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DF Dwarf Mode Discussion / Re: With multi-hauling, Herbalists are SEXY!
« on: February 23, 2015, 08:01:16 pm »
I didn't realize the tavern update would take so long, so I kept waiting to try my "no-farming" fort until it rolled out. Seeing as the kinks STILL aren't all worked out, I'll at least do some test runs!
So, I brought one herbalist at embark. I've embarked into a region with both "thick" vegetation and "heavily forested" as far as trees go. I didn't bring any food or seeds (but I did butcher pack animals since those are "free"). Watching my herbalist, he would always bring back 100+ units of food in about 2 weeks worth of game time. Eventually he got "tired" and returned with "only" 166 units... slacker. By the time the fruit trees were blooming I had roughly 600 or so units on stock (I did set up a bookeeper). This is after I brewed up about 200 units of booze and minus w/e my bums ate. Deciding to take this into silly territory, I made 11 step-ladders (I got 4 migrants), put out 5 max sized "plant gathering" zones, and enabled said labor on EVERYONE. By the time autumn wrapped up, I had a total of 2400 units of food on top of the few hundred booze I had made up. Basically, I used 11 dwarves to gather more than enough food to supply an entire 200 strong fortress (640 brewable plants= 3200 booze @ 4 per season and 4 seasons/ 1600 "food" at 2 per season over 4 seasons) in about 2 seasons. Granted, I hadn't begun processing the material that couldn't be eaten raw (rice, rye, alfalfa, etc) nor had I brewed up enough yet... but the raw materials were there and I still had nearly 2 seasons to work with my 11 dorfs! Since I am not farming, I also get to cook up the seeds. Again, at 640 units of plant matter brewed up per year, you can then cook those seeds into roasts vastly supplementing your food stores. Only ever brewing plants that return cookable seeds (sadly we can't seam to eat them all) would drop your yearly needs down to just that 1600 mark! Better yet, alfalfa/rye seeds seem to be cookable. So brewing those and then cooking your seeds gets you both booze AND food out of them without needing to grind them into flour! Some fruit-tree seeds (like Rambutan) seem to be cookable as well. To make matters even sillier, once I breach the caverns I can begin harvesting subterranean crops that can be stretched even further. Each quarry bush can be processed into 5 sets of leaves and have the "seed" stretched into two more units of food (press cake and oil), thus generating 7 units of food out of 1 units of quarry bush harvested. One final tactic will be to construct platforms allowing my dwarfs to reach higher into the tree tops. As it stands, stepladders only let dwarves pick two levels of a tree's canopy. Some trees can have 2-3 more full canopies ripe for the picking!
To recap, you need to selectively brew plants/fruits that can have their seeds cooked up. Bonus points if the plant in question would need extra processing (like flour) to be edible originally. Done perfectly, this will reduce the amount of harvested plant matter down to just 1600 a year (double duty out of brewed plants) without need for booze cooking. Custard-apple roasts cut with rambutan and rye seeds washed down with rambutan wine! All quarry bushes will also be split into 5 leaves and have their nuts split between rock nut press cake/rock nut oil further reducing plant need.
I'm actually starting to think a farm-less fort might be entirely doable now. I'm envisioning an underground "herb farm" created from hallowing out a layer of dirt on top of enclosing in ~20 trees with walls and overhang to protect against all but flyers. Then you can send out herbalists to scour the ground in between any sieges. You'd likely need to have at least war dogs accompany them to allow them to escape. I'm likely going to have to just grow textiles, but I might can keep enough sheep/collect enough silk to supplement what I pick up normally. If I get something like jute/cotton/kanef, I might just be good.
I'm not actually going to keep going on that fortress, instead I'm going to crank the stupid up to 11! I'm talking about embarking with 7 herbalists into the thick vegetation of a jungle. My goal will be 0 farming tiles. Other than butchering my pack animals, I'll see how far I can get without butchering any crundles or elk birds.
On the first day of summer, I had already gathered 2114 units of plant matter. This is BEFORE tree harvesting and diverting a little dorf-power to get a dining room set up and build containers (imported leather for bags and found a layer of jet for pots). I also set up a bookeeper who told me I had already collected 321 units of cotton. While I didn't have a tailor, my smartest dorf told me that would make "a shit ton of clothes" (300 cotton a year will cloth 200 dorfs, right?) Now, that 2114 included the cotton, but even so I have enough brewable plants with cookable seeds to have already hit the required amount of raw materials needed to feed/inebriate/cloth 200 dorfs for a year. With just 7. Without farming. Without picking trees. I've even seen some herbs already growing back around the wagon (which was already picked).
So, I brought one herbalist at embark. I've embarked into a region with both "thick" vegetation and "heavily forested" as far as trees go. I didn't bring any food or seeds (but I did butcher pack animals since those are "free"). Watching my herbalist, he would always bring back 100+ units of food in about 2 weeks worth of game time. Eventually he got "tired" and returned with "only" 166 units... slacker. By the time the fruit trees were blooming I had roughly 600 or so units on stock (I did set up a bookeeper). This is after I brewed up about 200 units of booze and minus w/e my bums ate. Deciding to take this into silly territory, I made 11 step-ladders (I got 4 migrants), put out 5 max sized "plant gathering" zones, and enabled said labor on EVERYONE. By the time autumn wrapped up, I had a total of 2400 units of food on top of the few hundred booze I had made up. Basically, I used 11 dwarves to gather more than enough food to supply an entire 200 strong fortress (640 brewable plants= 3200 booze @ 4 per season and 4 seasons/ 1600 "food" at 2 per season over 4 seasons) in about 2 seasons. Granted, I hadn't begun processing the material that couldn't be eaten raw (rice, rye, alfalfa, etc) nor had I brewed up enough yet... but the raw materials were there and I still had nearly 2 seasons to work with my 11 dorfs! Since I am not farming, I also get to cook up the seeds. Again, at 640 units of plant matter brewed up per year, you can then cook those seeds into roasts vastly supplementing your food stores. Only ever brewing plants that return cookable seeds (sadly we can't seam to eat them all) would drop your yearly needs down to just that 1600 mark! Better yet, alfalfa/rye seeds seem to be cookable. So brewing those and then cooking your seeds gets you both booze AND food out of them without needing to grind them into flour! Some fruit-tree seeds (like Rambutan) seem to be cookable as well. To make matters even sillier, once I breach the caverns I can begin harvesting subterranean crops that can be stretched even further. Each quarry bush can be processed into 5 sets of leaves and have the "seed" stretched into two more units of food (press cake and oil), thus generating 7 units of food out of 1 units of quarry bush harvested. One final tactic will be to construct platforms allowing my dwarfs to reach higher into the tree tops. As it stands, stepladders only let dwarves pick two levels of a tree's canopy. Some trees can have 2-3 more full canopies ripe for the picking!
To recap, you need to selectively brew plants/fruits that can have their seeds cooked up. Bonus points if the plant in question would need extra processing (like flour) to be edible originally. Done perfectly, this will reduce the amount of harvested plant matter down to just 1600 a year (double duty out of brewed plants) without need for booze cooking. Custard-apple roasts cut with rambutan and rye seeds washed down with rambutan wine! All quarry bushes will also be split into 5 leaves and have their nuts split between rock nut press cake/rock nut oil further reducing plant need.
I'm actually starting to think a farm-less fort might be entirely doable now. I'm envisioning an underground "herb farm" created from hallowing out a layer of dirt on top of enclosing in ~20 trees with walls and overhang to protect against all but flyers. Then you can send out herbalists to scour the ground in between any sieges. You'd likely need to have at least war dogs accompany them to allow them to escape. I'm likely going to have to just grow textiles, but I might can keep enough sheep/collect enough silk to supplement what I pick up normally. If I get something like jute/cotton/kanef, I might just be good.
I'm not actually going to keep going on that fortress, instead I'm going to crank the stupid up to 11! I'm talking about embarking with 7 herbalists into the thick vegetation of a jungle. My goal will be 0 farming tiles. Other than butchering my pack animals, I'll see how far I can get without butchering any crundles or elk birds.
On the first day of summer, I had already gathered 2114 units of plant matter. This is BEFORE tree harvesting and diverting a little dorf-power to get a dining room set up and build containers (imported leather for bags and found a layer of jet for pots). I also set up a bookeeper who told me I had already collected 321 units of cotton. While I didn't have a tailor, my smartest dorf told me that would make "a shit ton of clothes" (300 cotton a year will cloth 200 dorfs, right?) Now, that 2114 included the cotton, but even so I have enough brewable plants with cookable seeds to have already hit the required amount of raw materials needed to feed/inebriate/cloth 200 dorfs for a year. With just 7. Without farming. Without picking trees. I've even seen some herbs already growing back around the wagon (which was already picked).