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Topics - CaptainArchmage

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So the last Stellarisstuck kind of fell off the truck, mostly because of the 3.0 update, and I'm creating this new game to start over.

We'll be playing as the Repiton Trolls instead, from Vast Error, and we'll be using one of the challenging origins this type.

As before: if you want to put in a fantroll (for a leader position) feel free to post! There are three-four scientists or so you can pick from. As the government is CORPORATE DOMINION, you can theme them around that.

I will be using Planetary Diversity, and Real Space, but not New Frontiers as that has incompatibilities since 3.X ish. Due to mod updates, set up is taking a while since I need to assess the new compatibilities of the large list we have.

Happy New Year to All!

2

Spoiler (click to show/hide)

I'm back on here, and I did say I was going to do another Stellaris let's play featuring dwarves. In fact I got that under way and have material ready to post... but lately I decided to do something a little different. There have been a few updates and I've had to hack up that particular save in order to keep up, and there's a lot of mods too.

Spoiler (click to show/hide)

Then Hiveswap: Act 2 came out and I decided... why don't we just start a new game as the Alternian Trolls from Homestuck. I'm still in the process of setting this up and there will be mods (including personal mods) involved. Not sure what species portrait to use - trolls are really arthropoidic but human-like enough that I'm considering using Elves of Stellaris for the Drow portrait.

https://mspaintadventures.fandom.com/wiki/Troll for reference about the species, particularly if you haven't read Homestuck. The Alternian Empire in this game is just starting out, though. That's the point.

If you want to put in a fantroll (for a leader position) feel free to post! There are probably three scientists or so you can pick from and I will be starting out with a big downpayment for a second science vessel.

Poll question for now is whether to use Real Space. It's just "advisory" - I might go ahead and jump in later today.


Troll List (tentative):
Empress Kaista Caegar

3


That's it. That's the tweet.


Note: Most of these images are not yet linked from imgur. Busy respec'ing. GenerateStatus' original tweet gen just went offline so I guess it stays up 3 days exactly.

Spoiler: Rules (click to show/hide)

Spoiler: Resources (click to show/hide)

Wanted: 4chan-style post generator (gives a png/jpg image with the appropriate background, space for image, greentext, etc.)

Turnlist
1. CaptainArchmage - 15th Granite 250-

4
ClaspedBowels is now recruiting!
Sign up now for a dwarf!

Fanart:
By Verb:
Quote
"Holy shit. I mean, “Verb” can literally see these statues sitting in there in the mason's stockpile..."
Solon “Verb” Rosyearths expressed concern upon viewing the finely-crafted «Present»

Spoiler (click to show/hide)

In the world of Lusmzabagsnubstrasp, on the western coast of The Sensitive Continents, there is a stretch of savage land known as The Combined Forests. Once upon a time, the elves grew forest retreats here, but that was before the goblin empires - The Grasping Phlegm-Vice and The Demon of Rats - marched on. All remaining elven kingdoms have been conquered by the humans since, while The Letter of Bands rules the mountain ranges at the southern reaches of the continent. Now, a new fortress named Claspedbowels has been established in The Combined Forests and there is hope for finally bringing this no-sapient's land over to dwarven control.

Right, after being generally not-around on here for a while due to IRL, I am finally back (and don't think I've forgotten Boatmurdered 2200... though for reasons there will be a reboot of that too).

Yeah, about that Stellaris game... GIF related.


So, as the month of Obsidian 2019 drew to a close and spring came along, I decided to make a new world and get something done in DF2018 or whatever it's called now. And I saw that the !!Drunk Fortress!! thread was looking for a new world too, but... I'm not feeling like making this a succession world. Or a drunk one. Just a crazy one and just a community world. Details will be filled in as we go. Feel free to invent yer own law! I mean lore. But the former might apply. We are in a SAVAGE FOREST.

There may be win conditions in this world, but they're going to hard to beat. And, fortresses no longer die unless they really die. They may be, however, retired. We may also be seeing some adventures too... but more on that as the world progresses. I'm probably going to update this around the weekends... ish.

SO WHAT DOES THIS WORLD HAVE FOR US IN STORE?!

SO IT USED TO BE THAT THE WORLD HAD A DWARVEN NAME. Except I forgot to take it down during worldgen. It shows up as "Lusmzabagsnubstrasp", which sounds vaguely goblin to me. However, it's probably taken from one of the angelic or demonic languages that's literally been RNG'd.


This is what the world looks like. I went for a small world with high savagery, high numbers of civilizations, high numbers of sites, and a decent amount of history to go with it. Also, minerals are everywhere because SCREW THAT.

I'm not claiming this is an entire planet.

Five biggest continents and islands, in order of size:

1. The Sensitive Continents. Literally this has most of the landmass in the known world, and is surrounded by the Colourless Water. In case you didn't realise, that seems to be the world-spanning ocean. Obviously we can't see the whole planet, but it's still significant. The majority of civilizations were established here and this seems to be the sole continent which had all four primary civilisations form on it.
2. The Ageless Continents, to the south. Literally like Australia, but it's north of the tropics. Home to an elven civilization, the sole surviving one on the planet. We could build a bridge between the Sensitive Continents and this place.
3. The Continent of Ash, to the west and warm and temperate. Home to a human and a goblin civilization and neither have gotten the upper hand.
4. The Dipped Land. Lies between the Ageless Continents and The Continent of Ash. Uninhabited.
5. The Island of Targets. No idea who named this but it's uninhabited, to the north of The Continent of Ash.

There are numerous islands including a volcanic one. Unless we get some boat hacking or a compatible release with boats in it, I doubt they're going to be significant at the start. That said, there's swimming.

The World:

The year is 250 and we are part of the Letter of Bands is the main and dominant dwarven nation in the known world, and its largest landmass: The Sensitive Continents. The only other dwarven civilization in the known world is The Tome of Shoves, which has been reduced in its holdings to the single Dwarven Hillocks of Walledchance in the north of the Sensitive Continents, by The Grasping Phlegm-Vice, the most powerful of the goblin civilizations.


Meanwhile, the Demon of Rats holds onto a number of pits in the north. In the considerable no man’s land between The Letter of Bands and The Grasping Phlegm-Vice lie a number of other ruined and abandoned elven retreats, which lie unclaimed.

Spoiler: The Ageless Continents (click to show/hide)

The Ageless Continents is a smaller, tropical continent to the south. It is dominated by The Tusk of Slings, an elven civilization which has since laid waste to the human civilization that once lived there. Some believe it is possible to build a large bridge or subsea tunnel between The Sensitive Continents and The Ageless Continents.

Spoiler: The Continent of Ash (click to show/hide)

Meanwhile, the Continent of Ash is dominated by The Scorpion of Juices and The Confederations of Working. It appears neither the humans nor the goblins on that continent have been able to get the upper hand upon one another.


The past 20 years have been chaotic, with The Realm of Jungles, a Human civilization, finally conquering elven civilization on The Sensitive Continents. There's an adjacent human civilization known as the Empire of Diamonds present too, but they didn't actually conquer the elven civilizations. Numerous rumours suggest the human survivors from the Ageless Continent provided the zeitgeist behind this invasive push.

Spoiler: Coastal Hillocks (click to show/hide)

The Letter of Bands has settlements down to the southwestern verge of The Sensitive Continents. One would have thought that this could become a bustling dwarven port, but alas, travellers must swim. As of yet. Maybe someday, someone will invent a vehicle capable of travelling across the water. That day is not today, but it will not stop us from attempting crossings.

The Fortress of ClaspedBowels (as of 250):

Without too much of an introduction, The Letter of Bands has commissioned a new dwarven embark in the savage lands in the west of the Sensitive Continents.

And so it was, that the fortress of Claspedbowels was established by the Walls of Adventure on 15th Granite 250. We have scouted out a *mighty fine* site, with a waterfall present, in The Combined Forests, a savage temperate forest. We are just south of a number of elven fortresses, but those are ruined. We are the  I neglected to check who the hell sacked them, but it was probably goblins. I have solely ascertained this based on the humans actually taking over the elven sites, while the goblins seem to have outright sacked many locations.

There are various reasons why you were chosen for this mission, but now you must face that which is expected of you. You have been asked to establish a fortress in the savage western part of the world, a large stretch of untamed wilds that bridge the gap between dwarven, human, and the human-dominated elven settlements in the south, and the goblin empires in the north. Claspedbowels is due south of an old forest retreat, but it has been ruined. You didn't read up how long it had been ruined, but it's general common knowledge that it's uninhabited by elves, goblins, or as far as you know dwarves and humans.


« Last Edit: March 02, 2019, 06:09:33 pm by CaptainArchmage »

DWARFLIST (Come take a Dorf!):


Starting Seven, Bowelclasped:
#1. Datan "CaptainArchmage" Lanterndwelled (M), Expedition Leader (comedian, grower, "rap artist" possibly missing a letter c). Born 23rd Slate, 173. Claimed by CaptainArchmage
#2. Rakust "Sanctume" Matyredroughness (M), fighter and mechanic with an honourable discharge from the army. Or so he says. Born 26th Opal, 192 and by far our youngest member. Claimed by Sanctume.
#3. Erith Mistycloisters (F), Miner and vandal/graffiti artist/engraver. Born 10th Hematite 163. Our oldest embarkdwarf.
#4. Led Clutchedcrypts (F), carpenter and apparently a medical school dropout. Born 12th Obsidian, 186.
#5. Zas Fencepulled (F), engraver. A proper engraver, mind you. Not like Erith. Born 27th Moonstone, 164.
#6. Rigoth Wheeltower (M), mason, architect, and very amateur economists (dropped those classes). Allegedly a "Free Dwarfmason". Born 17th Granite, 164.
#7. Urdim "FakerFangirl" Famemountains (F), a clothier with brawling skills. Born 8th Galena 172. Claimed by FakerFangirl.

First Migrant Wave, Bowelclasped, 2nd Malachite 250:
#8. Ber Bronzedrill, Legendary Weaponsmith (F), aged
#9. Kûbuk Mazegate, Jeweler (M) from Syrupbowel, aged 40.
#10. Tun Doublerack, Fisherdwarf (M) from the human hamlet of Bowlines, aged 118.
#11. Dumed Pagedcontained (M), fisherdwarf and gold digger from Blockadebattles. Aged 59.
#12. Ral Boltcrafted (M), fisherdwarf with some military skill from Boardedbolted. Aged 96.
#13. Asmel Goldenwhispered (F), siege engineer married to Kûbuk Mazegate. Aged 38.
#14. Ral Claspedsneaked (F), militiadwarf from the fortress of Treatystraps. Married to Ral Boltcrafted. Aged 96.
#15. Vutok Spreadclasped (M), dwarven child with dancing skill, son of Ber Bronzedrill and Dumed Pagedcontains, aged 6.
#16. Mistêm Stopmetals (F), dwarven child prodigy, all rounded (music, dance). Daughter of Kûbuk Mazegate and Asmel Goldenwhispered.

Second Migrant Wave, Bowelclasped, 22nd Sandstone 250:
#To be filled in

(I'm not reserving any posts, just go ahead and hit reply.)

5
Play With Your Buddies / Boatmurdered 2200: Indefinite Hiatus
« on: May 09, 2018, 03:51:15 pm »
Status of everything so far (in spoiler):

RP Clarification

I've put out a list of RP-able dwarves in game at the bottom of this post (which I'm going to clean up . There are a number of fudged characters, which means they aren't simulated in game but play a significant role, like Chancellor Urnbreath and Uncle Nil. We have a grand total of five scientists, and any are up for grabs. I'm playing Ral Undertrumpets and I've written up shit for Chancellor Urnbreath. The Chancellor will probably die from a freak accident involving a barrel organ and a +Green Glass Window+ since he's written actually living IN Old Boatmurdered. If you want a simulated leader (governor, scientist, admiral, general, any elected leaders) I can do that but there's a hard cap. If you want a non-simulated leader (i.e. captains of individual ships in the fleet, guild representatives, dwarves on the Imperial Senate) write up a name for your dwarf, and the position you're filling in.


So I found this page, and decided it didn't have anywhere near enough dwarvery in it. We're "other games", but this is Bay12Games, which means we do Dwarf Fortress too. So I took Dwarf Fortress and put it in another game, yo. This will be a Let's Play, I'm not doing a succession yet with this (requires all DLC and so on) but will try to make posts to update progress on a semi-frequent basis (and unlike Dwarf Fortress Stellaris doesn't seem to have as much of an FPS-death issue). I wanted to start this from the beginning but my test game became the full game... and I've annotated (20 days of gameplay in) the system map. See below!

That's right folks, we're doing Dwarf Fortress, Kingdom mode IN SPACE. Which means we're doing it in Stellaris. This is like the only game where you can unleash a bunch of non-gendered cyborg automatons on the galaxy by taking away their AIs and then blast their planets with neutron sweeps.

I will be roleplaying as ONE character, who has been chosen by His Imperial Majesty Urist III Angkosh to oversee the, uh, expansion of the Dwarven Star Imperium, formerly known as the Glorious Dwarven Imperium (back in my 1.9 game I used as a test run). When that character dies, I'm going to create a new one or take over an existing one and do some shit (I mean this is the fucking future, who says we can't upload our dwarven consciousnesses to some kind of machine?). The character I've created is Ral Arôlsåkzul, or in the human tongue, Ral "Undertrumpets". The dwarven minimum life expectancy is about 100 years and Ral is in good shape so he's predicted to live until 125 AT LEAST.

The parts of the expansion we'll be overseeing will be the banal ones. The tricky ones. The monotonous ones. We'll be dealing with calculating hyperspace maneuvers and suboptimal expansion patterns. We'll be dealing with whatever awful shit is living out there among the stars. And some of the shit we're dealing with, I assume, will be !!FUN!! and !!AWESOME!!

Note: If you want a dwarven "character" in game, give me a name and a job title. It won't be that easy to fill LEADER positions due to the need for credits (as of this new version) to hire them, and the flow will be low in the start. However, you could be "dwarf'd" as the captain of a particular ship...

TL;DR: The Dwarven Star Imperium has developed hyperdrive. As Ral Undertrumpets, the governor of the core sector, we're doing what the fuck we should to get dwarves to the stars. ARMOK VULT! General shit that's repeated elsewhere is placed below for quick reference.

Note: This page WILL undergo some edits. Expect changes, additions, and extra pics to arrive. Some of this was written back in 1.9 when I did a test run for the Dwarven Civilization and got a good deal of the Beta Quadrant under my control within a few years.

Journal of Ral Arôlsåkzul, Ral "Undertrumpets", 2200 Nicol Ashok

So I decided to take some time off at Eshimumid club, known to the humans as "Freefall", in the deep elven settlement of "Whiplash", and that's how I got into this mess to start with. It was a quick magloop ride from Archcrystal, when I get there though the place is packed and I get taken to the side by some representative from the Miner's Guild of Kinmelbil. He tells me someone from the office told him I was going down here, and I apparently have some high end assignment which I can't refuse. He said it wasn't optional, and it sure isn't since they've now transferred my pension plan and all that to some governmental level. I mean, I either refuse the order and have to rebuild my 420K from scratch, or I get like five times the pension, five years sooner, and a mansion in my own name where I want it. Nor are the Miner's Guild of Kinmelbil any dwarves to be fucked around with, given how they support our fucking empire these days. Even the new Emperor Urist III Angkosh doesn't want to get on their bad side these days. That's going to get a lot worse soon enough too.

I'm given a whole binder full of various papers told I need to see Chancellor Libash Urnbreath in Boatmurdered. He's apparently some high end advisor who doesn't run anything but provides all the guidance necessary to keep shit in order. The train takes me about 2 hours to arrive in the capital and drops me off above ground, and I spend the next hour wretching under the expanse of open sky between the gigantic skyscrapers. That's right, whoever decided to plan out the city made it mostly aboveground, and the cavernous architecture means the buildings are literally like artificial caverns. They didn't think of roofing off the outside though - or moving the magloop terminal inside.

Libash's office is in the old fortress. As in, the place where everything started - the whole decline of Kinmelbil, the second age of myth, and eventually the collapse of old civilisation. It's also where the restoration began, when Urist Sankis Angkosh found the fortress and launched the great crusade that eventually united Nir Kodor under the Dwarven Imperium. The fortress used to support, like, 100 dwarves at its peak, and most of the additions are post-reclaimation. It's now like 15,000 dwarves in this fortress and most of the old rooms were converted into offices. Even the imperial palace isn't in here, that's a large arcology outside.

Project "Fuck the World" device employs the majority of dwarves living in the fortress. The magma flow is routed outside to a series of geothermal power stations that keep the whole city - and much of the planet running smoothly.

The guards lead me to the room and knock on the door. The room is small-ish, with most of the old furniture moved to the side serving as a support for paperwork and a number of holoscreens. The old decor has been immaculately preserved, and is as legend describes it - elephants killing dwarves, elephants on fire, cheese, and dogs melting. There's also a display case with the old currency on it, which depicts a tentacle demon wrapping its appendages around some elves. Chancellor Urnbreath sits behind one of the old dining tables, wearing a felt top hat and monocle. Clearly I am in the presence of the elite.

"Ah, Ral Undertrumpets. I have been expecting you. Or should I say, we have been expecting you. You have been selected for our 'new blood' program, specifically our attempt to perform an outreach and employ younger dwarves in an attempt to create a more interconnected and more in touch society with-"

he drones on for about five minutes about how this system works, and I do some doodling in a book to make it seem like I'm taking some notes on this horseshit.

"- and after reading the resume your uncle sent me we decided you would be the first ambassador to this program."

Uncle Nil, of course. I should have known he'd be up for saving my ass post-graduation from an office job.

"Allow me to brief you on current events. This should tell you what you're up against."

He pulls up a map on the holographic display. "This is the current state of the Dwarven Star Imperium, also known as the Glorious Dwarven Imperium to some. It is but the nineteenth of the year, also the month of Opal. The Courteous Act, the only moon of our world, has a number of physical anomalies that warrant a permanent base, but one has not been constructed yet. Over here" - he points to the white star. "We have our shipyard orbiting Istam Anriz. 1st Squadron is congregated at that shipyard. We also have a solar energy collection system in position around the star." He shifts his attention to the other side of the screen. "Over here is the gas giant Bridepurged, which is subject of a research station. There is also a mining station around the moon of Festivalcherish, while The Ordered Coal has prospected minerals. The Miner's guild suggests it is high time to build a mining station around that world. Finally-" he points to the bottom of the map - The Famous Gravel has a large reserve of antimatter and fusion energy fuel within its Van Allen belts. If we should exploit that, we should be able to run a few more ships."

Great. So we've not yet fully exploited our home system, and we don't even have a physics base on our Moon, yet we have almost complete facilities on the other side of the solar system? Oh well.

Chancellor Urnbreath then focuses on the starmap. No idea how these guys managed to work out all the hyperlane connections, really.

"This is the current state of the galaxy. As you can see, there are about a thousand systems in the entire galaxy that represent strategic locations, all connected by these hyperlanes. We worked out the shape of the network by sending out hyperwave pulses into the transdimensional detemporalised subspace matrix, or so the scientists say. As far as we know, we can only use the hyperdrive to travel along these lanes, and not outside of them."

"Of course, someone needs to give directions. Expanding to the stars almost certainly sets of a bureaucratic cataclysm in the long wrong. That's where you come in."

So these guys have waded into a shitshow and I am the new star to sort out their bureaucratic mess.

"We have arranged for a shuttle to transport you to the DIS Matonmuthir, also known as the Joke Column, a newly-commissioned Gudaslased-class science ship. This will serve as your remote work base, as a home away from home, and an office away from the office in your capacity as Governor of the Core Sector. The Matonmuthir will head to the hyperspace point and accompany the scientist Gomath Chancetome to the system on the other end, where you will decide how to command the further expansion of the Dwarven Imperium from the core sector outwards."

In other words, I get to run a whole interstellar empire! Isn't that cool? I take some advice from the Chancellor before leaving for some celebratory swamp whiskey in the Boatmurdered Fortress Bar.


This is the first chart for the original homeworld, Nir Kodor, circa today, 2200, interposed over a map of the Istam Anriz system. I've annotated it myself, so you can see most of the features. Each time represents an area of the homeworld, and there are about nineteen areas. All have seen some kind of settlement in the past, usually by dwarves, but not all of them are being worked to the scale normally acceptable for a post-industrial civilisation. I've labelled most the primary fortresses and administration centres here.

I take my leave, get drinking, and wake up the morning with the sun shining down on me through the side of the skyscraper I've been booked into. Fucking cretins. Switching on the news, well, I see this.

//Lora Ipsum//


Turns out the new Crown Prince is Tosid Creamloves Angkosh.

Docking with the Joke Column is successful around the molten world of Yellowlover. Introductions with Gomath Chancetome are amicable, and it turns out he won the University of Sparkgear drinking contest 101-98 in my freshman year! I proceed to get to work with shit that needs doing.

Ral Undertrumpet's Orders: 20th Opal 2200


Firstly, I order a Trade Hub built at Istam Anriz Station. Apparently this only requires 80 Space Urists worth of minerals, as our illustrious Emperor Urist III Angkosh has put in place the industrial connections to ensure maximal efficiency of making a home in the sky in a mere 180 days.


Second, in order to fulfill the demands of the Miner's Guild, I have directed the construction of a mining outpost at The Ordered Coal, the frozen outer moon of Bridepurged. This will grant us additional mineral income, worth at a base 3 Space Urists. This operation will be conducted by the D.I.S. Prim Tattoo.

Finally, I have directed some 100 Billion Urists of energy towards gentrification of the area surrounding Gemclod. Once home to the largest steel smelter and titanium refinery on Nir Kodor, the workforce suffered massive layoffs starting in the late 21st century, and increasing in the middle of the 22nd century as efficiency in the plant improved. In total, about 90% of jobs were shed, and the now-outdated infrastructure and unemployed population now produces negligible contributions to the economy, but not for much longer! Once the cleanup is complete in like 98 days, it will be possible to assign productive dwarves to the location, re-start mining and build a better mining network! In the meantime, I have organised the large-scale redistribution of the Undergrotto-Icemachines workforce to the Severedcoils area, where they will establish small-scale mining and energy extraction while we consume food from our significant reserves. This will optimize planetary operations towards extracting energy and minerals for up to 50 months before food supplies run out.

29th Opal 2200


Today, we passed The Famous Gravel, the outermost gas giant of the Istam Anriz system! This image was captured by one of the newscast chase ships as we pass the two largest moons of the planet. The inner moon is known as Tarnishedslave, while the outer moon is known as The Mournful Night. Ahead of us lies the hyperspace jump-off point, to an unknown system. I mean, isn't this like one of the nearest stars? All I have is it's a G-class star, and that's supposedly good news.

11th Obsidian 2200


The hyperdrive of the Joke Column is now warming up gneissly, Gomath tells me we have 7 days to go before we're catapulted across several light years in the space of a few days. Into the unknown!

18th Obsidian 2200

There's probably a mega party going on at Boatmurdered right now, because we've just entered hyperspace. Since Gomath is coordinating data collection at the helm, I am going to do some "liver crossfit".

19th Obsidian 2200

HOO BOY! We come out of hyperspace at the edge of the "Unatra" system to find this...


In total, long range scans show Unatra III is a large Ocean planet slightly larger than Nir Kodor! This is closest to the hyperspace point, so we're heading there first. There is a second habitable world, Unatra II, though it is arid and thus not suited to dwarven life. Of the other planets, Unatra I is a frozen barren planet, and Unatra IV has a thick atmosphere and is probably poisonous to known life...

1st Granite 2200: The State of the Imperium

Today would have been the first day of the year, the first day of spring, and also known as "arrival day" in times of yore. In those oldern days, dwarves would set out under the dizzying expanse of open sky, seven to a cart, with two mules, a wagon, and a barrel of -plump helmet biscuits [5]- to a new peak where they would await the arrival of a metalsmith, carrying an anvil, and pray to whatever powers they believed in that he or she would not be eaten by unicorns before they crossed the stream. In times more recent, but still long ago, the tailing metalsmith was cut out and dwarves brought anvils at great expense themselves, but they would endeavour settle any location that wasn't completely underwater, or entirely atop a mountain. After those times, after the end of the era of Headshoots and Syrupleaf, and in the times of Gemclod and Battlefailed, the anvils became cheaper, and the supplies became more complicated, and eventually "arrival day" became flexible.

Today, our great world of Nir Kodor is populated by billions of dwarves. A group of seven dwarves will at most be planning and ordering the construction of a new town plan, a new city plan, or a new megaforge. Here in space, there is no sense of spring. However, this first day of Granite, we have now made new ground, arriving in the Unatra system, and running straight into the very first habitable planet. No, our first pair of habitable planets. Already on the homeworld, plans are being drawn for the construction of our first colony ship, which shall transport thousands of dwarves to establish a beachhead on one of these planets. They will be followed by hundreds of civilian transports to build up the population for a number of years. Once the endeavor is over, we shall be faced with a new dawn among the stars. Ir Kodor! VOX NIHILI VULT!

Wait, I'm not speechwriting for the Emperor, am I?

Official Policy Change: First Contact Protocol


We have changed the First Contact Protocols to Peaceful. This will remain in effect for at least ten years.

You're probably wondering what was up with that. I mean, we certainly had a directive to "be on the look out for pirates" and so on. There's no guarantees that aliens will be friendly, right? That doesn't mean we're going to shoot first though. We're not going to start the fire. At least, not so fast. That said, for now we're going to be changing the First Contact Protocols. For some reason, there has been the expression of some surprise that they were even set to Aggressive in the pre-hyperdrive era in the first place.

State of the Leadership and Aristocracy

Spoiler: Leaders (click to show/hide)

The current state of the Leadership and Aristocracy is summarized here, though without the Emperor and Crown Prince, who are covered in another datasheet. I happen to be the only governor of a sector, which happens to be the core sector. I am governor, of course, only by subwave extranet telepresence from Istam Anriz, though many apparently think I am actually present in Boatmurdered. I am aged 36, and my fitness levels are off the charts. Like, nobody is as healthy as I am so I am expected to keep going for another 89 years AT LEAST.

Of course there is Gomath Tenshedbal, or "Gomath Chancetone", the captain of the D.I.S. Joke Column, I am three years his junior he is about as fit as I am. OK, but that's just a tie for the best. I think I've covered that elsewhere, the trouble is Gomath focused on college sport and didn't develop as much of a focus as the other leading scientists did.

I grabbed a copy of the research arrangements at the beginning of Obsidian, to check where things are going. This is a bit dated so we should have another month's worth of progress on this shit down.

Firstly (lastly on the Research rooster), we have Bushos Shislugitdun, or "Bushos Muddlecharm", aged 47 with ph.D in Materials Science from the University of Sparkgear, leading Engineering research dedicated to designing, building, and establishing new dedicated engineering institutes on Nir Kodor or elsewhere. It is rumored that she intends to upgrade Sparkgear's engineering research capacity. Conveniently, we outpace research in engineering over research in other sectors.

Secondly, we have Lolok Tiriststot, or "Lolok Rimsurprise", aged a mere 32 years, leading society research in "Planetary Unification", a socio-political project that should complete the unification of the various dwarven (and non-dwarven) nations on Nir Kodor fully under a common set of principles. Lolok grew up in Flamebanner under poor economic circumstances, but graduated from the University of Boatmurdered with decent honours. His further academic work at the University of Sparkgear is obscure, arcane, and in most cases under top secret classification. He has a reputation as a maniacal polymath, so he isn't focused on the "Eren Ducim" but is rather taking a "mere interest" in them at the moment.

Finally, we have Dustik Kabegeth, or "Dustik Namemisery" the head of physics research, aged 42 years old. Educated at the University of Flarechannels and graduating with the highest honours, he is known for being adaptable, so he'll gain experience faster. He is looking into designing an "energy grid", which would increase the output of all power plants on Nir Kodor, and would also allow us to implement edicts to further boost power generation by overloading the capacity.

State of the Imperium: Government


Finally, we have the government of the Dwarven Star Imperium itself. As you can see, we are a Star Empire under Emperor Urist III Angkosh. Our ethics have been strongly oriented towards militarism due to the way our homeworld was (re)unified. They are also strongly oriented towards mechanism due to the history of our civilization and society. Finally, our civics consist firstly of an aristocratic elite, which means only the finest dwarves graduate to governorship and we have somewhat more capacity in our ranks. Secondly mining guilds such as the Miner's Guild of Kinmelbil and House Lam have backed dwarven society since antiquity and probably prehistory, and they remain in place today giving us a significant boost to minerals production.

Our Emperor, Urist III Angkosh, aged a mere 27 years, rose to power following the death of his father. His agenda is focused on "Fleet Expansion" which means Shipyard construction is a bit faster, shipyards are subsidized, and the upkeep of the various spacecraft in our empire is lower. As a result, he dreams of a grand fleet of the dwarven star imperium, which can reach out to other star systems and colonize them, while defending us from whatever horrors might actually seek to attack us. He reaches for the stars, thus has also subsidized the construction of starbase modules in general, as well as any upgrades they may need. He also believes that food production should be efficient, and has increased our farm yields by approximately 10%.

The current heir to the throne is Crown Prince Beratishis Angkosh, aged 21. He is the younger brother of Urist III. He is warlike, and believes that dwarves should rather seek to fortify themselves and subdue other empires actively.

3rd March 2200

We are entering orbit around Unatra III and are beginning initial scans! The world looks like a blueish marble from up here. Once we have a better idea of topography, we will send down some shuttles for a closer look at the world!

7th Granite 2200


For some reason, the order to change first contact protocol was not changed. Not sure why. It all started when I got a news report that dwarves were being displaced from Gemclod during the slum removal program, which is now entering it's half-way point. I decided to check what the policies are, and probably should have done that earlier. Now, not only were first contact protocols still set to aggressive, but we're permitted to displace "undesirables" and forcibly resettle dwarves. I mean, holy shit, who wrote that? I sent a hypermail to the Emperor's office, and have now been informed those changes have been enacted. For some reason they never realized they were like that. Something's fishy, and it isn't the planet we're orbiting.

16th Granite 2200


FUCKING FINALLY! The news is out - we've discovered life. Not, like, intelligent life, but sufficiently complex life. Lolok Rimsurprise is giddy at the news, he says he can use this for his "project". I wonder what it tastes like.

Spoiler (click to show/hide)

The great news, is we have a potential landing spot where there are ample geothermal sources of power. You see, unlike Nir Kodor where there is a moon to make tides and shit, Unatra III has no moon and the tides are less pronounced, only being generated by interaction with the star's gravity, but the planet seems to be a bit more geologically active. There's also a material nearby the proposed landing site which is called "Betharian Stone". These are energetic stones which Gomath says were deposited by meteor impacts, and while we can't use them currently we might be able to use them in a !!power station!! one day given research.

While we could establish a research base orbiting the planet to collect data on native lifeforms, I'd rather establish a full-on colony here. The habitability rating is "60%" which means we can set up a colony with not too much trouble, though it isn't optimal. Best avoid the regions of poisonous kelp, and the islands with sever volcanic activity. Wait, what? I thought we could tap volcanoes like over a thousand years ago? Dude is this like some kind of fucking space volcano that we can't tame without "research"?

1st Slate 2200

Scans of Unatra I are disappointing as there are no resources of note on the planet. It's literally just a frozen ball of rock orbiting suspiciously close to it's star.

16th Slate 2200

We've just completed the scan of Unatra, the G-class star at the centre of the system. It seems like we can establish decent energy supply from the star, which is like half the maintenance for a colony ship or colony under establishment.

Meanwhile back home, news of our discovery has spread all around Nir Kodor. I am getting get to do a few interviews when I get back to Istam Anriz!


28th Slate 2200

Gentrification efforts around Gemclod have finally been completed, and I have ordered a new mining network and industrial facilities to be constructed down upon the site. Once again, Gemclod shall be a place where great things are made! This phase of the project will take 206 days. I have also re-assigned the workforce from the power stations at Deathgate, Murdermachines, and Slaughterhelm to the site to start mineral extraction as best we can, thus maintaining maximum output of minerals.

7th Felsite 2200

We're current entering orbit around Unatra II, the Arid world that has about 73% the surface area of Nir Kodor. I can see a few lakes from the ship, but no large bodies of water. Most of the forests are going to be in polar regions.

19th Felsite 2200


Scans of Unatra II are complete. There are a number of accessible mineral deposits, but a lot of areas are covered in quicksand basins, colossal sinkholes, and there's an active supervolcano on the planet that's so active we can't build anything permanent there. With habitability assessed at 20%, I have decided this would be an ideal mining location until we get a better grip on how to colonize worlds such as this.

1st Hematite 2200


Summer has arrived in the northern hemisphere of Nir Kodor, and with it, the news that our new mining operation is in place around The Ordered Coal. Since we don't have the minerals to build another station yet, I have ordered the D.I.S. Prim Tattoo to plot a course for Unatra to establish an outpost. We have all the political capital in place to establish control over the system, and we only need to scan this last poison planet and collect the minerals, both of which will have been done by the time the Prim Tattoo arrives.

23rd Hematite 2200

Survey complete! Unsurprisingly Unatra IV has no useful resources for us, and cannot be colonized. We will set a course back to Istam Anriz, carry out a press conference on Nir Kodor, and head to another system adjacent to our homeworld.

20th Malachite 2200

Some more good news from Istam Anriz - the trade hub at the starbase has been completed, restoring our income to a level sufficient to cover the maintenance of a colony ship or colonization effort.

10th Galena 2200

The D.I.S. Prim Tattoo just exited hyperspace and flew by us - damn, we need to be more careful. Can't have any collisions going on down these hyperlane exit points, can we? Oh well we only need to repaint this thing.

7th Limestone 2200: The Press Conference

The good news is that the hyperdrive can be used more than once. If that weren't possible, we could not return home, and exploration would be a lot harder.

With the Joke Column passing Nir Kodor on the way to the next neighbouring system, me and Gomash took a team of "away dwarves" to a press conference, which has been arranged by Chancellor Urnbreath. I end up sleeping through most of it. The main questions are about whether intelligent life has been discovered, whether we're going to be conquering anything, and when the "embark" is due. The existence of the numerous active volcanic island chains has many excited.

One of the attendants then chimes in with a question: "So is there like, edible food and fish on that planet?"

The question catches everyone else off-guard. I reply that the planet is about as fertile as Nir Kodor in total, but some of the kelp isn't safe to eat.

10th Sandstone 2200


Today, we jumped off from the second jump point! In the meantime, I've drawn out how I'm planning to do the exploration and colonization.

14th Sandstone 2200

After four days in hyperspace, we have entered the Baltris system. Baltris is an M-class red dwarf, which means the system size is smaller, and habitable planets either orbit close to the star, or have a massive greenhouse system to keep them hot. I've annotated the system overview, there is a size-16 savanna planet which curiously shows up as Jurg-Faliigh rather than Baltris I I mean, who named that? It seems very random, though this system was checked from afar by the Dwarf Wobble Detection Array commissioned by Urist I Sankis Angkosh himself, and later by the Dwarf Hypertelescope Array under Urist II, but was then given the designation "Baltris c" owing to it being the second planet detected around the system.

Baltris I is orbited by a molten moon, probably molten due to tidal forces.

28th Sandstone 2200


We've arrived at Baltris II (formerly known as Baltris D). The planet looks like it's a bit cold from here, so the temperature is probably a little under freezing. That, or it's covered in huge plains of flood basalt.

10th Timber 2200

Today, we scanned Baltris II. It again checks out to be a barren planet which for now, does not have any use to us until and unless we can set up some large space stations in orbit.

24th Timber 2200

At long last, the Gemclod mining network is finally finished! Not one year into the Dwarven Star Imperium's journey to the stars, we have finally restored Gemclod to something resembling its former glory!

28th Timber 2200

The star of Baltris is confirmed as an M class red dwarf, which can still produce us some energy if we build a processing plant around it.

8th Moonstone 2200

We have finally arrived in orbit around Jurg-Faliigh. The planet looks like it's covered in grasses, and there are quite a few more likes than on Unatra II. Maybe we'll be able to get to the bottom of the mystery...

11th Moonstone 2200

Unatra station is completed, and we have claimed the first dwarven system outside of Istam Anriz! Now time to establish a mining outpost here.

16th Moonstone 2200: Intelligent Life

After getting off the hyperlink after a full five days of negotations with House Lam, a representative of the Lanternwebs Mining Guild, and the Kinmelbil Miners' Guild, I go to Gomath's office to requisition some of the sunshine from his fridge. As I return to my office I hear a full concert of explosive bowel movements from within. I find Gomath himself inside, listening to a recording that has been taken by one of our scan probes. Turns out, it is Jurg-Faliighian opera. Well, shit.

This is what the Provalguvor, the fungoid inhabitants of the planet look like. Well, not always. It appears they are a compound life-form with some animal forms of life. The Provalguvor are pretty disgusting, and seem to be able to communicate by smell and spores as well as by other means. They can "talk", using whatever the the vocal cords of whatever creature they can infect. They don't live very long and breed slowly, as they have to begin their symbiosis procedure, but they can adapt to any environment with ease, and each one is about as strong as a dwarf. They have reached the industrial age, and a large portion of their planet is covered in slums and industrial wasteland.

None of the crew want to get near any of these things for obvious reasons, and it is fortunate they will be planet-bound for a few more years a least. They do have redeeming features though, as a society they have the same ethics, though different priorities.

17th Moonstone 2200

After transmitting our findings back to Nir Kodor, I immediately get a call from Lolok Rimsurprise. He congratulates us on our discoveries, but then says he wants me to mandate an "observation post". I ask him what he means, and he says he actually wants to fucking monitor the Provalguvor, and it will increase our social research speed massively. I tell him the things are disgusting, and he says that's literally part of the point. Fine, guess we were going to build an outpost here anyways, but not before the Imperial Senate has regained the political capital to do so.

1st Opal 2201: New Year's Report

In the past year, we literally got a shitload of stuff done. We've established a presence in the nearby Unatra system, and discovered not one but two planets within! Unatra III will be our first colony once we get a ship built. We've explored nearly two star systems outside of our own, and have also discovered alien life in both unintelligent and intelligent forms. Unfortunately, the intelligent life is not just one of the disgusting kind, but is right next door to Istam Anriz.

Convenient List of Simulated Characters (and anyone doing RP):
Ral Undertrumpets: The new Governor of the Core Sector. Age 36 years, born 2163. RP yours truly.
His Majesty Urist III Angkosh: The current Emperor of the Dwarven Star Imperium. Age 27 years, born 2172.
His Dwarven Highness Tosid Creamloves Creamspiral Angkosh: The current Crown Prince. Age 21 years, born 2178.
Gomath Chancetone: Scientist and Captain of the D.I.S. Joke Column. Age 39 years, born 2160.
Bushos Muddlecharm: Scientist in charge of Engineering Research. Age 47 years, born 2152.
Lolok Rimsurprise: Maniac Scientist in charge of Society Research. Age 32 years, born 2167.
Dustik Namemisery: Scientist in charge of Physics Research commanding the D.I.S. Buttonjail. Age 42 years, born 2157.
Alnis Crewblench: Scientist in charge of Physics Research, replaced Dr. Namemisery. Age 53, born 2152

Unsimulated Characters (and RP Participants)
Chancellor Urnbreath: Member of Emperor Urist III's cabinet. Voiceover guy.
Uncle Nil: Uncle of Ral Undertrumpets. Deeply connected businessdwarf.


Note: Probably might be hiatus until early weekend. Editing the images is time-heavy for good results so these will start going in. Expect some coverage of the scientist crew running research, too.

6
So guys, I'm done with university stuff for the moment, which ate my time up from around November. At least until research starts, which is going to eat up time. But until then, I'm starting a Community Fortress.

Welcome to the 13th world I've generated in this version! There is but one dwarf civilization, which is awesome because multiple civilizations is weird in some ways. If there's only ONE dwarf civilization you can talk about The Dwarven Civilization. Really.

Feel free to sign up for a dwarf!

A community fortress start means:
1) We're NOT necessarily going to swap the fortress every year. Mandated work can be for more than a year of in game time. However, we can make this a succession game if people want.
2) The community can GUIDE the creation of the fortress. There will be starting setups. Besides the starting seven if you pick a dwarf you can pretty much set their work and I will try to respect that.

No really.

Additional Rules:
-People can ask for more than one dwarf, within reason. RPing the dwarfs should be separate unless you want them to be psychically connected. I have a number of side characters that will be brought in.
-The starting seven given are six female, one male.
-This is an untamed wilds area. There are 299 giant elephants in this world as of the last census, on 1st Granite 125. Nobody knows who the fuck did that census and there's a theory it was aliens, but we're really glad somebody did it. Unless it was Urist. Because fuck that guy.

Backstory: Gomaththur, The Legendary Universes

Spoiler: Embark Geography (click to show/hide)

An expedition of seven dwarves is to be sent to the west coast of The Special Continent, which comprises most of the known world. King Anul and the Council of The Slick Boulder have expressed their desire to establish a modern capital for this sector of the world, one that will be a center of learning, manufacturing, the arts, technology, a crossroads for all cultures, and of course a military stronghold. An outpost shall be established upon the stream Crushedmyth, in the Sorcerous Steppes.

Mandate - Year 125 (First Year) <- Commentary would be great.

Work to be completed in the first year: Establish an outpost.
-Construct or mine out 8 decent houses and 12 decent bedrooms.
-Establish 100 square meters of farming space.
-Construct storage facilities.
-Establish a distillery.
-Establish basic manufacturing.
-Establish basic plumbing.
-Establish an inn.
-Establish a library.
Optional:
-Establish Rudimentary Hospital
-Build a barracks
-Designate a temple


Sign-Ups (with dwarf outlined):
CaptainArchmage

Dwarves (with jobs outlined):

"CaptainArchmage" Gearedguilds, First Citizen (Expedition Leader and Broker, Dwarf, Male, Aged 64) - CaptainArchmage
Tirist Waspglazed, Miner (Dwarf, Female, Aged 53)
Kogsak Revereddoors, Miner (Chief Medical Dwarf, Dwarf, Female, Aged 69)
Bembul Townmirror, Carpenter (Militia Commander, Dwarf, Female, Aged 52)
Ezum Sternwork, Mason (Dwarf, Female, Aged 76)
Catten Blockadeobeyed, Planter (Dwarf, Female, Aged 80)
Sazir Manorstandards, Mechanic (Dwarf, Female, Aged 62)


"CaptainArchmage" Tomestockaded, First Citizen (Expedition Leader and Broker, Weaponsmith, Dwarf, Male, Aged 63)
Nil Oilbow, Miner (Dwarf, Female, Aged 76)
Monom Inkpraises, Miner (Chief Medical Dwarf, Dwarf, Female, Aged 85)
Logem Blockadecreed, Carpenter (Militia Commander, Dwarf, Female, Aged 53)
Bembul Anklelash, Mason (Dwarf, Female, Aged 81)
Id Tangletreaty, Planter (Dwarf, Female, Aged 51)
onul Esteemedbolts, Mechanic (Dwarf, Female, Aged 75)

7
I am back. What a better way to celebrate Ten Years of Dwarf Fortress than with a succession fortress?

As of posting - I'm going to be running some worldgens as of now to pick a "good" world, in the latest version.

Rules Fortress "Advice":

We can run a latest version game (43.05 is the latest version as of the tenth anniversary), but we can also run an ancient version concurrently. We can also consider an adventure mode succession.

Make a decent attempt at not completely wrecking the fortress.

Allow for big populations, be ready to amend your d_init and init files.

People who die get redwarfed UNLESS they ask not to be redwarfed. As with the old forts, your subsequent characters have a roman numeral that gets incremented from the previous value.

Don't [REDACTED] up the tileset. If it can be converted back to ASCII mode without a program or modding the text files it's fine, but otherwise, no.

If we get books on necromancy, please make sure we can choose who can read them. Really.

We can run turns on a "what you can do" basis, if people want.

You can use DFHack to fix bugs, if something game-breaking happens. Example being getting dwarves out of trees, but then you should try to be creative. Place creativity above DFHack as long as you aren't hurting too many dwarfs.

Turns go on three phases. There's a Monday-Friday turn (5 days), a Saturday turn (24 hours), and a Sunday turn (24 hours), this sounds crazy except this is dwarf fortress, and we're going to get the fort rolling for up to three years each time [UP_TO_INTERPRETATION]. If people want to do a "drunk Friday" 24 hour event they can.

The Grand Master of Dwarf Fortress Overseerage may make demands of the overseers to do stuff. Whether that stuff gets done is up to you. Any consequences will be up to everyone else, or, the next player.

Weekday Slot Signups Below:
CaptainArchmage
Gwolfski
Zanzetkuken The Great
Moony The Human

Caturday Slot Signups Below:
Zanzetkuken The Great - 13th August
Vikram - 20th August 13th August 20th August
Marcellus - 27th August
Onciblu - 27th August 3rd September

Sunday Slot Signups Below
Waistcoats - 14th August 21st August
IMMORTAL-D - 15th August 28th August

Save Files:

First Year Save for the Archive (and anyone to pick up): http://dffd.bay12games.com/file.php?id=12361

Go on. You know you want to. Post pics of the insanity.

8
Alright Bay 12, this project aims to grow lettuce on Mars using CO2 from the Martian atmosphere. I've seen a couple of Mars-colony related links, what do you think? Here's the project page:
http://www.lettuceonmars.com/

The design uses an open system and grows an edible plant which has been subject to good deal of research. The lander is intended to go to Mars in 2018 and is funded by MarsOne, but the design should be valid on any landing Mars mission (example: NASA or ESA) that makes a soft landing. There happens to be a public vote on it, too; it is one of the ten finalists for the university payload, so if you want to see this happen, you need to vote for it now! Voting closes at midnight tonight. Voting instructions are on the project page.

Here's the project page on the mars one community website:
https://community.mars-one.com/proje...cro-greenhouse

An AMA about the experiment was also done on Reddit:
http://www.reddit.com/r/IAmA/comment...ow_lettuce_on/


Happy New Year to All!

9
Murderflood

Spoiler: The location (click to show/hide)
Spoiler: Welcome to....... (click to show/hide)

☼Quotes☼

We have discovered magma and adamantine. Let the excavation of the great pimpstack come underway! - CaptainArchmage

Murderflood, where aquatic life gives birth to pre-cooked meals. - Taupe

Love the door and throne, but the table is a piece of schist. - CaptainArchmage

Spoiler: Backstory (click to show/hide)

DF Version: 0.40.12 0.40.13
Tileset: ASCII


Moltenchannels has fallen! It is time for Ardentdikes III, the next entry in the series. Welcome to:
Murderflood the Fiery Enchanted Hell-Dike of Terror

Ardentdykes Principles
1. Must have a device to flood the fort with magma.
2. Ludicrously dangerous deathtraps that kill everyone are AWESOME
3. Construction should be aboveground when possible. That’s why it’s a 5x5.
4. We need dykes. Build moar dykes!

General rules:
1. Each player has one in-game year to run the fortress.
2. Each player has two weeks of real time to finish their turn. This timeframe may be changed if deemed necessary. Take as much time as necessary to complete the turn, but give regular updates, lest we throw you into the bees pit while you sleep.
3. Once the previous' players turn ends, you have 72 hours to begin your turn before we throw you into the bees pit AND then into the eternally-burning-zombie-forgotten-beast-ridden cavern. You won't get free sandwiches there.
4. If you changed the tileset in your save by replacing the raws, specify it when posting the save.
5. Try not to kill the fortress.

Dorfing rules:
1. When a dorfed dwarf (named after a player) dies, redorf them with an incremental roman number. I.e. Urist McAwesome -> Urist McAwesome II.
2. You can freely play with undorfed dwarves' professions, but try to respect changes from previous overseers and to make the names relevant to the dwarf's role/history in the fort.
3. You can dorf yourself during your turn if you aren't dorfed already.
4. You can arbitrarily name undorfed dwarves, up to 5 (besides yourself), unless there's only 10 or less unnamed dwarves available.

Player List:
1. CaptainArchmage
2. Ghills
3. Triaxx
4. Taupe
5. notquitethere
6. UristMcKiwi
7. MDFication
8. darkrider2
9. tonnot98
10. Deus Asmoth
11.
? bp920091
? Psuedonym
?. KJC3
?. InsanityIncarnate

Dwarf List

CaptainArchmage as Captain Erzmagier
Ghills
Triaxx as Triaxx2
bp920091
Urist McDuck
notquitethere as Gnott QT
UristMcKiwi as Urist McKiwi VI
Taupe as The Fifth Princess, assigned to masonry and really needs skills other than fishing. Yes, she is actually the fifth princess of The Decisive Net, not making this up. [To be dwarfed, architecture, stone working, or crafting. Like to have an aesthetic sense.]
Deus Asmoth as the 8th Son of the Baroness of Moongild, wants to learn a moodable skill [To be dwarfed, any moodable skill]

bluescreen1988 [To be dwarfed, military]
tonnot 98 as Stinthad Ezumled [To be dwarfed, bonecrafter if possible]
MDFification [To be dwarfed, engineer if possible]
bigjaredmonkey [To be dwarfed as ANYTHING]

10
DF Community Games & Stories / Heavy Metal: Mental Trauma on Embark
« on: July 07, 2014, 09:06:45 pm »
Heavy Metal: The New World Order

EMBARK GEAR: WE HAVE 10,000 points
EACH FORUM MEMBER OR PLAYER CAN GET 500 points worth of equipment.
PLAYERS CAN CHOOSE TO “Borrow” equipment above 500 points, which can result in interesting things happening later.
EMBARKING PLAYER RESERVES AT LEAST 750 POINTS, OTHER POINTS MAY BE REDUCED IF THERE ARE A LOT OF REQUESTS.
PLEASE SUGGEST EMBARK SUPPLIES IN THREAD.
PLEASE POST IF YOU THINK THIS IS STUPID


STARTING OVER ALERT:
Because of multiple breaks in version compatibility, we’ve had to start over the fortress. All the “backstory” and the early progress posts are not happening.

Because of the time this is taking, I am considering some light modding so we can have some more !!FUN!!. Certain words from the oldest versions of Dwarf Fortress are back in. If you want to suggest anything to mod in, post it ASAP before worldgen starts.

WARNING: MOST OF THE INFORMATION BELOW UP TO THE RULES IS INVALID, BECAUSE WE HAD TO START OVER. IF YOU THINK I SHOULD START A NEW THREAD PLEASE MENTION IT IN THE THREAD.

Spoiler: World Map (click to show/hide)

Screenshots & Quotes
None yet!

Alright, I’m making this post for a new succession game, possibly the first one of 0.40.01. We’re going to be using this new version, not the old version, for obvious reasons. If it is bugged, then it is bugged.

ALERT: Because of the difficulty of producing a world suitable for a Sparkgear-type game - large worlds crash - I am generating a medium world. Rules will be a variant of those on the imfamous “Bowelpillars” game or whatever it was called instead.

I have a worldgen in progress as I am typing this up.

The fortress will be named “HeavyMetal”.

I have a worldgen of 50 years, which I am seriously considering using. This is the longest worldgen I can manage without crashes.

RULES:
-> To be filled in.


Backstory

Sorry, I would normally investigate legends mode to get the backstory, but I forgot to do so  :o but don’t worry, at least this isn’t going to be too long. Trying to keep it “in character” to my dwarfed-as character

Amid the new year’s celebrations, CaptainArchmage slouched back into his seat as the merrymaking dwarves tipped a fresh +fungiwood barrel+ of dwarven beer into the -brass funnel- placed in his mouth. A newly certified wizard of The Books of Shaking, a dwarven kingdom, he would soon put his magic to use in a vast a fantastical new world. The Books of Shaking were one of the largest dwarven kingdoms upon the The Moist Continent, which encompassed the as-of-yet known area of the World of Cyclones, and their military might had not just secured their fortresses but also ensured that the goblin hoards would never encroach upon their home range.

The merrymakers withdrew the now-empty barrel from the funnel; the belch which issued forth caused the funnel to fly across the dining hall and clatter to the ground among a group of elven captives brought in for entertainment purposes. It was his kind of life - rowdy, and full. CaptainArchmage slowly pondered over where he would be going - the mountain ranges were secure against threats, and lacked the kind of strife and struggle that injected greater amounts of Fun into life, yet it was also the perfect place to raise a family. He raised his hand and called out for more drinks-

-only to find it in an Iron grip. He looked up over the back of his seat, at the inverted face of èrith Rigòthudar, King of The Books of Shaking.

"YOU SHER!” the King roared. “SHU A WISHARD?” The overpowering aroma of Dwarven Rum and plump helmet roast wafted over his face.

"I GOSH A MISHON FOR SHEE. BUILSH ME A FORSHRESSS WORSHY OF SHISH EMPIRE!"


The following morning, CaptainArchmage, one of seven founding dwarves, set out for The Taut Forest.

Spoiler: CaptainArchmage (click to show/hide)
Spoiler: 10terrapin01 (click to show/hide)
Spoiler: snackfox (click to show/hide)
Spoiler: slowpokez (click to show/hide)
Spoiler: TalonisWolf (click to show/hide)
Spoiler: Lyeos (click to show/hide)
Spoiler: Deus Asmoth (click to show/hide)


”WHOA THAR!" The horses veered to the side as the wagon skidded across the ground towards a gorge. The loud cracking sound told the seven dwarves that the axle had broken loose, and the vehicle stopped right at the edge of the abyss. “That was a close one”, CaptainArchmage said, as the dwarves piled off the side of the wagon. He stood up on the platform, and produced an envelope.

”My fellow dwarves! We have arrived here, next to this canyon, at a location, which shall be called.......

He produced a pen-knife from his pocket, and pondered for a moment on the legend of “Bowelpillars”, and then slashed open the envelope, removed the letter within.......

”HEAVYMETAL!"

.......

"And we shall be known as......"

"THE NEW WORLD-ORDER!"

.......

"WHAT THE FUCK ARE WE DOING HERE!"

Scavanging a selection of rules from older succession games: please stand by!
RULES
Rules on Turns
1. Turns will last 72 hours. Play as much or as little you can within those 72 hours. You can play a season or two years.
2. Changeovers when the game gets rolling will happen at Midnight, Forum Time, for the sake of sanity.
3. Players will be assigned two (2) 24-hour extensions. A player can use these 24-hour extensions at any time during their turn.
4. A player can request a 24-hour extension during his or her turn without spending their assigned extension, but they MUST play this special 24-hour extension whilst inebriated. The player must post the effective quantity of alcohol in ml, consumed for this extension with their update.

Rules on Gameplay
1. You should write up logs and, if possible, post screenshots on what is going on. Don’t try writing a novel whilst playing your turn, novels in real life may take more than one real-world day per novel-world day to write. Trust me, I’ve been there before (but if you manage to do this there may be.... awards).
2. To take a turn you need a named dwarf (when possible). You can pick a name and profession for your dwarf. You can also get dwarfed without having to take a turn.
3. Tools such as Dwarf TheRapist, Stonesense, and DFhack are allowed to be run for bug-fixing and bureaucratic purposes. Use of DFhack should be reasonable - no casting massive obsidian forts without reason!
4. Editing of the raws is encouraged for the purpose of expanding colourful vocabulary and RUNNING THIS SHIT INTO THE GROUND.
5. In the case of fortress loss, you can either reclaim or revert to a previous save. Reverting to a previous save will require use of an Artefact of Time. The fortress will have two Artefacts of Time for use. If the fortress fails spectacularly enough, we can call an end to a succession and start a new fortress in the same world.
6. The fortress, from time to time, may be issued missions to accomplish. Players who complete these missions may get bonus time extensions, or earn the fortress more Artefacts of Time.
7. Victory conditions will be made available as the fortress develops. When all victory conditions are met, the fortress will be retired.

8. You can play with a tileset or with graphics, but the save must be restored to one of the default ASCII tilesets before handing it on.

Missions
-None Yet!-

Victory Conditions
-None Yet!-

Player List
Turn not yet started
Turn in progress
Skipped
Turn completed



1. 9th-11th July CaptainArchmage (dwarfed as himself)
2. 12th-14th July 10terrapin01 (dwarfed as him/herself)
3. Talonis Wolf
4. 15th-17th July Mr Timms
5. 18th-20th July slowpokez
6. 21st-23rd July snackfox
7. Lyeos
8. 24th-26th July Deus Asmoth
9. 27th-29th July Imakuni


1. 19th-21st July CaptainArchmage (dwarfed as himself)
2. 22nd-24th July 10terrapin01 (dwarfed as him/herself)
3. Talonis Wolf
4. 25th-27th July slowpokez
5. 28th-30th July
6. 31st July - 2nd August Deus Asmoth
9. 3rd - 5th August Imakuni

11
DF Community Games & Stories / Failbow: A My Little Pony Fortress
« on: April 22, 2014, 03:02:08 pm »
Alright my fellow ponies, it is time for a fort, since DF2014 isn’t coming out anytime soon. I’ve generated a world using the ASCII edition and opened up an embark between untamed wilds and two terrifying regions. I’ll have to locate it later on the map.

The fortress shall be named *opens envelope*
FAILBOW

RULES
-To be written. Like, if the fortress gets overrun by zombie snapping turtles, none of this is going to matter.
-You may claim one pony. Please look up the advice on Ponying.

PONYLIST
Captain Brony, Mechantist (Mechanic, trader, comedian, expedition leader) - Claimed by CaptainArchmage
McJerb, Surface Wench (Carpenter, doctor, garrison commander, one kill) - Claimed by mastahcheese
Professor Hedge (Planter/Clothier/Dyer/Miller) - Claimed by Deus Asmoth UNCLAIMED JUST NAMED you can pick up this pony.
Fiddlehead Pious, Celestial Holymare (Miner and Bonecarver, influenced by the dark voice with high combat stats by default) - Claimed by DVNO
Horse McShortwood, Psychoanalyst (Mason and Bulding Designer with one kill) - Claimed by Monitor Lizard

-2 more ponies remain to claim-

Advice on Dwarfing (Ponying):
You are encouraged to pick a “Headshoots” level name for your dwarf - not necessarily your user name. Names such as ERMAGHERD THE WISE, long insane acronyms such as “P.O.N.Y.B.O.T.", and borderline offensive titles are suggested. You are encouraged to also be creative with professions.

This post will be updated with further information as it becomes available.

Report by Captain Brony, Mechantist, 1st Granite 101

It looks like we’ve arrived the future settlement called FAILBOW. I don’t know about these “dwarves” mentioned but clearly there aren’t any around here.
Spoiler (click to show/hide)

I don’t know what the hell is up but since we got to the location, my vision has become totally fucked up. I’m seeing flashing lights on the horizon, pink grass, and even the Sun seems to be dancing to some pounding music. I should really cut down on the unicorn tears.



It looks like there is some “tainted creep” growing on the ground. It seems to be just about everywhere. We’ve also parked the wagon about four meters from some decaying grass, which seems to spread over the hill to the north and east. That doesn’t look good, fine if there is a bit of decaying grass but not an entire landscape full of it. What next, a rain of decay? Nope! I’d rather have sparkling rain to the south and west.

12
I decided to generate a medium-sized world and see how far I could get in history. After an hour of real-life time and 403 years of in-game, I decided to stop worldgen. The world is now in the Age of Legends, something I have not seen for a while now.

Looking through the history in legends mode, there is a civilisation called “The Squashed Boulders”. In the year 385, they went all-out on what seems to be a goblin civilisation, pillaging many Dark Fortresses. At least two Dark Fortresses are inhabited by dwarves on this map.

I really want to post this on DFFD but the save is about 170MB. What should I do about this?

How long a worldgen have you managed and what kind of interesting worlds have you generated? What kind of crazy or completely insane things have you seen come up? I’m talking about dwarves single-handedly taking on thousands of soldiers, or ridiculously named sites and historical figures.

Crazy locations from my worldgen:
-Syruphell, a goblin dark fortress founded partly by elves and partly by goblins. Syruphell, while under goblin control, has been subject to baby-snatchings as well as producing its own fair shair of baby-snatchers. The free population on the text dump consists of 101 goblins, 7 humans, 6 dwarves, and 2 elves, though it seems from history most of the action in its recent years (read: murder and people taking up jobs) is among humans, dwarves, and elves. Syruphell, however, has never been sieged.
-Drunkenmenace, a goblin dark fortress pillaged by The Occult Paddle in the year 401.

Noteable individuals by name or deed:
-Melbil Shipmurdered, who on his coming of age became a clerk in the fortress of Jadearmors, married Feb Nationsarrow the following year, and then became a mechanic after leaving for another fortress. His third toe on his left foot was smashed by a zebra monster named Ura Suckedraunch the Filths of Wasting in the late winter of 252. He died in 258. While it does not state his military service, he did kill ten goblins and a troll in The Creative Dune.
-Fìma Cactusbuttock, an elf born in the year 94. He became an animal caretacker in Islandconvents  :o, but then married Sareve Squidhall and moved to Cyclonetufts, where he became a craftsman. In the year 145, he began scouting the area around Cyclonetufts. He is listed as having killed 48 dwarves  >:( in a place called Distantazure.

13
While editing language files for the Lol-mod, I discovered something about how the languages in Dwarf Fortress were made.

The words for each language (DWARF, ELF, GOBLIN, and HUMAN) appear to be made up by sticking together groups of pre-set components, usually 2-4 letters long, that can be read out phonetically without too much difficulty. Maybe I should phrase that better, but at the moment that's the best I can do.

For example:
You don't find any words in the Goblin language with 'f' in them.

In the Dwarf language raws, some of the base word components are "ob" and "thok".

Theory: If we figure out which combinations of letters are used in each of the languages, we can write a language generator to convincingly expand the dwarven dictionary to include much-needed other words, quickly, without the language deviating too far from what Toady might have generated.

14
In the community game I'm starting, there is a cave known as Youthfulhells the Sour Nights. It contains a lot of Kobolds.

What kind of awful names has the Dwarf Fortress RNG had the pleasure of giving you?

15
Greetings fellow dwarves! This is an attempt at an experimental, perhaps hybrid community or succession game. It currently has no title, as the fortress has not been established yet.

Expect this page to be updated. The format may change.

I've finally found an embark. I can't tell you how difficult this is to do. It runs at about 130-200 FPS on embark, so I assume that will work for a while. It should be a 5x5.

Quotes
1st of Limestone, 301

OH BOYS IT'S BEEN OVER A YEAR ALREADY SINCE WE ARRIVED <3
So yeah, I've been really fuckin' busy since Lava wants me to help with the construction of the fortress by making tables and chairs. I don't know why the hell he's not having me build any fuckin' doors since I don't want people to see me with my pants down when I'm sitting on the pot. I'm not the kind of dwarf who sees someone walk by while I'm taking a shit and says, "Hello," before proceeding to wipe himself with his own beard. No, rather I wonder why the fuck I didn't realize there wasn't a god damn door all while I start to shit faster and faster before I go into Maximum QuantumShit mode. sweet fucking armok i need sleep

Prologue: The Destined Planets

Three hundred years have passed in the current era of The Destined Planets. The majority of the known world is The Continent of Harvesting, which is home to the 31 dwarven civilizations. There are but two other uninhabited lands separated by ocean. The southern border of the known world lies along ice-covered planes, while the northern border lies along scorching planes. The east and west regions are believed to be coastlines, but nobody goes that far [READ: The game hasn't genned those regions]. There are numerous inland seas within the Continent of Harvesting, some with their own islands. There is one known necromancer tower in the south.

The Dangerous Salve, ruled by the wise king Etur Filledlanterns since the year 207, has established a great kingdom upon The Point of Tunneling, with highways connecting their five greatest mountain halls. The Persuasive Way leads across the swamps, forests, and planes to The Disemboweled Beak, ruled over by The Door of Alliances.

The known world is vast and the growth of civilisation has still left many areas uninhabited. Every now and then, a hunter travels into the wilds or into the depths of the world to tame the beasts and fight the titans, and a dwarven expedition sets out for a new location to establish a new fortress or city or mine.

The King, Etur Filledlanterns has decided it is time for a new expedition to be sent forth into the world. A total of seven dwarves are picked, a mix of skilled dwarves and undesirables the Mountainhomes would better do without, supplies are arranged, and finally the wagon(s) are sent out into the world to (hopefully) reach their destination.


These are the Mountain Halls of The Dangerous Salve within The Point of Tunneling

Part I: The King Orders an Expedition

The Grand Wazir tipped his -green glass opium pipe- into the +<<+platinum ashtray+>>+ on his -marble desk-, and sank backward into the -orthoclase throne-, resting his feet upon the back of the chained elf maiden (whoops, I meant prisoner). Rattles and bangs echoed throughout the hallways as the furniture was moved and stone was removed, for the noble quarters were undergoing new expansion. Curses erupted as the *highwood door* banged open and fell of its hinges, as two dwarves wheeled in a ≡gold statue of èrith Hamegirders≡, precariously balanced upon an -oaken wheelbarrow-, followed by a ☼maple grand piano☼ pushed by a third dwarf, in turn pushed by a <<fungiwood wheelbarrow>> which contained a stack of bins full of paper, pushed by a fourth. Perched upon the piano was a short but ballooning smooth-skinned dwarf wearing a ≡giant cave spider silk cloak≡, dyed green with emerald dye brought from the surface. As the relatively tiny portal gave way to the expanse of the office, the piano was pushed aside, while statue was wheeled straight ahead. The smooth-skinned dwarf's cloak was caught on the turn by the statue's spear, and dragged fast down across the half-smoothed floor before being lifted aloft and thrown upon the Wazir's desk. The furniture arranged, the haulers exited the room and slammed the door shut.

The green-cloaked dwarf rolled sideways off the desk and produced a letter. "A-apologies for the intrusion your honour. I am Udib Syruplantern. The king h-hath asked me to give this t-to you. He placed the letter on the desk and exited the room hurriedly, tripping over the uneven floor on the way out."


Official Summons to the Council on Expeditions and Settlements

By order of His Majesty Etur Filledlanterns, the Council of the Mountainhomes is summoned forth on this 1st Sandstone of the year 300, in the 97th year of his reign, for review of expeditions and settlements.

The letter ends with the king's seal

Alright, I'm posting up the possible embarks, which are placed before the council. Unchosen embarks may be picked for a different expedition.

Embark 1: The Forest of Creations by The Weathered Walls



Scouts report this area of tropical forest, mountain range, and shrubland is warm and home to much interesting wildlife, such as thrips men and sparrow men. Limestone covers the region and a brook flows out of the ground. Interesting wildlife calls include a noise like a raspberry being blown through a no-quality badly-made trumpet, which appears to travel for many miles. The vegetation includes bamboo, which is edible by a species of animal known as the panda. There is both sand and sandy clay available.

Embark 2: Upon The Point of Scouring by The Ambiguous Furnaces



This area contains a volcano and tall mountains, and is nearby the road between our kingdom of The Dangerous Salve, and The Door of Alliances in The Disemboweled Beak. There is a desert of white sand to the northeast which appears to contain an aquifer and limestone, and there are badlands to the southeast. Both the mountain range and badlands contain igneous extrusive rocks. It may be possible to extend the fortress to the brook source, but that could prove very difficult. The expedition spotted some gigantic birds in the skies, and during the nights alcohol went missing. In anticipation of an embark, they put up some wooden signposts but those were torn down by someone or something.

Embark 3: Astride The Brass Wall



This embark straddles a mountain range over a volcano, and is easily accessible from our Mountain Halls by following The Persuasive Way towards The Door of Alliances in The Disemboweled Beak, and taking a boat or otherwise following one of the tributaries to the river Bearwalked, which feeds into the major river known as The Scaly Eyes. There is a pass between The Suicidal Barb and The Brass Walls through The Infamous Forest from the South. The settlers should be able to cross The Brass Walls to the location. The amount of work involves driving the wagon down a civilised road, following a tributary downstream, and making sure the boat doesn't overshoot the target, and then crossing a calm Mountain range without falling into a volcano or being scared by the shifty one nearby.

There is very little wildlife, although the forest to the north is quite serene. Sightings of the noble unicorns are unconfirmed, but the department of magizoology thinks the conditions are right. The northern serene forest is temperate and may freeze in winter, but water in the mountains and in the southern forest will probably not freeze.

The mountain range contains volcanic stone, but the forest has limestone. There are aquifers present.

Embark 4: Upon the Virginal Blaze

Oversized image below.
Spoiler (click to show/hide)

The Virginal Blaze is a volcanic vent between the serene tropical shrubland of The Azure Hills and tropical moist broadleafe forest known as The Vermilion Jungles. The Vermilion Jungles lie upon the large hill of volcanic rocks, while the Azure Hills are made up of limestone. The hill does not qualify as a mountain biome, but for all intents and purposes it is a mountain covered by trees.

There are unicorns in the area. The same kind of trumpeting calls are heard in the jungle as in The Forest of Creations, but less frequently.

In the far east of the suggested fortress settlement is a brook, which shall supply fish and molluscs. There is aquifer present.

The site is less accessible to our civilisation than the first suggestions, as it involves following The Scaley Eyes to its source upriver through dangerous areas, and then travelling north-east. There are many opportunities to get lost.

Human cities are located nearby.


The Selection

The council chamber was abuzz with the rustling of papers and the claps of rock against rock, broken by the occasional belch. Numerous seats served as supports for barrels of ale and wine, as their dwarven occupants never showed up. But three formal votes had been cast, one by the king. The representative of House Ferite pointed towards a thin red line across the upper portion of the map.

"This here is a dividing line. To the north lie tropical jungles, occupied by strange beasts we have little familiarity with or access to. The only choice among the few given to us by the expeditions are The Weathered Walls. We need to bring back a sample of the creatures making these trumpeting... noises. They could prove useful to us." She closed her case.

The metalsmith's guild representative stood up next. "We have a clear choice. We want to establish a fortress with access to resources, which are running precious thin in these Mountain Halls. Two of the sites given to us have volcanoes, the Weathered Walls do not. While The Weathered Walls clearly hold the greater amount of limestone and magnetite, the volcanic lands have the more hematite. Between a land with coal and a land with trees, I pick the volcanic land with trees, which leaves us with The Brass Wall as the only option of those given to us. I will request an expansion of the location to yield us more limestone, but those lands do not cover the tropical regions. If we desire animals, we can source them from the humans and the elves, and we have many ways to do that, not least through the force of arms.

"The military orders of the axe, crossbow, hammer, mace, spear, and sword have come to agreement that The Brass Wall is the best choice of the three, as it provides ample resources and is defensible. However, it is remote. It is a mountain range at the edge of the known world. It is a well-secluded location, for a military invasion will have difficulty crossing from the South because of the river, and few would consider crossing the sinister mountains that adjoin it. It would take about two years for the goblins to start sending significant threats, and more for them to launch full-scale sieges. The dark fortresses of Plaguebloat, Saphorrors, and Newtscourges are a long way away, and they are at the doorstep of The Arrow of Prison, who have conquered Floodedmalaigned. It will be but a point of export of weaponry and metal, and not a great military fortification for fighting prowess. For these reasons, we abstain from voting until a better choice is found." The representative of order of the Axe sat down and resumed drinking.

The king Etur Filledlanterns emerged from a side office, and hung up another map on the wall. "This here is a fourth location, for your consideration. I have elected to request more sites from the geographical and geological expeditions. The future of our kingdom's expansion will be in part decided by those gathered here here."

The room had fallen silent.


Note: We're probably going to The Brass Wall. If you think elephants are important though, please post about it. It will take some time to set up the expedition.

POLL THUS FAR

The hum died down. "It is decided. We will send the embark to The Brass Walls, where they shall establish a new fortress for the glory of our dwarven civilization, and for future prosperity. We shall reconvene regarding the next expedition after their departure." the king announced.

As to the participants involved, he continued, "the expedition itself shall be lead by Lava Doublebraids, the Comedian of Steel. This has been decided in advance. It is now time to find the other six appropriate individuals for the journey. Dismissed!".


General Information: Rules, Dwarfing, Turns, etc.

General Rules

1) Fixdiplomats will be run.

2) To simulate the fortress remaining undiscovered, invaders will be turned off for about the first two years, give or take.

3) For extra !!FUN!!, dwarf mode contaminant spread will be switched on  8). It will be switched OFF if it causes severe problems.

4) If an oversize embark is picked, and FPS drops too fast, we may restart.

Dwarfing Rules

To claim one of the starting dwarves (there are 6):

1) List the name you want to be dwarfed with.
2) Provide a preference for profession. For now this is Mason, Carpenter, Craftsdwarf, Farmer, Miner. I can try to provide an alternative though.
3) The reason you are going on the expedition i.e. adventure, opportunity, was exiled (mention why).
4) [UNTIL EMBARK ONLY] You may assign 100 points of goods to the expedition, subject to approval. Unused points go back into the pool. This means if there is a rush to grab dwarves there will be up to about 600 points of equipment picked by players. There are a total of 2232 embark points, so I might allow a bit of overrun.
5) You may elect to carry out an action that is frowned upon before leaving the Mountainhomes. [UNTIL EMBARK ONLY] You may elect to embezzle items, which means they will be brought in the wagon with the caravan both outside of what would normally be approved. This will not effect the number of points of goods you may assign to the expedition. There will be consequences for any of these actions in terms of missions and the like.

RECOMMENDATION: Deal with 1) and 2) and then post. You can then edit to fill out 4) quickly, and then work on your epic character autobiography.

Summary of Embark Point Costs:
Wood logs: 3 points per log (you have access to fungiwood, tower-cap, oak, maple, willow, chestnut, alder, birch, ash, pine, cedar, larch, saguaro rib, and highwood)
Drinks: 2 points per unit. (Dwarven beer, rum, ale, and wine)
Seeds: 1 point per seed. (Any underground seeds)
Fish: 2 points per unit. Civilisation has access to river fish.
Meat: 2 points per unit for basic meat.
Milk: 1 point per unit.
Stone: 3 points per boulder. Can be magma-safe.
Flux: 6 points per boulder.
Bituminous Coal: 3 points per unit. Produces 9 units of coke when turned into fuel.
Plump Helmets: 4 points per unit.
Sand: 1 point per unit.

Starting Seven Claimed:

CaptainArchmage - Lava Doublebraids (Armorsmith) (Likely Armoursmith or Mechanic)
UristMc Dwarf - Urist, Corpse-miner (Miner)
BlackMuffin - Muffin NoBeard (Mason)
Karkov - Karkov (Smith)

As of this point (four dwarves picked), we'll probably take on a carpenter/farmer and two more miners.

Community Game Rules:

1) These rules may change at any time.

2) You may pick a dwarf. I'll try to dwarf you according to your profession and gender preference. As with other community games, you are encouraged to post reports from the perspective of your dwarf. There will be special rules for claiming one of the starting seven.

3) When the fortress gets big enough, I want to have certain positions that can go up for election (there may be minimum requirements). These will include some of the 23a nobles (i.e. Guildmasters). Election will be carried out by Bay12 voting, to represent the decision-making of the Mountainhome. If this turns out very badly or there is a lot of opposition, I may pick an alternative means of selection.

4) The noble positions as selected in the (n)obles screen are not, without very good reason, going to be selected by Bay12 voting, with the exception of the mayor. As it is possible to replace the mayor, I can run an election for that particular position, but I would rather have the dwarves vote for this position.

Succession Game Rules:

1) These rules apply ONLY if I take this up as a succession game. Rules may be subject to update at any time. For now it is NOT a succession game.

2) When running a game as a succession, the latest version of the game will be used, unless there is a break in version compatibility.

3) If the game is made into a succession, sign ups will be made available, usually on a first come first served basis.

4) Turns will last five days of real life or until 1st Granite of the next year, whichever comes first. It will be possible to get a two day extension to increase playing time to 1 week. Players should confirm within 24-48 hours whether they are able to take their turn. Saves should be uploaded to DFFD. If you are unable to use DFFD, however, you may use another file hosting system, but the file should be transferred over to DFFD as soon as possible.

5) Try not to destroy the fortress whilst playing the game. If the fortress ends up in an unplayable state, it will be permissible to revert to a previous save.

6) DFHack is acceptable within reason. I want to see what people do with it.

7) There will be Victory Conditions, and Missions. When (enough of) the victory conditions are met, the turn, succession, and community game ends and the current player should upload the fortress. Players still waiting for a turn may carry over to a future succession game.

Missions are shorter-term goals for the fortress. They are usually set by the Mountainhomes, or by dwarves present in the fortress. The ends can be useful in themselves (i.e. build a watchtower). Consider these to be guidelines.

8) If the fortress falls, and it is an appropriate place for the fortress to fall, there will either be a reclaim, a revert, or the entire game will end.

9) When taking your turn, if you are not dwarf'd already, you should dwarf yourself as soon as possible. Your dwarfing takes #1 priority.

10) During your turn, please try to respect the community game features within reason. This means dwarfing people, and ensuring the dwarves not claimed by any player have appropriate names, titles, job descriptions and are scheming enough.

Missions

Establish a fortress.

Sell at least ten examples of the craftsdwarfship of Bowelpillars to the autumn caravan in 301. If the caravan cannot carry that many items, the largest number possible will be acceptable.

Victory Conditions

[CLASSIFIED_INFORMATION]

Dwarves Claimed

"Lava Doublebraids" Ostaråblel, Comedian of Steel (armorsmith)
"Urist the Soon-to-be" Umarrimtar, Corpse-Miner (miner and military)
"Muffin NoBeard" Tosidmörul, manager (also head mason and architect)
"Karkov" Stinthädimush, Militia Commander (and weaponsmith)
"Wendy" Degëllîlar, Chief Medical Dwarf (and bowyer)

Unclaimed Dwarves

Tobul Akrulód, Miner (and military), Starting Seven
Udil Kilrudemgash, Planter (and mechanic), Starting Seven

Kol Shellssabers, Male Ranger (and animal caretaker, tapper, dissector, and trapper), arrived 17th Hematite 301.
Thob Fatedarches, Female Weaver (is also a fisheryworker), arrived 17th Hematite 301.
Litast Deerlance, Female Great Weaponsmith (also a great negotiator, expert persuader, expert flatterer, and has some adequate medical skills), arrived 17th Hematite 301.
Tulon Ownerroughness, Male Weaponsmith (also novice woodworking everything), arrived 17th Hematite 301.
Cog Guildrhyming, Female Speardwarf and tracker (otherwise peasant), arrived 17th Hematite 301.
Onget Hourpalace, Dwarven Child, arrived 17th Hematite 301.

Turn List

This will be used if Bowelpillars becomes a succession game.

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