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DF Dwarf Mode Discussion / Re: Designations and burrows
« on: January 13, 2015, 06:33:56 pm »
Maybe the dwarf tripped?
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Your biggest challenge there would be that children will harvest and haul, but they wont do any of the essential jobs like planting, building, brewing, mining.
If you don't mind being rather exploity I think the ideal final setup for a one adult fort would be to setup a magma glass furnace and a sand collection zone and have him produce an infinite supply of masterwork serrated green glass discs and use those to buy everything you need off the caravans.
And also to stock the weapon traps you will need since you won't be able to form a militia.
You know, it always did puzzle me that we can't take things to the depot until the last minute...
How about making it an available option at the cost of things left on the depot being vulnerable to the elements, thieves, animals, and the other hazards that face non-stockpiled goods? That way, it can be a matter of strategy whether you want to risk losing goods in order to save time hauling them there. Or, just have it available, period. Either way seems good to me.
I am actually playing an above ground fort at the moment, purely by accident. I embarked above an aquifer near a necrotower and focussed on throwing a wall up and putting a roof over that just in case of a second season siege, and my population grew so quickly that I ended up deciding piercing the aquifer wasn't worth the effort until things were stabilised. I have to say, above ground forts, while more difficult, are way more fun. At the time of my last save, I have 60 dwarves milling around behind the locked gates of my 3 storey little wooden keep, hoping the food doesn't run out before the undead stop milling around outside. The whole "to the keep!" Business is much more fun than sealing the gates and letting life continue as normal underground
I don't usually go lazy, but I remember my best one was when I was still learning...
"Oh, this is game is very complex... Dwarves need rooms to sleep... And I must build those workshops for them to cook and eat... Wait, they can sleep on the ground too? And I can make workshops anywhere I want? Screw that digging stuff, I'm staying here!"
That was my first no digging fort, my second attempt at playing and I survive until the second goblin siege, since I didn't knew how to equip dwarves nor how to make weapons, so my military were a bunch of bearded mud wrestlers.
Hopefully the tavern arc will solve some of the problems the late game has as far as challenge is concerned. You can feed and clothe and shelter a practically infinite number of dwarves with just 3, 2, or even one ingame year of setup if you really push it. Taverns probably won't help FPS any, but they should keep it interesting past the first 4 years.
Getting migrants into a cavern fortress would also be a bear. Any route a migrant could take could be exploited by a surface enemy as well, or torn apart.
A Surface Fort definitely has security issues, too. Between climbing and the need for a wall, it's a lot of work to secure yourself. But once you're there, you can find a place outside the walls and begin planning a mine. Or doing one right inside the moat.