Bronze armor and weapons. Most of them are in their part of the military. Probably live around the caverns? All rooms and floors are smoothed. Two guilds; Rough Stone Guild (RSG) and Fine Stone Guild (FSG), RSG is mining, masonry and stonecrafting, FSG is everything else.

Metal Caste: Anything dealing with metal and nobility. Live on/over the magma layer. Get 3x3 rooms for the metal crafters (because useless trinkets and stuff), everyone else that's not a noble or O7 gets 5x5. Steel and Candy weapons and armor. One or two full squads, and the Royal Guard. All rooms and floors engraved (thus the master engravers)
-------
Of the embark dwarves: A woodworker (the Warden of the Dirt Caste), two miners, two guards, one metal smith, and the overseer/expedition leader(/doctor?).
-------

Some planned things is to have metal bars/grates surrounding a fairly large area of the surface to act as a fence for the prisoner complex, a ditch for the caravans to keep them from looking into the complex/making it easier to defend, alternating minecart drop pits for the raw goods to the various parts (food, trinkets, ores, etc) and to make sure the enemies can't go straight to the Metal layer.

If anyone wants a super high redorfing count, Dirt Caste will be the way to go...

Dorfs:

Imic: Rough Stone Guildmaster (RSGM)
Comicraider: SubChancellor of Smithing (SCoS)
GPeter: Dirt Caste Warden (DCW)


Very, very, very basic for right now. I'll get a story written out properly soon!

We are a small and skilled group of dorfs. As the Customs Agents of The Iron of Bloods, we are on the road to one of the fortresses and must check everyone and everything that goes along that road (EG: Just caravans/whatever civs we piss off). If they do not fit the standards (eg: not dorfs) the items are to be seized and the people detained or slain if they fight back. We shall build a mighty wall to block off access and force them to come to the fortress, which shall stand both above ground and go deep below, down where they will be held, forever. Or until they die. Whichever comes first.

Rules:
-40 dorfs to begin with 100 hard cap (gonna try a generational thing)
-All human and elf caravans are to be seized.
-All human and elf caravans are to be slaughtered.
-All non-dorf visitors are to be captured and/or killed.
-All nearby human and elf civs are to be pissed off ASAP.
-Traps are to be kept to a minimum, dorf power will protect us. (will cage traps and such work on visitors and merchants? Or only if they go insane?)
-Anything that can be melted is to be melted.
-Anything that is not made by dorfs is to be dumped into either magma or a DAS.


OOC: I'll try and make it a proper story fort. And write in character of the main dorf. Which means embarking with papers for "writing on".
Title: Re: Penal Camp/Caste Colony
Post by: Imic on May 19, 2018, 10:05:23 am
I'd like a stone caste dorfing leter on, preferably the Warden.
Title: Re: Penal Camp/Caste Colony
Post by: comicraider on May 19, 2018, 11:28:13 am
I'm intrigued. Any chance of getting dorfed as a metalsmith? :3
Title: Re: Penal Camp/Caste Colony
Post by: speciesunkn0wn on May 19, 2018, 01:11:29 pm
I'd like a stone caste dorfing leter on, preferably the Warden.

Alright. :3 I might separate the Stone Caste further into two guilds. (Off the top of my head) Miners/Masons/Stonecrafters for rougher rocks and Engravers/Mechanics/Gemstonepeeps for detailed work. So one of the O7 Stone Caste would lead each group. (I need to look at the labors again, it's been several months since I have, so I might have forgotten one or two). Which would you like to lead?

I'm intrigued. Any chance of getting dorfed as a metalsmith? :3

Of course. You wanna be part of the Original 7 (O7) and have all metalworking related stuff enabled, or do you want pure metalsmithing and only have a 3x3 room because you're doing less dwarfy things than making weapons and armor and furniture?



To everyone: What should Architecture be under? Metal or Stone?
Title: Re: Penal Camp/Caste Colony
Post by: Imic on May 19, 2018, 02:41:37 pm
Masonry of course. Who doesn't want to build needlessly large structures in a penal camp?
Title: Re: Penal Camp/Caste Colony
Post by: speciesunkn0wn on May 19, 2018, 02:54:01 pm
Masonry of course. Who doesn't want to build needlessly large structures in a penal camp?

Alright, you shall lead the Rough Stone Guild (RSG). :3 Since part of the plan is to carve out the underground into a giant city of hanging and towering towers, most masonry jobs will be furniture and bridges and stuff. I should make it so that the furniture in each section is made of their caste. Stone gets stone furniture, Metal gets metal... Yeah. I like that. Of course, at some point I could possibly build a giant tower reaching as high into the sky for no reason other than looks. XD
Title: Re: Penal Camp/Caste Colony
Post by: Imic on May 19, 2018, 03:26:08 pm
Here's an idea: the city is built in kayers, like a circular, inward facing Minas Tirith, but the bottom i where all the best people live. All round the sides are towers like pillars, reaching the roof. Each level is adorned with the caste symbol, and all work and all homes are buildpt in that one level. Streets, shops, everything.
And at the lowest point it where the nobles dwell, since we are dwarves, after all.
Title: Re: Penal Camp/Caste Colony
Post by: speciesunkn0wn on May 19, 2018, 04:00:55 pm
Here's an idea: the city is built in kayers, like a circular, inward facing Minas Tirith, but the bottom i where all the best people live. All round the sides are towers like pillars, reaching the roof. Each level is adorned with the caste symbol, and all work and all homes are buildpt in that one level. Streets, shops, everything.
And at the lowest point it where the nobles dwell, since we are dwarves, after all.

It'll be built in mostly-completely separated layers. The surface will be separated outside of the caravan entrance. And the surface will be quite open at least. But I do want to be defended purely by melee dwarves. But I could do an upside down Minas Tirith for the Stone and Metal layers... That would look pretty cool, having the ruler's room hanging over the magma sea. Would be tricky to carve out though without losing huge chunks of stone.... But I suppose we could make giant cave-ins and import junk. Or keep them limited to the width of the surface complex so there's a fair bit to mine on the outer portions of the map.

Now to get the latest LNP and turn off aquifers, find a forest with a brook within range of quite a few things. ...Do I want a necromancer tower?
Title: Re: Penal Camp/Caste Colony
Post by: speciesunkn0wn on May 19, 2018, 05:33:38 pm
Quick preliminary update. I'll get more when I wake up. (Currently in poland. It's about half past midnight here).

(https://imgur.com/xDwMAZK.png)
This is the embark set up.

Spoiler (click to show/hide)
And here is the world with the two embark locations I'm thinking of. I'd like to do the bottom one because it's closer to humans, elves, and gobbos, and there's a reaaaally close fortress from the civ I'm gonna use (the biggest one, the Still Orbs)

(https://imgur.com/0kmrZ4M.png)
-------------------

A dwarf wearing an ornate uniform, carrying some paper and a megaphone steps onto a stage in front of a crowd of other dwarves

Attention all citizens! Our Glorious Leader Udib has declared a state of emergency! The censusdwarves have returned from their mission! We are outnumbered by our enemies by 7-1!
(https://imgur.com/Ew97DLt.png)
They seek to wipe our kind out completely! Even now we have found many citizens who have aided the enemy in sabotaging our efforts to build and survive by letting in beasts to destroy our true citizens and fortresses! Let it be known that an expedition to build a camp and new, impenetrable fortress city below it is to go out in two weeks! After the basics are in place, the deportation of prisoners will commence immediately! Our enemies seek to destroy us, we shall destroy them before they have the chance! Eternal Victory! He salutes by moving his arm in a motion like his hand is the axblade chopping at a tree

The dwarves return the salute Eternal Victory! The crowds disperse, talking among themselves.
Title: Re: Penal Camp/Caste Colony
Post by: comicraider on May 19, 2018, 08:21:26 pm
I'd like a stone caste dorfing leter on, preferably the Warden.
Of course. You wanna be part of the Original 7 (O7) and have all metalworking related stuff enabled, or do you want pure metalsmithing and only have a 3x3 room because you're doing less dwarfy things than making weapons and armor and furniture?

I'll go O7 if that's possible :3 the motherland requires artifact weapons.
Title: Re: Penal Camp/Caste Colony
Post by: speciesunkn0wn on May 19, 2018, 11:02:47 pm
Alright. Our first Metal caste member.
Title: Re: Penal Camp/Caste Colony
Post by: speciesunkn0wn on May 21, 2018, 06:16:23 am
Quick questions: musicians and bards be allowed in Metal caste layers (so public or private tavern/temple?) Or should only intellectuals for the library?
Title: Re: Penal Camp/Caste Colony
Post by: Imic on May 23, 2018, 12:27:29 am
Bump
Title: Re: Penal Camp/Caste Colony
Post by: speciesunkn0wn on May 23, 2018, 12:40:33 am
Thank you Imic. I almost have the first year complete. Been busy with work and too tired to play. ^^;

Iamsorryforalmostmakingyoudiefromstarvationbecauseimisschsnneledstuff
Title: Re: Penal Camp/Caste Colony
Post by: GPeter on May 23, 2018, 12:13:56 pm
Stone Caste meber showing up, I want to be an engraver, pls
Title: Re: Penal Camp/Caste Colony
Post by: speciesunkn0wn on May 23, 2018, 02:48:38 pm
Stone Caste meber showing up, I want to be an engraver, pls

Alright. Want a generic mook Fine Stone Guild member with high chance of death? (As in partaking in military duties), or the Guild Leader with slightly less chance of death? (As in no military training)
Title: Re: Penal Camp/Caste Colony
Post by: GPeter on May 23, 2018, 03:23:52 pm
Actually, I changed my mind, I like danger, I laught at the face of danger, I want to be leader of the Wood Caste!
Title: Re: Penal Camp/Caste Colony
Post by: speciesunkn0wn on May 23, 2018, 03:37:37 pm
Actually, I changed my mind, I like danger, I laught at the face of danger, I want to be leader of the Wood Caste!

You want to be the Warden? Alright. Since they're not taken, that can easily be arranged (with much grumbling about paperwork), and you probably won't be doing much fighting as them. Since he's an O7 noble. But when I get steel up and running, you'll be one of the first outfitted with it as well as a Silver Whip fitting of your station, just to keep you safer than the rest.
Title: Re: Penal Camp/Caste Colony
Post by: GPeter on May 23, 2018, 03:40:54 pm
Actually, I changed my mind, I like danger, I laught at the face of danger, I want to be leader of the Wood Caste!

You want to be the Warden? Alright. Since they're not taken, that can easily be arranged (with much grumbling about paperwork), and you probably won't be doing much fighting as them. Since he's an O7 noble. But when I get steel up and running, you'll be one of the first outfitted with it as well as a Silver Whip fitting of your station, just to keep you safer than the rest.

If by the Warden, you mean, living in the Dirt Caste, but with good equipment, I would love that!
Title: Re: Penal Camp/Caste Colony
Post by: speciesunkn0wn on May 23, 2018, 04:28:14 pm
Actually, I changed my mind, I like danger, I laught at the face of danger, I want to be leader of the Wood Caste!

You want to be the Warden? Alright. Since they're not taken, that can easily be arranged (with much grumbling about paperwork), and you probably won't be doing much fighting as them. Since he's an O7 noble. But when I get steel up and running, you'll be one of the first outfitted with it as well as a Silver Whip fitting of your station, just to keep you safer than the rest.

If by the Warden, you mean, living in the Dirt Caste, but with good equipment, I would love that!

Well, the warden gets a O7 style room, so super fancy and yadda yadda, but it's just placed near the surface (in the upper rock layers). If you want to live in the dirt, drink only raw plump helmets/starve half the time and have no booze, that's also an option. All Dirt Caste will be in the military and if they get a kill, they'll be put in their own separate squad as a 'Guard' with better equipment. Possibly artifact bone stuff...
Title: Re: Penal Camp/Caste Colony
Post by: GPeter on May 23, 2018, 08:41:29 pm
Actually, I changed my mind, I like danger, I laught at the face of danger, I want to be leader of the Wood Caste!

You want to be the Warden? Alright. Since they're not taken, that can easily be arranged (with much grumbling about paperwork), and you probably won't be doing much fighting as them. Since he's an O7 noble. But when I get steel up and running, you'll be one of the first outfitted with it as well as a Silver Whip fitting of your station, just to keep you safer than the rest.

If by the Warden, you mean, living in the Dirt Caste, but with good equipment, I would love that!

Well, the warden gets a O7 style room, so super fancy and yadda yadda, but it's just placed near the surface (in the upper rock layers). If you want to live in the dirt, drink only raw plump helmets/starve half the time and have no booze, that's also an option. All Dirt Caste will be in the military and if they get a kill, they'll be put in their own separate squad as a 'Guard' with better equipment. Possibly artifact bone stuff...

Nah... I'll be a warden then.
Title: Re: Penal Camp/Caste Colony
Post by: speciesunkn0wn on May 24, 2018, 12:23:43 am
Alrighty! :3 I'll hopefully have the year finished and get to posting it today...
Title: Re: Penal Camp/Caste Colony
Post by: speciesunkn0wn on May 24, 2018, 04:09:57 pm
Preliminary Report to Chancellor of External Affairs;
12 Granite Y35: From Your Servant, Speciesunkn0wn.
-----------------------------------------------------------------------

   Supplies have all been gathered for the trip, as have the 7 Architects, including myself. I include a list of the supplies, you have already seen the list of others I have picked.
(https://imgur.com/NUJnPBm.png)
This will be more than enough to reach our goal. It is not very far from the furthest south stronghold we have, so we do not need to pack much more. We leave tomorrow. It should not take us longer than a day.

Monthly Report to ChExAf;
14 Granite Y35: From Your Servant, Speciesunkn0wn.
------------------------------------------------------------

   My only complaint is that I wasn't given the forms for the name in time to get my own approved of. 'Toolclinch'. Such an odd name. Well, we shall make do.
I will include a sketch of the land on the next page. From what I have seen, this place will be perfect for the prison. They have plenty of fresh water to drink so they won't die of thirst, the dirt is deep, so plenty of farms. Plenty of trees for them to make themselves useful with. Yes. This was a wonderful place. I can only imagine the quality of stone and metals that lie beneath the disgusting, grainy and green surface. The land to the north and west has more hills than I would like, but I suppose I could make the compound go up a few levels. The prisoners deserve as little stone as possible. We will commence digging for the caverns and magma sea as quickly as possible, and the Warden will start cutting down all the trees. We need as much wood as we can get, both for the early walls, and for everything we'll need later. And to make those damn hippies as mad as possible. Let them come and smash their numbers upon our unbreakable resolve so that it will be easier for us to crush them and burn their precious forests to the ground later! ETERNAL VICTORY! Ahem. Sorry. I got carried away there.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

MoReChExAf;
29 Granite Y35: From Your Servant, Speciesunkn0wn.
-----------------------------------------------------------
   Well, it didn't take too long for the first cavern to be found. Hopefully we will find the rest with such ease. We cannot begin the creation of the Stone Caste's layer until all three caverns and the magma sea are found. Hopefully that will not take too much longer...

MoReChExAf;
5 Felsite Y35: From Your Servant, Speciesunkn0wn.
---------------------------------------------------------
   I am regretful that I became busy with sketching out ideas for the various layers that I forgot to make sure our sole miner, Imic, was capable of getting out of the holes I instructed him to dig. A few days ago I was told he had become trapped in the channel I ordered him to dig for what was going to be the caravan and main entrance to the lower parts of the fortress. He nearly starved. I told him to dig deeper to get to stone and build a ramp once he collected a piece. He has manged to get out now after building the item and I do believe making our entrance out of colbaltite will look quite nice...

MoReChExAf;
15 Felsite Y35: From Your Servant, Speciesunkn0wn.
----------------------------------------------------------
   Today has been quite...interesting. If the reports are to be believed, the second cavern layer has a patch of the wonderweapon metal, Adamantine!
(https://imgur.com/uxA8TlG.png)
This is an amazing discovery! We can outfit our RPB (Razpe Pillage Burn) troops with the best armor and weapons known to dwarven kind. The elves, goblins, and humans will be completely outmatched! It will have to wait until the Metal Caste quarters are in place though. Can't have the prisoners stealing any.
Spoiler (click to show/hide)

MoReChExAf;
22 Hematite Y35: From Your Servant, Speciesunkn0wn.
--------------------------------------------------------------
   The rest of the month was uneventful until now. The temporary walls are slowly being built and I've sent our military dwarves to train on the hapless wildlife. All the better to piss off the elves. But today, today constructions will go faster! Migrants! I will sort them quickly. 8 dwarves; 3 children, 3 dirt caste, 1 rough stone guild member and 1 metalsmith. This is a great day. The children...we will see where they end up.

Spoiler (click to show/hide)

-----------------------
OOC: I will post the rest of the year tomorrow. I need to get up early and it's getting late. :/ Sorry.
Title: Re: Penal Camp/Caste Colony
Post by: comicraider on May 24, 2018, 04:42:13 pm
We found Adamantine already? Praise the miners Motherland!

Here's hoping I can grind by smithing some crappy Iron stuff while it gets processed, our men must wield only the finest weaponry if it is made of metals of that caliber.
Title: Re: Penal Camp/Caste Colony
Post by: speciesunkn0wn on May 24, 2018, 08:00:21 pm
We found Adamantine already? Praise the miners Motherland!

Here's hoping I can grind by smithing some crappy Iron stuff while it gets processed, our men must wield only the finest weaponry if it is made of metals of that caliber.

Yeah. Caught me by surprise too. Hopefully there's iron on the map. Might need to poke around the top left corner of the map since there's a different biome over there with both deep and shallow metals besides just deep. Lots of tetrahedrite so far.
Title: Re: Penal Camp/Caste Colony
Post by: comicraider on May 24, 2018, 08:20:50 pm
Tetrahedrite IS iron, isn't it? Can't remember, but any basic metal will do :p
Title: Re: Penal Camp/Caste Colony
Post by: speciesunkn0wn on May 24, 2018, 11:17:03 pm
Tetrahedrite IS iron, isn't it? Can't remember, but any basic metal will do :p

Nope. It's copper and 20% silver. Magnetite, Hematite, one other I can't remember, and goblinite are the ones of iron. So probably going to have to wait for that. Should be able to import enough casserite for bronze...
Title: Re: Penal Camp/Caste Colony
Post by: Spriggans on May 25, 2018, 03:15:54 am
I really like the idea ! :D

You made me want to start a separate fort of my own :)

How will you contain the dwarves of each castes, so they don't mix ?
If you quarantine the stone/metal castes, how will you send the super skilled/stuffed soldiers to attack (if you ever at all want the stone/metal guys to fight) ?

Lastly, one suggestion about food :
The surface "Dirt Land", gathers food (farms, hunting, butchering), and eats 25% of that; raw.
The remaining 75% are sent down (via minecart or hatch) to Stone layer ("Crafter Town" ?). They get to cook it. This is what Crafter Town does, it refines stuffs. Crafter Town can then eat some meals, but must send the best prepared meals down into the Metal caste.
Thus, Metal caste does nothing, but depends on the surface (which is always Fun).
Same thing for booze. Surface drinks water. Crafter town turns plants into booze, and Metal caste does nothing but drinks it all ^^

EDIT : You may dorf me as a lone fisherdwarf (Surface, obviously. Pregnant Female preferred)
Title: Re: Penal Camp/Caste Colony
Post by: King Zultan on May 25, 2018, 03:22:15 am
I would like to be dwarfed as a member of the dirt cast.
Title: Re: Penal Camp/Caste Colony
Post by: speciesunkn0wn on May 25, 2018, 04:02:35 am
I really like the idea ! :D

You made me want to start a separate fort of my own :)

How will you contain the dwarves of each castes, so they don't mix ?
If you quarantine the stone/metal castes, how will you send the super skilled/stuffed soldiers to attack (if you ever at all want the stone/metal guys to fight) ?

Lastly, one suggestion about food :
The surface "Dirt Land", gathers food (farms, hunting, butchering), and eats 25% of that; raw.
The remaining 75% are sent down (via minecart or hatch) to Stone layer ("Crafter Town" ?). They get to cook it. This is what Crafter Town does, it refines stuffs. Crafter Town can then eat some meals, but must send the best prepared meals down into the Metal caste.
Thus, Metal caste does nothing, but depends on the surface (which is always Fun).
Same thing for booze. Surface drinks water. Crafter town turns plants into booze, and Metal caste does nothing but drinks it all ^^

EDIT : You may dorf me as a lone fisherdwarf (Surface, obviously. Pregnant Female preferred)

I'll be using Alerts. :3 glad you like the idea! And I'll be sure to dorf. Dirt Caste only eats raw plump helmets and drinks water. Everything else gets tossed down to the lower levels through minecart QSPs.

I would like to be dwarfed as a member of the dirt cast.

I'll do that too! We've got a few Dirt Caste. 19 dorfs, only 6 names now.
Title: Re: Penal Camp/Caste Colony
Post by: GPeter on May 25, 2018, 06:26:20 am
Might I suggest that all the children stay in the dirt caste? Sure it's dangerous, but it will toughen them up, and once they're twelve, they have a chance of advancing to another caste, pretty movielike  :)
Title: Re: Penal Camp/Caste Colony
Post by: comicraider on May 25, 2018, 08:33:28 am
Tetrahedrite IS iron, isn't it? Can't remember, but any basic metal will do :p

Nope. It's copper and 20% silver. Magnetite, Hematite, one other I can't remember, and goblinite are the ones of iron. So probably going to have to wait for that. Should be able to import enough casserite for bronze...

Copper will do, and Silver's better for hammers because of the weight so whatever we can get a hold of I'll forge with xD as long as we set some silver aside for minting coins anyway
Title: Re: Penal Camp/Caste Colony
Post by: speciesunkn0wn on May 25, 2018, 09:23:08 am
Might I suggest that all the children stay in the dirt caste? Sure it's dangerous, but it will toughen them up, and once they're twelve, they have a chance of advancing to another caste, pretty movielike  :)

That was the plan. Although it's most likely they'll be in the Dirt Caste or only move to Stone Caste if they get moods. Or we can put them into whatever caste the family members are in, after spending as much of 12 years as possible in the Dirt Caste as a rite of passage.

Tetrahedrite IS iron, isn't it? Can't remember, but any basic metal will do :p

Nope. It's copper and 20% silver. Magnetite, Hematite, one other I can't remember, and goblinite are the ones of iron. So probably going to have to wait for that. Should be able to import enough casserite for bronze...

Copper will do, and Silver's better for hammers because of the weight so whatever we can get a hold of I'll forge with xD as long as we set some silver aside for minting coins anyway

Yeah. XD I'm thinking of making the basic Metal caste stuff be copper, Nobility stuff be silver, and then the O7 and ruler shall be gold? And weapon and armor Smiths get bronze once the Stone caste military is set up. Blacksmiths and metalcrafters shall be stuck with copper.
Title: Re: Penal Camp/Caste Colony
Post by: comicraider on May 25, 2018, 10:25:15 am
Yeah. XD I'm thinking of making the basic Metal caste stuff be copper, Nobility stuff be silver, and then the O7 and ruler shall be gold? And weapon and armor Smiths get bronze once the Stone caste military is set up. Blacksmiths and metalcrafters shall be stuck with copper.

Wait.. you can decide what dwarves wear what stuff? I made an jewel-adamantine Adamantine crown for a King in another world and couldn't figure out how to make the bleeder wear it xD
Title: Re: Penal Camp/Caste Colony
Post by: speciesunkn0wn on May 25, 2018, 11:06:44 am
Yeah. XD I'm thinking of making the basic Metal caste stuff be copper, Nobility stuff be silver, and then the O7 and ruler shall be gold? And weapon and armor Smiths get bronze once the Stone caste military is set up. Blacksmiths and metalcrafters shall be stuck with copper.

Wait.. you can decide what dwarves wear what stuff? I made an jewel-adamantine Adamantine crown for a King in another world and couldn't figure out how to make the bleeder wear it xD

If you put them in a squad, you can very much make them wear specific things. But I'm talking about furniture, paving the floor with metal, etc. etc.
Title: Re: Penal Camp/Caste Colony
Post by: comicraider on May 25, 2018, 12:30:39 pm
Ahh right :P I'll have to try that, here's hoping His Highness keeps hold of the crown afterward.
Title: Re: Penal Camp/Caste Colony
Post by: speciesunkn0wn on May 25, 2018, 12:53:30 pm
Ahh right :P I'll have to try that, here's hoping His Highness keeps hold of the crown afterward.


Yup. :P Too bad it's not an artifact crown.
Title: Re: Penal Camp/Caste Colony
Post by: speciesunkn0wn on May 25, 2018, 01:59:16 pm
MoReChExAf;
27 Galena Y35: From Your Servant, Speciesunkn0wn.
-----------------------------------------------------------
   Little to report for the past month until today. Just digging, farming, building the compound's walls and trying to figure out how big to make it in the end. Today however, the miners reported warm stone. We have reached the magma sea, but missed the third cavern layer. I will have them dig exploratory tunnels along the shaft in order to find it. We cannot commence building of the Stone Caste or Metal Caste's layers until all three caverns are found!
(https://imgur.com/UjFukJl.png)

MoReChExAf;
10 Limestone Y35: From Your Servant, Speciesunkn0wn.
---------------------------------------------------------------
   Please tell the merchants to not come quite as soon next year. We were not ready for them. Ten days into autumn, seriously! They must have been very eager to see how the staging grounds are progressing, because we had to scramble to get the depot up and even some goods produced for them.
(https://imgur.com/ilHpKXI.png)
I do have another complaint about the fact they didn't wait until the depot was made. Oh well. Next year we will hopefully have the depot in its proper place. Deep under the ground.

MoReChExAf;
13 Limestone Y35: From Your Servant, Speciesunkn0wn.
---------------------------------------------------------------
   We have dug into the magma sea and observed some of its shape. A magma pipe extends a fair ways up. Maybe to the third cavern layer? We shall see. The exploratory tunnels have been designated, hopefully they will yield results soon. I would like to get out of the rain and dirt to the proper location of the deep underground as soon as possible.

*quickly scribbled into the margins*
Why in Armok's beard hasn't that depot been completed yet!? I knew the prisoners are near useless and trying to sabotage us, but they'll die anyway if they try this!

MoReChExAf;
3 Sandstone Y35: From Your Servant, Speciesunkn0wn.
--------------------------------------------------------------
   Finally, the damn depot has been completed. Almost a month after I set it to be built and it was designed! That took far too long. They are certainly trying to sabotage us still.
Spoiler (click to show/hide)

MoReChExAf;
4 Sandstone Y35: From Your Servant, Speciesunkn0wn.
-------------------------------------------------------------
   The traders have begun unloading their goods into our depot and I've seen some new prisoners and caste members arriving myself. Not very many of them, only 4 this time.
Spoiler (click to show/hide)

MoReChExAf;
5 Sandstone Y35: From Your Servant, Speciesunkn0wn.
--------------------------------------------------------------
   The traders have announced they will be leaving soon. That's why those bastard dirt caste members were delaying. They cut it too close! I will make sure that there won't be enough food for all of them. At most two plump helmets per season per prisoner should be enough to keep them hungry but not starve to death. If not, oh well. They're worthless. Just like the dirt that they're named after. Actually, that's an insult to dirt. Dirt is useful for as disgusting as it is. It allows us to make booze. They try to keep us from making booze.

MoReChExAf;
27 Sandstone Y35: From Your Servant, Speciesunkn0wn.
--------------------------------------------------------------
   I am happy to announce that Vabok and I have gotten our Marriage License approved of by the Chancellor of Family Affairs. Thank you, Sir, for granting us your patronage in submitting the application.
Onto what we have traded, a measly two wooden crafts and some booze for some cheese. We shall have better trade goods next year for sure.

MoReChExAf;
27 Moonstone Y35: From Your Servant, Speciesunkn0wn.
--------------------------------------------------------------
   The river has finally frozen over. If it is a short freeze, that will be fine for the prisoners. If not, I suppose I should build them a well underground...

MoReChExAf;
10 Opal Y35: From Your Servant, Speciesunkn0wn.
--------------------------------------------------------
  Armoks beard! No booze! Who the hell stopped making booze!? I'll have them hammered! It's been at least a month since the booze went dry! I should have been keeping track of the stocks, but I've been so busy I forgot to make a makeshift office for myself. Damndamndamn. Everyone is pissed now, including the Dirt Caste. Which is a minor problem when you're currently living among them on the surface.

Spoiler (click to show/hide)

WARDEN! GET BREWING!

MoReChExAf;
7 Obsidian Y35: From Your Servant, Speciesunkn0wn.
------------------------------------------------------------
   The river has thawed at last. The prisoners should be capable of lasting that length of time. We shall see. If not, I will build them a well only to be unlocked when the river freezes.

Spoiler (click to show/hide)

So the crisis has been mostly averted, but they will still probably be stressed out and annoyed over the lack of booze. It has been rectified, and is going up however.

MoReChExAf;
10 Obsidian Y35: From Your Servant, Speciesunkn0wn.
-------------------------------------------------------------
   I was just told that one of the prisoners refuses to work because they're "too depressed". I told them to get back to work because they are a prisoner. They have no say in what they can do. Only I do, and that is carried out through the warden.

(https://imgur.com/RV1n7Y1.png)

MoReChExAf;
10 Obsidian Y35: From Your Servant, Speciesunkn0wn.
-------------------------------------------------------------
   Due to the lack of barrels, and the fact we shall not have wooden barrels or bins in the lower layers, I have ordered the creation of a couple colbaltite rock pots. And I'm thinking of making the entrance out of blocks of the same stone. It is a nice, soft blue.

Yearly Report to Chancellor of External Affairs
1 Granite Y36: From Your Servant, Speciesunkn0wn.
-------------------------------------------------------------
   One year has passed, so here is the yearly report of the fortress. I shall include sketches of the staging ground so far.
Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Here is the wealth from this past year.
(https://imgur.com/Gs2o8zt.png)

And the census of this past year.
(https://imgur.com/chSmOyK.png)

(OOC: Can someone tell me how to turn off the clearing of yearly deaths every time the game starts through LNP?)

Here are the list of notable individuals' files.

Imic's (Rough Stone Guild Master) current psychological profile.
Spoiler (click to show/hide)
Imic's current relationship profile.
(https://imgur.com/OnMkMTi.png)

comicraider's (SubChancellor of Smithing) current psychological profile.
Spoiler (click to show/hide)
comicraider's current relationship profile.
(https://imgur.com/7uLoESm.png)

GPeter's (Dirt Caste Warden) current psychological profile.
Spoiler (click to show/hide)
GPeter's current relationship profile.
(https://imgur.com/go1RZ8n.png)

And my own current psychological profile, as is ordered.
Spoiler (click to show/hide)
And my own current relationships profile, as is ordered.
(https://imgur.com/Iuzh0b9.png)
Title: Re: Penal Camp/Caste Colony
Post by: comicraider on May 25, 2018, 02:14:42 pm
I do love how by sheer coincidence any dwarf named Comicraider in any comminity/succession game has always been female xD I became the queen in my own game without realising.

Title: Re: Penal Camp/Caste Colony
Post by: speciesunkn0wn on May 25, 2018, 02:28:57 pm
I do love how by sheer coincidence any dwarf named Comicraider in any comminity/succession game has always been female xD I became the queen in my own game without realising.

Lol. If I'm remembering DT right, you are either a lesbian or bi because I'm pretty sure our hammerdorf is a female too.
Title: Re: Penal Camp/Caste Colony
Post by: comicraider on May 25, 2018, 02:41:43 pm
...I am completely okay with this xD
Title: Re: Penal Camp/Caste Colony
Post by: speciesunkn0wn on May 25, 2018, 03:05:16 pm
...I am completely okay with this xD

Good. Because I'm quite tempted to get you two together. :P
Title: Re: Penal Camp/Caste Colony
Post by: auzewasright on May 25, 2018, 03:34:15 pm
I want to be dorfed
Auze - Male - Scholar and/or doctor.
Title: Re: Penal Camp/Caste Colony
Post by: speciesunkn0wn on May 25, 2018, 04:20:35 pm
I want to be dorfed
Auze - Male - Scholar and/or doctor.

You're in luck! We have both an intellectual and a doctor! Which would you like? Lolor Delerib or Ingish Abanalath?
Title: Re: Penal Camp/Caste Colony
Post by: auzewasright on May 25, 2018, 06:46:29 pm
I want to be dorfed
Auze - Male - Scholar and/or doctor.

You're in luck! We have both an intellectual and a doctor! Which would you like? Lolor Delerib or Ingish Abanalath?
I'll take the... intellectual. Though I would like to get him some experience in doctoring.
Title: Re: Penal Camp/Caste Colony
Post by: speciesunkn0wn on May 26, 2018, 02:15:54 am
I want to be dorfed
Auze - Male - Scholar and/or doctor.

You're in luck! We have both an intellectual and a doctor! Which would you like? Lolor Delerib or Ingish Abanalath?
I'll take the... intellectual. Though I would like to get him some experience in doctoring.

Ok. :3 (although that doctor there is really more of a diagnosis peep.) But I'll give you those things and we'll get a hospital up and running on both levels. And I suppose I should give the dirt caste one too...
Title: Re: Penal Camp/Caste Colony
Post by: speciesunkn0wn on June 14, 2018, 02:11:13 pm
Sorry it's been a while, got caught up with stuff and wasn't able to play. ^^; Uh. Quick update: So far only one dorf has been afflicted with the stress problems, but the first tantrum resulted in the death of GPeter, the Dirt Caste Warden. Hasn't tantrumed since though. And now there's a bug where there's supposed to be 25 dorfs in the latest migrant wave (according to DT) but there's only two on the map. A ranger and a kid. Ranger is moving, kid is just sitting on the edge of the map. So yeah. Oh, and found the missing cavern. Turns out I missed the FIRST cavern, not the third. Oops.

And should I wait until the update with the memory fixes (What's also irritating is that everyone is 'fine' or higher, but the stats say they're stressed out over stuff, and the messed up dorf is also 'fine'. For some reason.) to continue this? Continue properly from the save, or just restart the whole thing and call it a dream or something? Or should I try and restart the communist fortress.... People really like that one...
Title: Re: Penal Camp/Caste Colony
Post by: King Zultan on June 15, 2018, 06:24:19 am
I say try to continue if you can.
Title: Re: Penal Camp/Caste Colony
Post by: GPeter on June 15, 2018, 06:30:23 am
Godammit! I'm dying in every single Succesion game I have been dorfed... Is this some sort of signal from heaven? Should I be worried about this?
Title: Re: Penal Camp/Caste Colony
Post by: auzewasright on June 15, 2018, 06:40:13 am
Godammit! I'm dying in every single Succesion game I have been dorfed... Is this some sort of signal from heaven? Should I be worried about this?
Even weirder: I haven't died in a single succession game, not even at modded hell.
Title: Re: Penal Camp/Caste Colony
Post by: speciesunkn0wn on June 15, 2018, 10:38:51 am
Godammit! I'm dying in every single Succesion game I have been dorfed... Is this some sort of signal from heaven? Should I be worried about this?

And it was a pretty damn lame way to go too. And just that one dorf for some reason.


I really hope this migrant wave bug doesn't stop the others. If it does, we're screwed.
Title: Re: Penal Camp/Caste Colony
Post by: speciesunkn0wn on June 17, 2018, 06:03:31 pm
So! Got some possible fixes for the migrant bug. I'll try and test those tonight if I have time.
Title: Re: Penal Camp/Caste Colony
Post by: speciesunkn0wn on June 18, 2018, 01:25:02 pm
The fix worked! thank you DFHack. up to the proper 43 dorfs. Time to resume figuring out where they go.
Title: Re: Penal Camp/Caste Colony
Post by: speciesunkn0wn on June 18, 2018, 03:32:43 pm
(OOC: Writing out that acronym is waaaay too annoying. And not gonna bother with pictures because of reasons you'll see later/somewhat tired.)

Granite 17 Y36:

Well, everything had been going well, but then one of the damn prisoners started throwing a single-person riot, broke a mason's workshop and the wagon. Little bastard. Then he went and assaulted the Warden! And killed him! Shit. We're going to need to keep an eye on him for sure.

Granite 20 Y36:

I bet it was the elves. Those pointy eared, nature loving pricks must have told him something to start the riot as they came in to trade, trying to kill us before we've even properly begun. We'll show them for sure. I'll order the two soldiers we have to initiate Seize and Slaughter.

Slate 28 Y36:

Migrants, wonderful. More prisoners and their handlers. They'll be put to work quite quickly. Lots of them too. 25. We're up to quite a few prisoners, about half the fortress. Good. Gotta get us and them split up soon though, don't need a full blown riot.

Felsite 4 Y36:

Well. That's embarrassing. Turns out we missed the FIRST cavern layer entirely. Not the third one. Well, that messes with my plans somewhat...

Hematite 4 Y36: Spring has ended and the last couple days of it resulted in us finding a Lemonite vein. Dug that out, found casserite, lignite, and coal. Wonderful. Unfortunately, Ineth decided it was a good idea to throw a tantrum. I'm gonna put him into a corner if he does it again. As in far away from the compound, in a hidden corner of the map. Now I'll get the entertainment of watching two of those dirt caste, traitorous bastards beating on each other.

Hematite 6 Y36: Other dirt caste member died. Too bad, I was hoping the problem of Ineth would be solved by him. Time to dump that body in the corpse chamber.

Hematite 17 Y36: Work on clearing out where the walls will be going is going well, and just got word a kid's been possessed. No idea who they are, don't care. It'd just better be useful. But since he's got a craftsdwarf workshop, it won't be. I'm watching him grab a bunch of colbaltite.

Hematite 22 Y36: Yeah. It's useless. A blue rock bracelet. Peh. Not worth describing.

Hematite 23 Y36: Drew up plans for a circle fortress with the outer walls being as wide as the surface compound, gotta keep that trade path in the exact middle of it after all. Should also give us plenty of space to get the stone caste out of the sun. But I do need to figure out a way to get food down there quickly...

Malachite 4 Y36: Our hammer leader just went on a tantrum. Stood hammering the ground with her fists for a while, then threw a single, bruising punch at a dirt caste member before calming down. That's good.

Malachite 17 Y36: The hammer leader threw another tantrum I can se--- *ink is smeared across the page along with a few of what appear to be fist marks and blood on the page, as well as tears.*

*The prisoners escape now that the overseer is dead*
----------------

Hmm. Maybe I should try an evil overlord type deal next...? Or maybe Borg type thing? I do want to try the 'only military for defense' type challenge though. What do you guys think?

Also, which labor makes them haul corpses to the corpse stockpile? Or should I just make a ton of coffins and fill a room with them for the dirt caste so bodies are quickly cleared? I want just a single dorf to do it (possibly oldest male child too when the dad dies) to try and keep the bad thoughts to a minimum number of dorfs.
Title: Re: Penal Camp/Caste Colony
Post by: speciesunkn0wn on June 19, 2018, 09:45:26 pm
Got an idea. Would a 3x3, 5x3 (either direction) or 5x5 surrounding a volcano be better for a Minas Tirith (Terith? Can't remember the spelling) style city? So each ring goes up in quality. Wooden outer walls/slums, stone a level in, then copper, bronze, silver, gold as they go in toward the volcano. Baddies have to go all the way through each ring to get to the next one in. Potentially also build an upside down city below ground, standing by the volcano's support.

Edit: Better idea! 80 dorf toll booth/highwayman fort. Outpost. Thing. Should be an interesting story fort. (Or alternatively, like, 30 at most, one full hammer, one full ax, and one full crossbow.... I like 30 better.) Generational fort thing, and build it across a mountain road. Then send out raiding parties to piss off the other peeps around us and see how long we can hold them off.
Title: Re: Penal Camp/Caste Colony
Post by: speciesunkn0wn on June 20, 2018, 09:37:32 pm
I'll use the 'play now' function in the same world as the Penal Camp, same civ too, to act as some prisoners that escaped. Any dorf that migrates in that's not Dirt Caste will be killed. (As will repeat names. Because can't have people finding out they've stolen the identity, right~?)
Title: Re: Penal Camp/Caste Colony
Post by: speciesunkn0wn on June 23, 2018, 06:44:52 pm
Quiiiick question! Should i go vanilla with the new version, or wait for the LNP?
Title: Re: Customs Agents 44.11 [SP LP] (Formerly Penal Camp)
Post by: speciesunkn0wn on June 24, 2018, 08:51:32 am
Some new rules have been added to the OP and we're going with vanilla 44.11.
Title: Re: Customs Agents 44.11 [SP LP] (Formerly Penal Camp)
Post by: auzewasright on June 24, 2018, 12:45:47 pm
Sounds good.
Title: Re: Customs Agents: Tradeblockade, 44.11 [SP LP] (Formerly Penal Camp)
Post by: speciesunkn0wn on June 24, 2018, 04:27:06 pm
Journal of Kikrost: First Granite, Year 125;

Our great Queen, Inod Birthglazes, has given me the honor of setting up a fortress to look over the goods of elves, humans, and... "friendly" goblins. Some dwarves say they're friendly, I say they're feeding the worse ones information about our defenses and that those dwarves are idiots. I've got good intuition, far better than them! I saw what happened to a nearby dwarven civ, a goblin merchant goes in and came out a few days later, then a week after goblins attack and raze the place! How else would that have happened if the goblin traders hadn't told them about the defenses?! And so, I say, anything that is not of dwarven make doesn't get anywhere NEAR any of our other fortresses if it passes through this place's gates. It'll be designed by me. So of course it'll be damn good. Just like my looks, and any of my kids' looks.
----------------------------------------------
Journal of Kikrost: Second Granite, Year 125;

I've got permission from the Queen to ask the Hammer and Ax Champions if I could use two of each of their recruits as guards and miners and wood cutters for the new 'quality checking' fortress. I was told I can as long as I figure out a proper name for the place. Definitely something to do with trading... I'm getting off track! Both the hammerdwarf and axdwarf recruits have some knowledge of mining, the hammerdwarves in particular. They've practiced on rocks more than once, smashing them into gravel. Their names are Etur Logemilun (Paintedhails), the male hammerdwarf. And Momuz Thunenlogem (Livingpaints), the female hammerdwarf. Thinking of calling them 'Rockers' because that's what they do. The axdwarves, or, I suppose, 'Choppers' are named Rakust Uzolgatiz (Oilyfondle), the male axdwarf. And Lolor Ralaban (Silveryconstruct), the female axdwarf.

Note to self: Keep an eye on Rakust. That name is suspect...

And then there's myself, Kikrost Asrersibrek (Appearedsalve), the mason and architect administrator. I think I'll call masons/stoneworkers/architects 'Stoners', so I'm the AdminStoner. We're still missing two others... I'll find them tomorrow. Not a long journey where we're going, and so I've got plenty of time.
-----------------------------------------------
Journal of Kikrost: Third Granite, Year 125;

Alright! I have successfully found our carpenter and our hunter today. Turns out one of the hospital interns was the carpenter who made my extra comfy bed. Amost Urrithustuth (Scarfenced), male carpenter/doctor. Wanted to do more with his life, so helping out with this en-devour was what he was looking for. Gonna call him our DoctorWooder, with Wooders being carpenters. And lastly, our hunter. Udib Sitalalath (Westbolts), female hunter. She'll be our Shooter and lead the marksdwarves when we get enough people for that. And enough people to fill the Hammerdwarf and Axedwarf squads. And because I want to see LOTS of families, we'll have to turn away the other migrants from the fortress. Only 40 of us to start, that'll be enough to defend us and the remaining ten can work what's needed with babies filling out the remainder of what we've got.

If you don't like that arrangement, you can leave!
-----------------------------------------------
Journal of Kikrost: Fifth Granite, Year 125;

The scouts for the place have come back. We're embarking in a place with no trees. So the Choppers won't be of much use early on, so gotta bring lots of wood for beds. 40 logs should be enough. As well as stone for bronze tools and armor, despite the reports of lots of hematite. We can use iron for steel and such when the troops are better trained. And if there's too much, we can make the walls have iron or bronze plating. That'll look awesome and intimidating. Since it's on a cliff as well, right where the road goes up the mountain, I can use the iron and bronze and whatever else we find to make the giant wall have an inscription of my face up the side of it. We'll also need to adjust the road a bit so it's not so steep. Honestly, from the sketch they made, I'm surprised wagons can even get pulled up that.
----------------------------------------------
Journal of Kikrost: 13th Granite, Year 125;

I have talked with the 6 others and we've settled on the name Tradeblockade for our fortress. And our group is The Merchants of Perfection. I think that's quite fitting. In other news, our supplies have been gathered, 5 picks, two copper axes, lots of booze, lots of plump helmet spawn and pigtail seeds (we'll need the cloth and thread), 40something logs, 10 copper bolts, a quiver, tin and copper ore, coal ore, a single thing of coke to get that started, and some paper for my journal. Oh, and a breeding pair of sheep and cats.
---------------------------------------------
Journal of Kikrost: 14th Granite, Year 125;

I'm writing this in the wagon as our Yak Cow and Two Humped Camel pull us to our destination. WE FORGOT TO BRING A CROSSBOW. Or rather, Udib forgot to tell me to bring one because her's has been rented every time she goes out to hunt. I can see our point up ahead. Very nice view. There's two rivers, one up on top of the cliff and one that's carved a small canyon down toward the bottom of the cliff. The road goes across the top one, then down to the bottom of the cliff before turning and missing the second river. This is gonna be such a magnificently big wall, absolutely worthy of my visage. I should get my room to be in line with the eyes of it so I can look out of them...

Spoiler (click to show/hide)
------------------------------------------

OOC: Well, there's the first post. And here's our dorfs' psychology profiles! We shall probably see those slowly deteriorating over time...

Kikrost:
Spoiler (click to show/hide)

Rakust:
Spoiler (click to show/hide)

Etur:
Spoiler (click to show/hide)

Udib:
Spoiler (click to show/hide)

Lolor:
Spoiler (click to show/hide)

Momuz:
Spoiler (click to show/hide)

Amost:
Spoiler (click to show/hide)

Kinda tempted to make any butchered cats into tallow roasts and any butchered sheep into soap... Only those, or should we do any felines into roasts and any grazing animals into soap? Or the other way around?
Title: Re: Customs Agents: Tradeblockade, 44.11 [SP LP] (Formerly Penal Camp)
Post by: King Zultan on June 25, 2018, 05:11:16 am
Turn all animals in to soap, turn everything in to soap!
Title: Re: Customs Agents: Tradeblockade, 44.11 [SP LP] (Formerly Penal Camp)
Post by: speciesunkn0wn on June 25, 2018, 10:18:08 am
Turn all animals in to soap, turn everything in to soap!

Hmm...Can I retroactively edit the dwarf RAWs to let them butcher sentients?
Title: Re: Customs Agents: Tradeblockade, 44.11 [SP LP] (Formerly Penal Camp)
Post by: speciesunkn0wn on June 25, 2018, 03:13:08 pm
Alright, got the year done and screenies taken. I'll have the post made and ready by at most tomorrow. Hopefully.
Title: Re: Customs Agents: Tradeblockade, 44.11 [SP LP] (Formerly Penal Camp)
Post by: Fleeting Frames on June 25, 2018, 11:50:26 pm
Probably should produce that crossbow, quiver and bolts before the keas come and interrupt everything (including the production of aforementioned crossbow, quiver and bolts).
Turn all animals in to soap, turn everything in to soap!

Hmm...Can I retroactively edit the dwarf RAWs to let them butcher sentients?
You can use DFHack Script: Unbutcherable Sentient Workaround for fortress and adventure mode (http://www.bay12forums.com/smf/index.php?topic=165414.msg7553808#msg7553808).
Title: Re: Customs Agents: Tradeblockade, 44.11 [SP LP] (Formerly Penal Camp)
Post by: speciesunkn0wn on June 26, 2018, 11:23:16 am
Probably should produce that crossbow, quiver and bolts before the keas come and interrupt everything (including the production of aforementioned crossbow, quiver and bolts).
Turn all animals in to soap, turn everything in to soap!

Hmm...Can I retroactively edit the dwarf RAWs to let them butcher sentients?
You can use DFHack Script: Unbutcherable Sentient Workaround for fortress and adventure mode (http://www.bay12forums.com/smf/index.php?topic=165414.msg7553808#msg7553808).

Sliiiiiiight problem with using DFHack. I'm playing 44.11 vanilla.
Title: Re: Customs Agents: Tradeblockade, 44.11 [SP LP] (Formerly Penal Camp)
Post by: speciesunkn0wn on June 26, 2018, 12:54:01 pm
Journal of Kikrost: Twelfth Slate, Year 125;

*Ink is slightly splattered as if blown on* Can't believe so much time has passed since my last entry! Well. Been busy cutting the stone blocks needed to expand the road and build our great fortress. A lot of conglomerate stone and some saltpeter. Conglomerate blocks for the road, so they match what we've found on the top of the cliff, and saltpeter for other stuff. Oh. And enough hematite to sink an elven boat! Hahaha! In both manners, giant holes or high weight. As for the road, Amost has been taking my blocks and designing it in sections before building it. 9x10 chunks to match the width of the bridge.

And our...Shooter, yes. Shooter, Udib has managed to craft herself a decent crossbow and has set about hunting. I've put one of the Rockers to work on setting up the smelter and the forge to make iron bolts. We have enough iron to last us quite some time. And soon, because there's flux stone somewhere below, we should be able to get ourselves some steel! Not going to waste it on bolts though. Takes too long to make for such a trivial thing.

Spoiler (click to show/hide)
--------------------------------
Journal of Kikrost: Thirteenth Slate, Year 125;

It has come to my attention that there's nothing for the animals to graze on. Therefore, I have told the miners to go down to the flat part of land, west of the cliffs, and dig stairs down into the depths until they find a cavern layer. We need that cave moss. I'll put the animal pasture right across from the farms. And then split them up eventually by types of animals. Sheep in one, cows in another, etc. Might even put a couple farmer types to each pasture, beneath them with the workshops so it'll be nice and quick for milking and making cheese and such. Oh. And shearing. Wool will be far more comfortable than pigtail. Plus it can't be used for paper! Of which we need to get more of. It's getting annoying having to write so small in order to fit all this on the two pages we have...

Spoiler (click to show/hide)
--------------------------------
Journal of Kikrost: Tenth Felsite, Year 125;

Mother of Armok! Another month has passed! Well, Amost told me in his latest trip down to get more blocks for the road on the surface that a dwarven maceman is walking this way. No idea what for just yet, we don't have a tavern up. I'll see when he arrives for his meeting.

Spoiler (click to show/hide)
---------------------------------
Journal of Kikrost: Eleventh Felsite, Year 125;

Finished my meeting with the lad. He wishes to eradicate monsters. Guess he's one of those cavern slayer types, oh well. No access to the caverns just yet so he'll have to wait and help guard us. We'll be entering the caverns by a different method than those stairs. A more defensible method.

Spoiler (click to show/hide)
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Journal of Kikrost: Second Hematite, Year 125;

Second day of summer and a second cavern slayer dwarf?! This has to be a good omen! No humans or elves or goblins yet! I quickly accepted his petition to join. When we breach the caverns properly we should have a squad of dwarves ready to defend from below with the slayers' help. Now then, the road has been progressing slowly. A small problem with having only a few architects, two of us, and with me working on the blocks, that leaves just one. So there's that. It is annoying that the other dwarves don't help carry blocks up there. Perhaps I should order a stockpile close to the road site so Amost doesn't have to make such a trek? Bah. I'll do that later and when the wall work starts.
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Journal of Kikrost: Seventeenth Hematite, Year 125;

I've been told that the river unfroze today. That's a good thing to know, knowing when the river will be frozen means we can take plenty of precautions toward our wells. Due to the immense amount of stone needed for the walls, digging out, then channeling a large portion of the mountain will mean we can fill it with lots of water, and by use of floodgates and such blocking up the way from the river into the well, we can refill it if there's ever such a need.

Spoiler (click to show/hide)
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Journal of Kikrost: Eighteenth Hematite, Year 125;

*ink across the page is splattered somewhat like more heavy puffs of breath across it* And there goes my good mood. A human has been seen approaching the fortress. No doubt intent on seeing what our defenses are like and whether we'll be an easy target later or a threat later. He'll soon find out. Next ones that show up once our dwarves have their weapons and armor will get to feel those bite them.

Spoiler (click to show/hide)
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Journal of Kikrost: Ninteenth Malachite, Year 125;

FOR THE LOVE OF ARMOK! Those idiot, idiot dwarfs! Three times. THREE. TIMES. I give them the simple task of blocking off the incomplete room (due to the river thawing. Good thing we didn't dig out there while it was frozen...) and they can't complete that task without getting trapped! I'm making some statues and they're gonna block access to where ever the HFS they try to stand inside the room to complete that wall.

Spoiler (click to show/hide)
And have a look at them all.
Left Statue:
Spoiler (click to show/hide)
Center Statue:
Spoiler (click to show/hide)
Right Statue:
Spoiler (click to show/hide)
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Journal of Kikrost: Second Galena, Year 125;

Those migrants are just as bad as the other dwarves were. They decided to approach from the lower river's OTHER side. Now we gotta make a bridge for the idiots. Gonna tear that down as soon as they're across and make a one tile one over the canyon. Might also stick some weapon traps on that later because it won't lead into the fortress. And because watching goblins and elves and humans fall off into the river or onto the stone and dirt below will be funny.

Spoiler (click to show/hide)
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Journal of Kikrost: Eighth Galena, Year 125;

Hmmph. One of the two. TWO. Migrants is a useless peasant. So. Peasant boy, you and your eldest, living son shall henceforth be known as 'GrimDorfer' and only perform burial tasks.
Spoiler (click to show/hide)
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Journal of Kikrost: Fifteenth Limestone, Year 125;

AGGGH! Got so distracted with other stuff I forgot to set up a trade depot for the dwarven caravan! We'll make it out of bronze. Got plenty of it and it looks nice. And we don't have much to sell anyway, so the lack of wagons won't matter. We'll have more next year for sure. And a permanent depot set up inside.

Spoiler (click to show/hide)
Gonna be ordering lots of logs, sheets, lye, and food stuffs. And traded some food barrels, drink barrels, and a stack of our best iron bolts (1000 dorfbucks!) for lots of booze, plump helmets, sheets, and some berries and cheese.
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Journal of Kikrost: Twenty-third Limestone, Year 125;

More migrants have been spotted! And they're coming along a proper route this time. And it's more than the peasant and farmer or whoever came with him that season. A furnace operator hmm? We'll set him to all metalworking stuff until we have a better one. Blacksmith and metalcrafting will at least be shared by all non-weaponsmiths and armorsmiths. Along with furnace operating. Their stuff doesn't matter as much.
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Journal of Kikrost: Twentieth Moonstone, Year 125;

The basic, basic tavern has been finished. As have almost all the rooms for them to stay in. All will be smoothed and engraved later. Right now I can hear them singing and dancing below me as I wait for this booze to brew.

Spoiler (click to show/hide)
I'm soon going to stop my masonry and simply become an Administrator and architect stuff. I think I deserve it.
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Journal of Kikrost: First Granite, Year 125 6;

Oops. Forgot what year it was for a moment there. Anyway. Time to sketch out how the fortress looks so far, and then go over our wealth, population, visitors, and deaths.

Here's the top of the cliffs, the ditch is to keep the caravans from taking a different route when the river is frozen. Soon that'll be changed into a proper wall and bars and such across the ditch (will be done when frozen for ease of building).
Spoiler (click to show/hide)

Right below that is the farm layer.
Spoiler (click to show/hide)

Down one more again is the traveler layer.
Spoiler (click to show/hide)

One more again to the first temple layer.
Spoiler (click to show/hide)

Another temple layer.
Spoiler (click to show/hide)

Below that (and splitting the temple layers possibly) is the current trading layer.
Spoiler (click to show/hide)

Waaaay below that is the canyon bridge.
Spoiler (click to show/hide)

And finally, the stairs to the caverns.
Spoiler (click to show/hide)

And now, The End of The Year Wealth:
(https://imgur.com/e2FSJuN.png)

The End of The Year Population:
(https://imgur.com/6nMPexX.png)

The End of The Year Visitors:
(https://imgur.com/McwXL9k.png)

The End of The Year Deaths:
(https://imgur.com/vY4rYJC.png)
Title: Re: Customs Agents: Tradeblockade, 44.11 [SP LP] (Formerly Penal Camp)
Post by: auzewasright on June 26, 2018, 01:51:41 pm
What happened?
Title: Re: Customs Agents: Tradeblockade, 44.11 [SP LP] (Formerly Penal Camp)
Post by: speciesunkn0wn on June 26, 2018, 01:57:36 pm
What happened?

Not a whole lot yet. Should be some action next year when the elves arrive. chop-chop-chop after all!
Title: Re: Customs Agents: Tradeblockade, 44.11 [SP LP] (Formerly Penal Camp)
Post by: auzewasright on June 26, 2018, 03:12:40 pm
What happened?

Not a whole lot yet. Should be some action next year when the elves arrive. chop-chop-chop after all!
I meant, why did the game change from the caste system fort?
Title: Re: Customs Agents: Tradeblockade, 44.11 [SP LP] (Formerly Penal Camp)
Post by: speciesunkn0wn on June 26, 2018, 04:47:31 pm
What happened?

Not a whole lot yet. Should be some action next year when the elves arrive. chop-chop-chop after all!
I meant, why did the game change from the caste system fort?

Oooh. Because there was something of a migrant bug, and then my dorf got killed during a tantrum and "all the prisoners escaped". I was going to try and continue it with the Customs Agents thingy in that world, but the world map went all buggy when I tried to embark again. :/ And from what I could see, there were no roads made, so that was useless. So I genned up several other worlds and went with this one because it had what I was looking for. And dwarf civs with cool names.
Title: Re: Customs Agents: Tradeblockade, 44.11 [SP LP] (Formerly Penal Camp)
Post by: Fleeting Frames on June 26, 2018, 09:11:27 pm
Ah, vanilla. Even so, you could perhaps still use the pyLNP to fix your raws; I'm slightly bothered to see the í and and à in walls. (You're probably used to them, though.)

You made stairs to the cavern, though as you can see from first granite 126 screenshot you could have just channeled a z-level down in soil as well, then roofed it over.

Can see the remains of a dance in basic tavern. 1 big circle and 1 instrument?

Since your embark is temporarily freezing, would be neat to do something with it. Dunno what; yearly mining/smoothing training?

And I take it that road over the bridge is what we have been talking about? Nice road. Appreciate you continueing the aesthetics.

Title: Re: Customs Agents: Tradeblockade, 44.11 [SP LP] (Formerly Penal Camp)
Post by: speciesunkn0wn on June 26, 2018, 10:50:25 pm
Ah, vanilla. Even so, you could perhaps still use the pyLNP to fix your raws; I'm slightly bothered to see the í and and à in walls. (You're probably used to them, though.)

You made stairs to the cavern, though as you can see from first granite 126 screenshot you could have just channeled a z-level down in soil as well, then roofed it over.

Can see the remains of a dance in basic tavern. 1 big circle and 1 instrument?

Since your embark is temporarily freezing, would be neat to do something with it. Dunno what; yearly mining/smoothing training?

And I take it that road over the bridge is what we have been talking about? Nice road. Appreciate you continueing the aesthetics.

1: Possibly? I'd rather not screw up the save though. :/ And I am somewhat used to it. Only my second time with vanilla. XD

2: Yes I did, but what do you mean about channeling down one? To block off the cavern? I could, but I wanna see if anything flies out.

3: They did the dance for maybe, 5 real world seconds, then someone had to do a job and it broke up. Then it started again for a brief moment and broke up. Still time to see if it happens any more though. If not, then oh well.

4: It's freezing most of the time. I think there's about a month of time it's not.

5: The bridge and 'road' that makes up the bridge was there already, and there's a dirt road leading to the cliff which is the road that's shown in the embark screen. No idea why they don't pave them. So I shall do it!
Title: Re: Customs Agents: Tradeblockade, 44.11 [SP LP] (Formerly Penal Camp)
Post by: Fleeting Frames on June 26, 2018, 11:31:23 pm
1. Always make a backup, obviously. But the save is alreay fucked up a bit :P

2. Look to the ramps next to river. They're green. That means outdoor grass is growing on them. This is what normally happens, even when the surface is bare.

3. Yeah dances are pretty short, relatively. Each second at 100 FPS is 2 hours though.

5. Aye, show them how its done.
Title: Re: Customs Agents: Tradeblockade, 44.11 [SP LP] (Formerly Penal Camp)
Post by: speciesunkn0wn on June 26, 2018, 11:52:01 pm
1. Always make a backup, obviously. But the save is alreay fucked up a bit :P

2. Look to the ramps next to river. They're green. That means outdoor grass is growing on them. This is what normally happens, even when the surface is bare.

3. Yeah dances are pretty short, relatively. Each second at 100 FPS is 2 hours though.

5. Aye, show them how its done.
1: True. Oh well.

2: Oooh. Well that I didn't know. I thought badlands couldn't grow grass. -shrug- I dug the ramps out during mid-late fall. After the caravan. The cavern was done within the first two months of the year.

3: Huh. Never thought about that. Makes sense though.

4/5: I shall. :D Every place with stone shall be smoothed and engraved.

I'm thinking I'll make like, 3 different 'cells' with trade depots in them. One for dwarves, one for elves, and one for humans. And fill the humans' and elves' with engravings of them getting slaughtered to help drive them mad further when the bars/bridge closes. Muwahahahaha! Leave them in there until they go insane or whatever, then have the military wait outside and slaughter them when released.
Title: Re: Customs Agents: Tradeblockade, 44.11 [SP LP] (Formerly Penal Camp)
Post by: Fleeting Frames on June 27, 2018, 01:41:40 am
I suggest you read up on multiple depots beforehand; they tend to not work well (iirc merchants go for oldest unforbidden depot on the map, for example.)

Also, nothing can see engravings expect you and the dwarf creating them; they really only affect room value. Though it adds atmosphere in this case.
Title: Re: Customs Agents: Tradeblockade, 44.11 [SP LP] (Formerly Penal Camp)
Post by: speciesunkn0wn on June 27, 2018, 11:17:38 am
I suggest you read up on multiple depots beforehand; they tend to not work well (iirc merchants go for oldest unforbidden depot on the map, for example.)

Also, nothing can see engravings expect you and the dwarf creating them; they really only affect room value. Though it adds atmosphere in this case.

That's why I'll have bridges in place, to block the depots.

And yeah, it's mostly just atmosphere. :P

Now. How to capture human, elf, and goblin visitors...? Lock them in their long-term rooms?
Title: Re: Customs Agents: Tradeblockade, 44.11 [SP LP] (Formerly Penal Camp)
Post by: Fleeting Frames on June 28, 2018, 01:00:37 am
Bridges do not work.
Title: Re: Customs Agents: Tradeblockade, 44.11 [SP LP] (Formerly Penal Camp)
Post by: speciesunkn0wn on June 28, 2018, 01:02:28 pm
Bridges do not work.


Huh? I can't have bridges raised to block access to the extra depots and then lock in the merchants?
Title: Re: Customs Agents: Tradeblockade, 44.11 [SP LP] (Formerly Penal Camp)
Post by: Fleeting Frames on June 28, 2018, 01:45:07 pm
Yes. They'll select the oldest unforbidden depot on the map - even if it is encased in ice, as shown in Roomcarnage.
Title: Re: Customs Agents: Tradeblockade, 44.11 [SP LP] (Formerly Penal Camp)
Post by: speciesunkn0wn on June 28, 2018, 10:09:33 pm
Yes. They'll select the oldest unforbidden depot on the map - even if it is encased in ice, as shown in Roomcarnage.

Oh. Bridges and forbidding then!