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Author Topic: [Players needed] CurseKnowledge - The fort of incompetence  (Read 14346 times)

Spriggans

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[Players needed] CurseKnowledge - The fort of incompetence
« on: July 04, 2016, 05:37:44 am »

CurseKnowledge

A 43.04 43.05 fort praising incompetence



"For centuries, the dwarves stood strong. They held the mightiest kingdoms in Earth, and were feared by all. Their wealth came from precious gems extracted from hard rocks, the stone and minerals they collected from the mountain itself were turned into objects of great beauty. Their skills were unequalled, and their strength in battle legendary..."
-- Known dwarven tale of the Old Days   


Nowadays, these words are only fairy tales told to lazy children to make them sleep easier. Dwarves have become passive, boring and fat. Their decline started with their victory over the goblins, long ago. It made them believe they were so superior to other races that they could do well without working.
Over the years, the dwarves neglected work completely, living a comfortable life burning through the livestocks their ancestors slowly collected.
Modern dwarves are now completely incompetent. Or to be more precise, they are lethargic. They don't see why they would be the only one doing stuff, when others drink all day.

Standing against this deterioration, seven dwarves decided to act !
They painfully learned the basics of some professions, gathered supplies and headed far from the mountainhomes. They built the fortress of CurseKnowledge there, and swore to fight laziness !

But old habits die hard, and lazy dwarves are lazy...
Will dwarfkind rise again ? Or will its boring existence fade out ?
Only you will tell.



Rules :


Spoiler: Boring, usual rules : (click to show/hide)



Embark :

The embark is a 3x3. It overlaps badlands, savanna, and grassland. There's a necro tower nearby.
Spoiler: Embark (click to show/hide)



List of non-lazy dwarves :

The Founding Seven :
          Name         
                                        Skills                                       
          Status         
Catten
Miner / Engraver
Alive
Spriggans
Carpenter / Weaver
Alive
Imic
Mason / Stone Crafter
Dead (work accident)
McGee
Grower / Brewer
Alive
Bembul
Cook / Architect
Alive
Gwolfsky
Clothier / Mechanics / Bookbinder
Dead (work accident)
TheFlame52
Armorsmith / Weaponsmith
Dead (work accident)


Other dwarves :
          Name         
                                        Skills                                       
          Status         
Sanctume
Metalcrafter
Alive
Gwolfsky2
Mechanics
Alive
Imic2
Mason
Alive
TheFlame52_2
Furnace Operator
Alive
MoonyTheHuman
Wood cutter
Dead (work accident)
Sibrek Akrulmorul
Glassmaker
Alive
Girlinhat
Plant gatherer
Dead (work accident)
Kumil Larducim
Mechanics
Alive
Amost Naniroslan
Clothier
Alive
Rovod Timnarobok
Wood-cratfer
Alive
Tirist Dodokilun
Plant processor
Alive


Skills-less named dwarves :
          Name         
                                        Usage                                         
          Status         
CodyRex
AxeDwarf / Militia commander
Alive

Dorf list :
Sanctume - a dwarf who does the most minimal labor
Rex - A military dwarf
Erin Quill - A human. Give him cotton paper if possible
ReynTheLord - A Miner/Swordsdwarf



The turn list :
Legend : Done Current Skipped
  • Gwolfsky write up
  • Gchristopher 1 2 3 4
  • onemoreminer
  • Anybody feeling like he wants to play !

Year labor changes :
  • Gwolfsky's turn : Added Bookbinding on Gwolfsky
  • Gchristopher's turn : Added Mechanics, and killed swapped a bunch of labors

Current save :
End of second turn
« Last Edit: October 19, 2016, 02:19:35 am by Spriggans »
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Gwolfski

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Re: [Interest check] CurseKnowledge - The fort of incompetence
« Reply #1 on: July 04, 2016, 10:41:57 am »

dorf me as the mechanic

I have an idea, pick the spot on the map by randomly pointing a finger -- incompetent, lazy mapmakers.
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Imic

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Re: [Interest check] CurseKnowledge - The fort of incompetence
« Reply #2 on: July 04, 2016, 02:24:45 pm »

Dorf me as dwarf three else that you need. He wants to bring back the old dwarf ways... But is too fat to do much about it. This fort will change that... I hope.
« Last Edit: July 04, 2016, 03:05:47 pm by Imic »
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Spriggans

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Re: [Gathering players] CurseKnowledge - The fort of incompetence
« Reply #3 on: July 04, 2016, 03:39:00 pm »

Alright, I updated the OP. The save is in there.
It's time to play, Gwolfsky, you're up for first year :)
According to the rules, you can assign one job during your... reign.
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Imic

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Re: [Gathering players] CurseKnowledge - The fort of incompetence
« Reply #4 on: July 04, 2016, 03:49:16 pm »

*looks at the dwar-
three I said! THREE!
Sorry.
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Spriggans

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Re: [Gathering players] CurseKnowledge - The fort of incompetence
« Reply #5 on: July 04, 2016, 04:07:28 pm »

*looks at the dwar-
three I said! THREE!
Sorry.
Fixed ! ;)
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gchristopher

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Re: [Gathering players] CurseKnowledge - The fort of incompetence
« Reply #6 on: July 04, 2016, 04:21:46 pm »

For the first year, you might want to considering allocating a few extra labors, maybe to migrants. (Maybe one or two per migration wave, but only to dwarves in that wave?) In particular, consider the following with no one to do them (and only one choice for the first player, short of murdering the starting seven):

- Wood Cutting (!!!)
- Wood Burning
- Plant Processing
- Plant Gathering
- Butchery
- Furnace Operating (!!!)
- Pump Operating (If there's an aquifer, which every good embark should have.)

  • Military dwarves can be limitless. Use as many as you want, you can remove them from military too.
No way! Military service is the opposite of laziness. Putting a dwarf in the military should cost one of your labor picks!
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zukar

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Re: [Gathering players] CurseKnowledge - The fort of incompetence
« Reply #7 on: July 04, 2016, 08:58:07 pm »

 
snip

No way! Military service is the opposite of laziness. Putting a dwarf in the military should cost one of your labor picks!

I think that would be a bit too difficult, instead military dwarfs should basically have the same system as the labor picks. So 1 military dwarf + 1 labor dwarf each year, with the other rules also applying.
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Spriggans

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Re: [Gathering players] CurseKnowledge - The fort of incompetence
« Reply #8 on: July 05, 2016, 04:25:34 am »

The embark is aquifer-less :( But it has sand ! ^^

For the first year, you might want to considering allocating a few extra labors, maybe to migrants. (Maybe one or two per migration wave, but only to dwarves in that wave?) In particular, consider the following with no one to do them (and only one choice for the first player, short of murdering the starting seven):
- Wood Cutting (!!!)
- Wood Burning
- Plant Processing
- Plant Gathering
- Butchery
- Furnace Operating (!!!)
- Pump Operating (If there's an aquifer, which every good embark should have.)
Amongst all these, the only really needed one is Furnace operating I believe.
I embarked with 30ish wood. It is enough to get a dormitory going. You don't need wood for anything else, and you can always ask the caravans to bring some.
Steel maybe ? Duping steel is not against the rules, so you need only some to get started.
Right, wood will be needed for advanced machinery, but this is not done in the first year.
If I was playing first, I would definitely take Furnace Operating first. Butchery second maybe, then wood-cutting.


I you believe it's too hard, maybe we can alter the rules : Every fey/secret mooded dwarf can keep his skill ?

No way! Military service is the opposite of laziness. Putting a dwarf in the military should cost one of your labor picks!
That's very right. We must consider special rules for the military then ! Let's see :
- Dwarves can be assigned to the military. There is no limit to how many you assign.
- The thing is, military dwarves find training very exhausting, so they want to rest a lot !
- In your schedules, you must alternate a "1 month of training - 1 (2?) month(s) of free time" cycle.
- During their free time, military dwarves must rest. And I mean REALLY rest. Disable every hauling labors from resting military dwarves. They can still build walls / recover wounded / pul levers... Just no hauling allowed. Their muscles are tired.
- Military dwarves can still be squaded to attack invaders or whatever during their resting time.

Does that seem legit ? :)
« Last Edit: July 05, 2016, 05:06:48 am by Spriggans »
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Fleeting Frames

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Re: [Gathering players] CurseKnowledge - The fort of incompetence
« Reply #9 on: July 05, 2016, 09:34:42 am »

Fey/Secret moods don't alter too much, being that only 3 more skills in addition to already-enabled stonecrafting would be found over the course of the fort.

What's this about being too difficult, though?

*looks at embark*

Abandon all surface, ye who enter here.

Heh. But lets hope Gwolfski makes zombie/goblin-safe entrance. I believe he does have experiences with both recently after Breadbowl and Bloodyhells.

With that given, it doesn't seem like none of gchristoper's list is necessary for survival. There is nothing that needs to be metal unless you plan on making a military, and even ignoring carpenter and wood brought, beds are "nice to have" - lazy dwarves can sleep on the floor. With miner in starting 7, thin aquifers can be pierced with a cave-in - if there was an aquifer and most of the rest is just superfluous (grower in starting 7) food industry stuff. I think plant processing or spinning is probably perhaps most significant out of those few years in if clothing starts to wear out.

Question, here: Does construction/deconstruction go under hauling or need individual assignment?

- In your schedules, you must alternate a "1 month of training - 1 (2?) month(s) of free time" cycle.
Bleh, I'm too lazy to spend effort to set up barracks/schedule. Pass on the military/surface :P

Still, it could be useful if dwarves are complaining about worn clothes - no uniform, replace clothes, less bad thoughts.

Gwolfski

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Re: [Gathering players] CurseKnowledge - The fort of incompetence
« Reply #10 on: July 05, 2016, 05:46:15 pm »

Starting tommorrow
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Gwolfski

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Re: [Gathering players] CurseKnowledge - The fort of incompetence
« Reply #11 on: July 07, 2016, 09:10:28 am »

So much iron ore, not enough normal rock. Limotine doors, here I come. I'm too lazy to find normal rock...
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Gwolfski

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Re: [Gathering players] CurseKnowledge - The fort of incompetence
« Reply #12 on: July 07, 2016, 03:00:46 pm »

welll sh*t. Imic got a mood. we need a new mason... unless.... no, I can't do that

edit: Nearly finished this year. No chance I could do two years?
« Last Edit: July 07, 2016, 03:12:19 pm by Gwolfski »
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Imic

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Re: [Gathering players] CurseKnowledge - The fort of incompetence
« Reply #13 on: July 07, 2016, 03:25:00 pm »

What did I claim? What supplies did i use?
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Gwolfski

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Re: [Gathering players] CurseKnowledge - The fort of incompetence
« Reply #14 on: July 07, 2016, 03:29:10 pm »

a single limestone boulder. You made a throne, check back in 5 minutes, ill get you the ddescription.

Also, i think we got a door-to-door salesman. A human came, left a book about some city, telling us we should visit it..
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