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Topics - pamelrabo

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Just like other players, I've had villagers dying of thirst because the river froze and they couldn't think of using the fires from the kitchen or the smelter to melt some ice and drink.

Also, a fire originated by a forgotten beast burned the whole cavern in another embark, with the citizens just ignoring it or being caught in the flames by accident. So basically dwarves avoid fire or ignore it.

This doesn't happen in adventure mode, where you can set a campfire (and melt ice) and interact with it, just in fortress mode, so I'm curious about the reason. ¿Is it a design decision, like in "we'll get to that later", or "it's just how it's intended to be"? ¿Or a technical reason, like in "Implementing and fixing this would be a hell/timesink so great it's better to leave it for later"?

Other games (Prison architect, rimworld) deal with fire management, you can set fires and you can try to extinguish them if they become too dangerous, and it's not out of character for a medieval city simulation like this game is.

So: curious about it. ¿Is there a devlog or a forum post where I can read about this matter? or ¿Can someone give me a brief explanation?

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DF Dwarf Mode Discussion / Roleplay Winning Conditions
« on: February 28, 2019, 04:36:03 pm »
I've found I enjoy the game a lot more when I have a goal tomy fort. Usually I dig into Legends Viewer to find an old feud, an atrocity to avenge or a personal motivation from my liege to start a new city focused on something in particular. When I achieve the city goal (that's it, if I don't fail miserably) I retire, feeling the deed is done and history moves on.

But sometimes I just like to think about new ideas and write down the ones I feel can be a good storytelling start. Not megaprojects, just enticing ideas
I cannot be the only one doing this, so, fellow players, what are your ideas for interesting fortress projects? I'll start myself:

Roleplaying winning conditions:

- MINING COLONY: The mountainhome needs gold, silver and most of all, iron and steel. Your task is to mine dry every metal vein (not counting adamantine), smelt the ore and send the metal bars to to your liege AS OFFERING. Once the metals are exhausted, you can retire.

- MANY MOUTHS TO FEED: Your civilization needs a stable income of food, and there's too many wars and other worries to deal with. Create a new city centered only in food production. The moment you are raised to a barony, send at least 50 barrels of raw food, 50 barrels of prepared food and 50 barrels of booze yearly, AS OFFERING. Once you hit 20 legendary cooks and 20 legendary brewers and send 100 barrels of raw / prepared / booze yearly you can retire.

- COASTAL FORTRESS: Pick a strategical spot on the coast and build a fortress focused on sea defense. It must have a a line of catapults across the curtain wall and battlements looking at the sea, a lighthouse tower and a dock for friendly ships.

- PYRAMID: Your king has the desire for a tomb like no other has been built, defying the skies and meant to last forever. Build a pyramid as high as possible in-game, with a hidden, impossibly luxurious burial chamber for the king and queen, and some others for their closest nobility. Stuff it with pedestals displaying artifacts, weapons, armor and the posessions needed for the afterlife. Also, a lot of masterful traps to discourage tomb robbers. Once the pyramid is finished, become the mountainhomes. When the king arrives, provide for his needs and retire.

- CLEANSE THE LAND: Necromancers are a plague that needs to be expurged from this world. Create a fort devoted to military purposes and train your warriors. The moment you are offered a barony, start sending raids to destroy every necromancer tower. Books and slabs carrying the secrets of life and death must be thrown in a magma chute set in a temple of your Life God. When every necromancer tower has fallen and their legacy destroyed, you can retire.

- TRAVELER'S HAVEN: pick a location next to a road belonging to you civilization, and build an outside tavern with 40 rooms for visitors, serving only drinks made by legendary brewers, with a stock of every instrument known in the world and a 10*10 dance hall. To grant order and security for the visitors and travelers, a jail and a well trained garrison of 20 soldiers is also required.
- HOLE IN THE WORLD: Your fort is built around a 10 radius hole that goes straight to the magma layer. Access to the lower levels is only descending a downward spiral ramp from the surface. If there's a river nearby, divert the stream to create an artificial waterfall.

- CITY OF GLASS: in an embark with enough sand, cover every tile of the map in green glass. Everything must be made of glass, from city walls to buildings to food containers to coffins, workshops and statues. If you build stuff underground you must cover the floors and make walls from glass. When you hit 200 citizens and you can retire the wonder city is finished and you can retire.

- MILITARY OUTPOST: The city is built with only one idea in mind: war. Every citizen must be part of a squad, with iron / steel equipment, and train to be a professional soldier. When you are granted a barony, you must start raiding enemy towns, either conquering them or razing them to the ground. When your raids or your defense against sieges hits a killcount of 1000 enemies (not counting war animals) you can retire.

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When a werebeast appears is always hostile, crazy for blood. But I've noticed that, when the curse is transmitted to other people, that behaviour changes.

Two cases:

1) A child eviscerated her parents the moment she turned into a monster, the first time. Kids ignore burrows so she was walled in an abandoned part of the fortress... with her pet cat. When she changed the next moon, the werelizard wasn't hostile towards the cat, and the cat didn't flee in panic. ¿Did she knew the cat was her friend, even if she killed her parents?

2) Another fortress. Werebuffalo attacks and lots of people end up in quarantine 3x3 rooms. Three of the wounded are cursed, and they turn into werebeasts the next moon. Two of them ally against the third and kill it. They keep turning into dwarves and beasts for more than a year, and then they eventually fight to death for no apparent reason. ¿Just because they were bored, or losing their mind -even more- from isolation?

¿Are there hidden rules dictating werebeast hostility? ¿Or maybe I am reading too much and it's just a minor bug?

4
I realized my sculptors and engravers know how a dead king looked like, but I don't. That buggers me, because I've been thinking of doing some art project regarding the tragic tale of my queen's ancestors. But then, I don't know how she, or her ancestors, looked like, or their personality traits.

¿Does the game generate descriptions of historical figures long dead, or they pop up into existence when a character shows up? I've tried Legends Viewer but I can't find a physical description, just their skils and goals in life.

5
Ok, so I've got this young (150year old) world, with 3 major dwarven civs.
I chose blindly and then took a dive in Legends Viewer to have a peek on my civ.

Turns out my civ has had only 2 queens. The first one and the current one, her daughter. The former queen had a husband and 9 children but a bronze colossus attacked the capital and struck her, her husband, 6 of her children and a bunch more of people, destroying the fortress. So, succession doubts.

The current queen inherited the crown, jumping over her older male brother. Maybe I played a bit too much Crusader Kings but, ¿What are the succesion laws in DF? ¿Do they change from civ to civ? ¿Is my civ a matrilineal despotic rule, and female members of the dinasty come before male heirs? ¿Or is it just random and I'm over-reading this?

Also, the queen is married to a super-duper-master weaponsmith female dwarf. So, no children at all. ¿What will happen if the queen dies? ¿Will her brother get the throne, her spouse, or each baron is a candidate? ¿Is there some form of election if the main royal bloodline dies?

Finally. I want to roleplay a revenge fort to hunt for Amak, the Bronze Colossus. ¿What is my best stretegy here? ¿Look for clues as an adventurer and then set up a fort near the latest known location of the Colossus? ¿Just build a super-wealthy place and wait for him to come crash the party? ¿Reclaim the lost capital (now a cyclops lives there) to see if he wants an encore?

This lesbian queen - no children at all - business just made me think: ¿What happens with orphan kids? Death by horrible monster is almost 'natural death' in DF. Even if they can't divorce or marry widowers, ¿do dwarves adopt / foster / take care of orphan babies and children?

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Exactly that.

My civ is starved for steel, so i reclaimed a fortress and turned out to be a great iron quarry. So, for roleplaying purposes, I've decided this city's mission is to send the king a yearly tithe of iron and steel bars. But, ¿Does it affect the global game? The caravan never has any steel or iron coming from the mountainhomes, so I assume the warriors there are using bronze and copper, maybe silver for weapons.

¿Will they have steel gear if I give the king steel and iron? ¿Does it mean anything in case they suffer sieges or goblins invasions?

I'm pretty sure it's been discussed already, I cannot be the first one thinking of it, but I didn't find a relevant thread.

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