|
Post by aka Cthulhu on Jun 27, 2021 10:25:44 GMT -5
Yet another goblin invasion force.
Good thing that on the previous attack I made sure to halt pretty much all production to have citizens haul the cages back and make several of them temporary mechanics to reload the cages.
The enemy screen is getting a bit full. Gotta thin out the herd with my militia.
|
|
|
Post by aka Cthulhu on Jun 30, 2021 9:40:56 GMT -5
So much resources, to the point where I'm just giving away so much free stuff to caravans.
Food pretty much accumulates at this point. Considering that I'm breeding a number of creatures and those give birth to several children, meat is often on the menu. You got the meat, various organs, fat which can be made into tallow. Tallow can be used for cooking, but it's also used to make soap which is needed for hospitals and avoiding infections. Citizens sometimes bathe, and using soap makes them happy.
As they are, food is low value, but with a kitchen and a cook, food items can be combined together which increases their value. Lots of value with the highest levels of cooking skill. Even with three cooks, meat production is going faster than the dwarves could cook.
There's also leather. Butchered animals produce one piece of skin which is made into leather. Not a whole lot as even giant creatures would produce only one skin which turns into one leather, so for most part I just use the leather into making human-sized clothing, while dwarves and elves get to wear cloth made from plant fibers.
Speaking of plants, all farming is pretty much shut down. Some plants and fruits can be eaten as is, or brewed, or used to make plant fiber cloth. Also papermaking. So much plants that I don't need to farm more for a good long while. Don't need to brew either... essentially the farmers are doing something else while the farm fields just sit their without any plants. Still far too many plant fiber crops. Clothier is still making clothes nonstop and there's still too much plant fiber. Several bins of unused plant cloth is still waiting to be made into clothing.
Fish is also in abundance. Single dwarf fishes, and brings in a big amount each year. As is, caught fish can only be eaten if cooked alongside other ingredients. With a dwarf tasked to clean fish, they can be eaten as is without cooking. Some fish creatures, like mussels, also produce shells that can be used. A dwarf with bone carving can craft shells into little trinkets to sell. Low value stuff, but it all adds up in the end. And mussels are the main fish caught, and there's nearly a thousand shells to be made into trinkets.
Also, animals also produce bones when butchered. Sometimes hooves, and horns, and if animal is big enough ivory/teeth. All stuff that a bone carver can make into crafts.
At this point, there's no need to sell off weapons for trade. All the steel can be made into stuff for the fort instead of using them for trade.
|
|
|
Post by aka Cthulhu on Jul 1, 2021 2:13:32 GMT -5
A few more goblin attacks. So far, less invaders than they were before.
Second and third militia is getting better, though a few times when executing the prisoners some of them got injured. No parts lopped off at least, and to be fair to the militia while the prisoners were stripped of all armor and weapons I released them 50 at a time against 12. Some of them were trolls and had big tusks that could do some damage.
|
|
|
Post by aka Cthulhu on Jul 2, 2021 3:13:12 GMT -5
Animals I'm breeding, or have a breeding pair so far.
Giant peregrine falcons. Breeding. One of the two egg-laying animals I'm breeding so far. Tamed/trained birds no longer fly, so for most part breeding them for meat and parts. Nothing really special about them, exists as feed for my dwarves.
Beak dogs. Breeding. Second egg laying animals I'm using for breeding. Got them tame; they were what my military got when pillaging a goblin fort. Just a tiny bit smaller than the giant falcons, but meat and parts are twice the value, plus they lay more eggs than the falcons. Falcons max amount is 5, beak dogs is 10. Like the falcons, mostly use them for meat and parts. Goblins use them as mounts or attack animals during sieges, but for some reason dwarves can't train them for war. Still, might be able to use them in a pinch.
Giant jaguars. Caught from the wild like the falcons. Two females and one male. Not egg laying, so females gotta get pregnant and they birth less than egg layers. Biggest animals I got in the fort, and they can be trained for war or hunting. Due to that, breeding the wild ones which are trained, and when the cubs are born eventually they can be tamed. 3 years before the cubs become adults. Once the tame cubs are adults, the wild acquired ones will meet with the butcher, as tame ones will give birth to tame cubs. Jaguars are aggressive, even without war training they'll attack hostiles to the fort. One tore a troll apart. While the jaguar was wounded quite badly, being able to rip apart a troll makes them a good fit to have a squad of them.
Giant anaconda. Caught in wild. Despite being a snake, they give live birth. Largest snake in-game... though oddly even the giant falcon is bigger than them. I can breed them, but not worth the effort. Again, not egg-laying, so it doesn't produce enough young. And the young as born as adults, so unless I get tame ones from caravans breeding many young will be a constant source of work for my animal trainer. Not as big as the giant falcon, so setting them up to be bred won't give as much. To top it off, for them to reach full size takes 10-20 years... and their lifespan is 10-20 years, so they'll really only be big near the end of their life span.
Tigers. Got a breeding pair from elven caravans. Tigers look cooler than jaguars, but I got giant jaguars. More or less the same as the giant jaguars; high value, trainable for war and hunting... but not giant. Breeding them to act as a smaller force to my giant jaguars might prove decent, or at the very least butchering the extra tigers I breed will spice up the meat, leather, and bone carving industry. Still unsure.
Alligators. Elf caravan. It's a big alligator. Their meat and parts sell three times more than common meat - same as the giant jaguar and regular sized tiger. Can't be war trained... but they can be aggressive enough to serve as defense. Unlike the tiger and jaguar, they can give birth to far more than them. Minimum 10 eggs, max 30. They become adults at 1 year, so it's very easy to set up for breeding.
...just mentioning this now, but citizens and animals can be gay or asexual. You gotta hope for the fact that both male and female are heterosexual if you want them to breed. Sometimes you have to hope that if you only have one of each gender they breed or they'll just sit around.
Saltwater crocodile. Elf caravan again... though I embarked on an area that's supposed to have them and maybe even giant ones. Bigger and meaner than alligators. Buffer than the gators. What makes me hesitant to use the alligators. About one and a half larger than alligators once they're adults. Alligator females produce 10-30 eggs, saltwater crocs produce 20 to freaking 70. However, alligator becomes adult and big at 1 year, crocs need 3. In general, breeding both is viable, but I think I'll need 1 or 2 more trainers.
Cats. Brought by migrants. Eh. Cats help vermin down which can make dwarves happy. As cats are, they're tamed but can't be anything more than that. Let the ones breed and cull if it gets too much before more dwarves decide to be adopted by the cats.
Sheep. One migrant brought a male, another brought a female. Only source of fort-made wool. Carnivorous animals are easier to keep, as herbivores require a pasture above ground to survive. Just a small source of meat, wool, and milk to be made into cheese.
Giant lizards. Caught. Not that big, and live birthers. Butcher immediately.
Giant monarch butterfly. Quite big, but with a lifespan of 1 year and not an egg layer. Butcher immediately.
Hippos. Caravan. Big even if they're not giant. Unlike the real world, they're not as aggressive. Can't be trained for war, five years for young to become adults.
Not giant leopards. Why do I need them? I got giant ones!
Rabbit. Once had a breeding pair, brought by migrants. Once during a werehorse attack, a single rabbit fought amazingly long enough against the werebeast to give time before the militia tore apart the invader. Gave it a golden coffin to rest on for its service.
|
|
|
Post by aka Cthulhu on Jul 2, 2021 3:52:56 GMT -5
And human caravan has sloth bears for trade. Takes a year to become adults, about the same size as beak dogs. Unlike other bears, can't be trained for war or hunting. 2x value compared to common meats and parts. Traded them since I'm giving away so much anyway. Might need to train another butcher to keep up with all the animal products I'm producing lately.
|
|
|
Post by zrowsdower on Jul 2, 2021 22:17:12 GMT -5
Sorry but every time I see this thread I keep thinking it has something to do with Red Dwarf, and now that I have checked and it doesn't, I will take my leave now.
|
|
|
Post by aka Cthulhu on Jul 3, 2021 4:02:22 GMT -5
Made a slight mistake and raided by accident a human civilization I haven't made contact with yet, so my fort is now at war with them.
Not a big deal. In the continent where my fort is situated, that civilization is small, and it pretty much shows when their attack force on my fort is less than 20. Bit smarter than the goblin invaders, as they were hesitant to run into the cage traps... not by much, as they did enter through the usual invader entrance. Only needed a squad of three dwarves to deal with the rest.
...alas. Squad uses blunt weapons, in the hope that no cutting weapons means less chopped parts which means easier to dump. I didn't take into account teeth, as the maces and hammers gave the invaders a bit of dwarven dentistry.
|
|
|
Post by aka Cthulhu on Jul 3, 2021 9:53:47 GMT -5
The cage of invaders has finally been made empty.
...now I can harass enemy civilizations and loot them.
|
|
|
Post by aka Cthulhu on Jul 3, 2021 10:42:01 GMT -5
Butchered the hippos. Again, unlike in real life, they're not as aggressive. While full sized ones can provide a decent amount of meat, more than the giant jaguars I got, it can take five years to become adults, and unlike the jaguars they can't be trained for war.
So far it's giant falcons, beak dogs, giant jaguars, sloth bears and tigers that I'm breeding.
|
|
|
Post by aka Cthulhu on Jul 4, 2021 14:11:36 GMT -5
One of the elves got a permanent injury. One leg no longer has nerves, more or less. A few months using a crutch to move his skill with using crutches has made him an expert at it and now he can keep up with the rest of his squad.
|
|
|
Post by aka Cthulhu on Jul 5, 2021 4:04:42 GMT -5
It'll be quite a while before I go and make a new fort on a new world, but next time this is what I wanna do.
Embark on the largest, or at least a large landmass. More opportunities to raid other civilizations, or at least force them to give tribute or trade with my fort.
Banish any citizen that has a physical attribute of weak, especially very weak, when and if they migrate to a fort. It takes a long time for them to improve those attributes, and often if I don't notice and put them in a militia, they end up moving very slowly thanks to the steel equipment I give them.
|
|
|
Post by aka Cthulhu on Jul 5, 2021 4:52:13 GMT -5
Some more animal talk. Here's what you can expect to get on 'em.
Eggs: for egg laying animals. Can be either fertile or unfertile. Unfertile eggs mean they come from a pair of breeders that didn't really do it, or one of the pair is gay or both of them are gay, or asexual. Fertile ones hatch, but if the amount of young hits a number the eggs will come out unfertile no matter what.
Skin: skin for leather. For some reason, butchering an animal will only produce one skin, which will be produced into one tanned hide. Doesn't matter if it's a dog or a giant elephant. One skin, no matter what. One tanned hide can be used to produce leather clothing, which is a bit heavier than plant, silk, or yarn but offers more protection. Leather armor can also be made, but it's a big step down to metal armor. That said, leather cloaks are good, as they're the only armor piece that protects the neck.
There's also scale and chitin, depending on the animal, but nothing can be done with it so it's essentially garbage. Feathers as well.
Also, leather can be made into parchment which can be used in a library to make books or make copies of them.
Oh, and leather can be used to decorate other finished products to increase their value.
Bones and other misc. stuff: Bones, horns, teeth/ivory, horns, hoofs, and shell. The inedible stuff out of an animal. For most part, you can make crafts out of them to trade, or decorate stuff to increase their value thus increasing the wealth of your fort (or use to trade). Bones can be used to make weak armor, and also crossbow bolts. Bone bolts ain't exactly what you need against invading enemies, but for hunting or practice or you don't have anything else, they'll pass.
Hair: Hair. Certain animal hair can be made into yarn, which could be made into yarn cloth. Most animals with hair won't count as yarn, but still could be made into thread, which can be used in hospitals to suture up injured citizens.
Milk: Some animals can be milked. Dwarves and other citizens don't really drink them, as they go for booze as the default and go with water if in the hospital or desperate as there's no more booze. Can be used for cooking, or they can be made into cheese for a slightly higher value to be eaten or cooked. Unfortunately, pretty much most milkable animals require a pasture, which requires a ton of space so it's often not feasible to keep so many milkable animals.
Fat: Fat can be made into tallow. Edible, or added to cooked food or made into soap.
Meat: Meat. The basic meat, and the various edible organs, like brains, lungs, spleens, etc.
Garbage: For most part, nervous tissue and cartilage. Can't be used for anything. Dump above ground. If kept underground, they'll rot just as they do aboveground, but creates clouds of miasma that'll make citizens unhappy.
Skulls: like bone, but can only be used to make totems. Like other bone craft, no use except for trade.
|
|
|
Post by aka Cthulhu on Jul 6, 2021 15:41:53 GMT -5
Dunno why, but the female saltwater crocodile I have has broken through her despair and managed to lay some eggs. 67 hatchlings, and laid 35 more fertile eggs that'll hatch in a few months.
Not gonna lie. Once those 35 has hatched, I'm gonna butcher off the original generation of crocs to have a potentially more reliable females and males to give birth to a new generation of crocs.
Takes three years for a saltwater crocodile to become an adult, where they can be breeders or trained for war and hunting. Gonna be worth it, though. Crocs strong, and the non war/hunting trained can provide a ton of meat and parts for a fort.
|
|
|
Post by aka Cthulhu on Jul 6, 2021 16:05:58 GMT -5
Have reached the point where after cleaning up any invading forces, I just dump whatever metal they got. No melting. Just dump and dispose of them. Too much iron, copper and silver to the point where melting them is a waste of valuable charcoal.
|
|
|
Post by aka Cthulhu on Jul 8, 2021 4:55:27 GMT -5
Okay so far, I think I'm out of magnetite clusters, which means no more iron. Like there was only like 3 levels of them. Still, it's a lot of iron ore, which will last for a long time. On top of that melting down trade goods and whatever the invaders carried has already provided a ton of metal at this point. Basically to the point where it's too much and I'm basically ignoring the trade goods and dumping the invader metals.
Mind's starting to wander though. Kinda want a new fort, in a new world, especially in a large continent where I have more area to explore and bother civilizations.
|
|
|
Post by aka Cthulhu on Jul 8, 2021 5:22:50 GMT -5
Like, I kinda want to switch up my invader cage defense a bit. Instead of constructing a massive platform at the highest point of a site' land, I figure I make two entrances to the fort. Essentially, one's a corridor directly down to a fort. It'll be closed off via a drawn bridge when invaders come. Then, by the side of the corridor is another one lined with as many cage traps as I had on my platform. It'll also lead down to the fort, but it'll only be open when the main entrance is closed.
|
|
|
Post by aka Cthulhu on Jul 8, 2021 13:42:35 GMT -5
Pigs. Just something I remember. There's a small number of animals that you can milk (compared to various animals in-game that can't be milked). Nearly all of the milkable animals require a pasture, which requires a pasture. Pastures are above ground and will require a ton of space, especially among the few giant animals that require a pasture. Like, for example, it's not a milkable animal, but giant elephants are impressive as hell, but they require so much space for a pasture that almost every attempt to create a large army of them will end up in starvation.
Once you hit a certain point digging underground, several underground spots will start growing underground plants which can alleviate the situation but often it's still not enough for grazers.
But pigs... as disgusting as it sounds, pigs can be milked. And they are omnivores, so they don't require a pasture to survive. So pigs can be milked, which can be used for cooking, but milk can be made into cheese. As a food item, they are somewhat higher and value, and also can be used for cooking.
Oddly, wild boars and warthogs can't be milked, and domesticated animals never have giant versions. So, if I wanna have some cheese, I'll need pigs.
|
|
|
Post by aka Cthulhu on Jul 15, 2021 3:59:12 GMT -5
New fort. Just a few days starting out. In a massive continent this time, but I didn't really check the map so some areas require a couple of weeks to go to and go back. Still, that's better than being limited when it comes to pillaging.
So far, ore in the first few levels is tetrahedrite, so copper with a chance of silver. No flux stone, so getting steel will be tricky.
Savage biome, so I can expect giant animals. Saw a giant mantis. For butchering only, as most insects only last a year. Saw a giant chameleon too, but not enough cage traps to catch them yet. Best I can do is set up a few where they've appeared and hope they step into them.
Giant chameleons give decent amounts of meat. Can't be trained for war or hunting, but they lay a ton of eggs. 40-50. Good for a meat supply. Good news is that they're born fully grown adults at their full size, so they can be butchered immediately. Bad news is that they can't be fully tamed, as only children born from wild/trained parents can be tamed. That will require the animal trainer work often when it's training time, but if I'm aiming to butcher most of them anyway it won't matter.
If I catch some, I'd require one male and four females to breed new ones, and about 8-12 females laying eggs for me to be eaten.
|
|
|
Post by aka Cthulhu on Jul 17, 2021 5:08:51 GMT -5
Fort so far:
-Sieges seem to happen at the north-center... which is a bit of a problem since the entrance to the fort initially was just a few steps away from where the fort entrance is. After three attacks from undead, thankfully in small numbers (the third attack had a lone naked human zombie)... basically I rerouted my entrance into a long tunnel. Bit of a detour for caravans and dwarves working above ground, but worth it. Just in time. Undead attacks have become more frequent, so the invaders have to path to the entrance a bit longer into cage traps. Not as potent as my previous fort as being in the edge and on ground level I can't completely saturate their path to the fort with cage traps, but it works well enough to thin a large part of the invaders.
|
|
|
Post by aka Cthulhu on Jul 18, 2021 2:59:26 GMT -5
So far, stock of animals.
-Pigs. Wanted to add milk to the food stocks of my fort. Pigs can be milked, and is the only animal in-game that can be milked without them needing a pasture to survive. Milk can be made into cheese which dwarves can eat or use for cooking.
Unfortunately, it's just too much trouble than its worth. Pigs have to still be outside of their cages to be milked. Also requires a copper bucket. One dwarf to milk, another to make cheese. I mean, considering the output the same dwarf can do both, but there's also the problem of the pigs wandering away from their designated area which causes more work. Slaughtering all I got including the young ones due winter.
-Giant wild boars. Unlike domesticated pigs, the wild boars can't be milked. In exchange, they have tusks. Some nobles might ask for tooth or bone crafts. Always nice to have a small supply of them ready in that case. And since they're giant they provide a fair amount of meat on them.
-Giant Kestrels: Big bird in the biome that got caught in a cage traps. More or less the same as the giant peregrine falcons on my previous run. Just a tiny bit bigger and lays 3-6 eggs instead of 3-4.
-Dingos: more or less dogs, but unlike dogs can't be trained for war. Got them off the elven caravan. They can still fight back if cornered, but not really worth it. Twice the value of dogs... like, unless I find better animals next year I might be willing to breed some.
-Leopards: had giant ones in the previous run. I'm not sure. Even the non-giant ones are triple the value compared to common animals, but the time it takes might not be worth it. Can be war trained, at least.
For animals that don't have a breeding pair yet:
-Grizzly bear: Got them off the human caravan. Hoping to get more. I'd pick this over the regular sized leopard. 3x value like the leopard, but adults in a year compared to leopards which take 3. Also war trainable.
-Giant parrot and parakeet: more or less the same as the giant kestrel, but a bit smaller and lays less eggs. Not really worth it when I got kestrels already.
-Giant chameleon: lays a ton of eggs. As they're born adults, can't be fully tame unless I get lucky in a caravan.
-Giant hyena: can't be war trained. Much like the dingo, but a lot bigger.
-Giant python: same deal as giant chameleon where they can't be fully tamed due to being born adults. Lays less eggs and takes longer for them to reach full size. Not sure if I will raise one if I find a breeding pair. That said, this one was from a caravan, so it's tame. If I get its breeding partner from a caravan, the offspring will be tame.
-Giant giraffe. Usually I'm not really fond of grazers, especially giant ones since they take a lot of space. Keeping this one for now. It's a risk for them, but there's space on ground level so I'll try. These giant herbivores offer the most value. Aside from a ton of parts to be butchered, their value is 5 times compared to common animals.
|
|