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Post by aka Cthulhu on Aug 18, 2021 2:58:34 GMT -5
Giant bark scorpions really breed at an explosive rate. Had 22 at the start of the in-game year. Six months later it's back to 60+. As they're born adults the males and females waste no time in creating offspring.
Slowly thinning out my normal saltwater croc population to make way for the giant saltwater croc offspring. Like I don't need to do that, but it'll be easier to manage as I don't have to scroll through my animal stocks that much. 30 at a time. Seems to be the right amount. More than that, and citizens can't haul the butchered parts fast enough from the butcher's workshop before they rot.
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Post by aka Cthulhu on Aug 18, 2021 3:42:07 GMT -5
After a while, finally breached the first cavern layer. Now stone can grow moss if there's mud on it. With several buckets and a lot of dwarves with nothing much to do, plan to used one of the emptied floors that got mined out and wet the earth. This will allow for cave moss to grow, and will essentially function as grass for grazers. Less animals will be spooked and require them to be repastured as they're safe from giant flyers and invaders underground.
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Post by aka Cthulhu on Aug 18, 2021 4:38:34 GMT -5
One of the four cooks died from old age. I figure, might as well try to revive him. On the execution chamber for invaders, I placed the corpse of the dead cook and a caged giant. Squad waiting upstairs in case things get awry. One of the necromancers placed on execution chamber.
Pull a lever to release the giant. As expected, necromancer is spooked and runs upstairs, but not before reviving the cook. And cook is revived as intelligent undead. I lock the door once the necromancer escaped. Was curious, so went to check how the cook fares.
No experience in fighting, against a giant. Right now it's been days, and the cook doesn't tire out. Naked. All he has is undead strength and stamina. Bit of damage to the ankle, but undead feel no pain.
He's just kinda punching the giant to death now. From the giant, some teeth have been knocked out and it's a ton more damaged - pretty much everywhere from spine to spleen - while all my cook has is a damaged ankle which doesn't slow him down at all.
Toes, teeth gone. Even liver damage. From the looks of it, every part the giant has is damaged. My cook has healed his ankle injury.
The giant would vomit if there's anything in his belly, but now he just retches.
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Post by aka Cthulhu on Aug 18, 2021 4:48:32 GMT -5
Giant has died. Fractures and bruises all over his body. Arm has exploded into gore according to battle report. Died from bleeding out as the cook continued to batter him with punches and kicks. Cook went back to his tasks.
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Post by aka Cthulhu on Aug 18, 2021 11:13:56 GMT -5
Antagonizing a dwarven civilization, not one the dwarf civs that my fort is at peace with, has been surprisingly profitable.
Basically, my fort has no iron ore available. No iron, no steel. Only dwarven caravans have some; bars, and whatever steel item that's melted down into steel bars. They also have components that can make steel: flux stones though human caravans have those.
To make steel, you start with iron bars from ore, then with one iron bar and one flux stone (marble, chalk, calcite, etc) and one unit of fuel (either charcoal from wood burning, or coke from smelting bituminous coal or lignite), and another unit of fuel to heat up the smelter's forge. You get one bar of pig iron. Then with one pig iron, you take that, and another bar of iron then another bar of fuel and one flux stone again, plus the fuel to heat the smelter. You get 2 bars of steel from that.
Basically, weapons require one bar and most armor require three. It can take a while to get the flux stones, too on a fort without them. As stones are heavy and caravans usually just has four flux stones in their caravan (and only one human and one dwarf caravan accepts requests for items you want).
Melting steel from caravans are often easier. Most if not all dwarven, and only dwarven, caravans has some steel items. Weapons, armor, tools like minecarts or musical instruments, or toys and crowns.
Now, it's been quite a while since I had the fort, so I accumulated a good enough amount of steel to clad my militia, all of them, in steel weapons and armor. Still, more is good, especially since steel items fetch a high trade value - even better than gold and platinum, as those aren't military-grade metals while steel is, and the most expensive trade item you can make are traps, spiked steel balls to be exact. The highest non-artifact quality spiked steel ball has enough value to buy every steel in a single caravan. Big profits, one bar of steel in exchange for several bars of them when melted down.
Anyway, I want more, so I antagonized a nearby dwarven settlement my fort isn't associated with. Dwarven civs are the only ones who have steel, no matter how much you trade away to other civilizations. That includes invading armies.
If you don't have steel in return to face them, then it's a big problem. But I got skilled militia in all-steel gear, so I win. Those enemy dwarves are clad in steel, not as much as mine, so it's just a matter of slaughtering them in battle or trapping them in cages and taking their steel away.
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Post by aka Cthulhu on Aug 19, 2021 2:59:17 GMT -5
So, you can geld animals in game. If you don't have the time to butcher the males, you can geld them... but that takes time as well so it's kinda useless.
Still, gelding can also happen during combat. Just realized that one of my animal trainers got gelded due to some reason.
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Post by aka Cthulhu on Aug 19, 2021 7:53:22 GMT -5
Still not done butchering the excess saltwater crocs. From 450 to 200 right now. Bones have piled up, far too many for my bone crafters to process. Meals in the fort usually has saltwater crocodile meat or tallow.
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Post by aka Cthulhu on Aug 19, 2021 9:48:10 GMT -5
A siege! A siege per season. Thanks to that, migrants are too damn scared to migrate to my fort. So far all the new citizens are performance troupes. They stay doing nothing but entertain for two years. If they're happy enough, they petition to join the fort as a citizen. Now that they can be put to other work, most of them get drafted. Some are becoming replacements for the intelligent undead who I'm assembling into a squad.
And it's paying dividends. So far I got two intelligent undead training, not quite masters at combat yet, a bit slow... but they're the first to fight on this recent siege. And while my main militia is running toward them to join the fight, the two are killing it. Again, no fear, no feeling pain, no dropping down from exhaustion against enemies that feel pain. They got banged up a bit, but they stayed up while more and more enemies stayed down.
One of them has an iron pike currently stuck in his undead lower leg. Doesn't seem to mind as he crushed the skull of the now unarmed pikeman.
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Post by aka Cthulhu on Aug 19, 2021 14:07:24 GMT -5
Finally, a holding to my fort appeared on its own. Usually to have a holding, you conquer a hostile site to make that town/tower/etc to be linked to your fort. Not much from that, but you can exile people in your fort to theirs, or for most part in the case of holdings that spawn naturally you can get some of their citizens to come to your fort.
Really need this. Got all the industries I want right now, but manpower is a bit tight as now new workers are showing up due to the constant wars my fort is in. All the available citizens on the places I took over have been the citizens I sent out to conquer them - and the ones I sent out are the ones I didn't want on my fort. The ones with weak physical attributes where they slow down to a snail's pace with leather armor, the ones who get stressed and never happy at the risk of going insane, ones with too many children.
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Post by aka Cthulhu on Aug 21, 2021 2:44:48 GMT -5
Am pondering right now whether to change things up and make a new fort.
Like, current fort is going strong without a doubt. At the same time, learnt new things and integrating them into the fort is a bit on the troublesome side. Place looks like a damn mess yet again.
And I'd really like to make a fort on a volcano. Magma forges and smelters and glass furnaces. With those, the need for fuel to fire up a forge will no longer be a requirement.
Particularly nice for green glass. Green glass normally requires just sand and a fuel source. If it's a magma glass furnace, then there's zero need for fuel and will be able to create all the green glass I want. Now, for clear and crystal glass, I still need wood, but green glass is worth more or less like copper, only takes far less steps to make which is pretty good as trade items.
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Post by aka Cthulhu on Aug 21, 2021 10:12:26 GMT -5
Moment I made that post, I immediately made a new world. Went with a temperate forest with mountain this time. Usually, I'd pick tropical areas since the animals there seem more interesting, but thanks to being able to send squads to make contact with civilizations, I felt that I can do a workaround on things thanks to that. Likewise, no civilizations nearby, but again thanks to sending squads I can fix that issue.
Even get some breathing room to make the fort grow a bit before I intentionally provoke goblins and suchlike.
Anyways, been playing since making this world.
So far, ore is good. Got magnetite for iron. Mentioned this before but might as well say it again: there's four ores for iron, and magnetite is the iron ore that. Found a bit of lignite near the edges, which can be made into fuel. A bit more digging might reveal more.
For non ore stones, and in massive abundance, there's chalk. A flux stone, and with magnetite, I can quickly set myself up for steel production.
There's also granite (no real particular use, just plain stone I can use for construction), and some veins of cobaltite. Again, no particular use outside of construction, but the color of the stone is dark blue, which isn't a common color for mundane stones. If I wanna design stuff, I'd say the initial plan is to build floors from granite, and buildings from cobaltite.
Doesn't seem to be any sand, though. No glassmaking industry (really wasn't gonna try unless there was a volcano), but I'll still need to get sand through trade, as some might demand glass for junk.
First few years are gonna breeze by and be slow at the same time. Former for the fps being high with the size of the fort and not much dwarves, slow since I gotta set up things. So much to do...
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Post by aka Cthulhu on Aug 21, 2021 12:02:15 GMT -5
Just to add another bit. Site has clay, previous site had it, but might as well mention it.
Clay is just another type of soil, but like sand you can harvest said clay and craft with it. Like pots. Pots are important since they can hold stacks of food, and booze. That said, you can craft pots with stone, or use barrels from wood instead. Unlike stone and wood, most types of clay can't hold booze or any liquid unless you waterproof them through some type of glazing - either ash from wood or tin bars. So as a storage item, you can't use liquids on them unless you take an extra step which requires fuel, unlike stone pots and wood barrels.
That said, there's fire clay which doesn't require glazing to be waterproof... which from the looks of it my fort doesn't have.
You need a kiln for clay works. At a kiln, you can also make porcelain - if you have the right type of stone for it. Kaolinite. Fort doesn't have any, but porcelain has a decent value. Gypsum plaster can also be made, which is used for casts on injured dwarves. Requires one out of a number of different types of stone. If your fort doesn't have any (and mine doesn't) then the only way to get gypsum plaster is to hope a caravan has it, or request the finished product from a caravan, or ask for the stone to process on your own.
Like sand, clay can be gathered from clay soil infinitely, though unlike sand clay can't make trap components.
Lastly, and for me the most important bit is that clay counts as soil, so I can use it to make an underground farm that can grow above ground crops after a bit of work. I can make an underground farm as I recall on stone as well, but that'll require an extra step.
Also, found some rock crystals. A type of gem ore I suppose. Can be used in glassmaking to make crystal glass - unique in the glassmaking industry as it doesn't require sand. Quite valuable, but unlike sand has to be mined and not gathered - so unlike green and crystal glass, the amount is finite as eventually you'll run out of rock crystals unlike sand where it can be gathered infinitely.
Also also, regarding clay - one extra nice thing about it is that you can gather clay and then you can use said clay to be cut by a gem cutter. Cost of those cut clay gems is hardly worth anything, and encrusting them on items by a gem setter doesn't add much to an item's value - but as they're an infinite source they make for a good way to train gem cutters and setters.
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Post by aka Cthulhu on Aug 21, 2021 14:56:45 GMT -5
Bit of trouble. Looking around the map, can't seem to find plants that can be made into plant fiber for clothing. Now, I got some dwarven underground crops that can be made into plant fiber, but it only grows during summer and autumn. Bit of trouble early on, but with skilled farmers even being limited to half a year can provide a ton of crop later on and a lot of excess.
From the looks of it, aside from that, the available crops that'll grow in this area's biome that can make cloth is hemp and rope reed. In terms of cost, rope reed is one of the two plant crops that has the most value, tied to the dwarven underground cloth crop. That said, growing it takes longer, so essentially at best it can be harvested twice per year, much like the underground crop - takes less time to grow, but due to the limitation of seasons you'll harvest it twice per year at best.
As for hemp. Alas, all you can make it for is cloth and flour.
Anyway, to make cloth, you need the plant. Grow the plant, and when it's time you can harvest it. The plant can then be processed into a farmer's workshop into thread, then the thread is woven into cloth through a loom. Once you got cloth one unit can make one piece of clothing. Citizens need at least upper body, lower body, and feet covering to avoid negative thoughts. Cloaks and headwear provide additional protection, while gloves can prevent them from catching illness if they were to carry something poisonous upon skin contact.
Processing plants to thread provides more seeds for planting, and if they can be brewed, brewing plants into drinks also provides seeds. Also milling plants to flour provides seeds, again if said plant can be milled in the first place.
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Post by aka Cthulhu on Aug 21, 2021 15:10:05 GMT -5
Also, so far, all the animals wandering into my fort are ravens and yaks.
Ravens are useless, unless you're desperate for eggs. Butchering normal ravens nets you next to nothing, just a skull to make into a totem for a low trade value.
As for yaks, they at least provide a decent amount of meat. Can provide milk, and horns. As they're by default a domestic animal, training a wild one will automatically make them tame even as an adult.
Animals classified as domesticated (dogs, farm animals like cows and chickens) are immediately tamed upon training. However, domestic classified animals never have giant versions, or animal people. Wild boar men and women exist, but no pig men.
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Post by aka Cthulhu on Aug 23, 2021 2:55:19 GMT -5
Blergh. Population of 63, and 8 of those are babies! Lots of couples on this fort, and they're plopping out babies. Like, sigh. At the very least, this is happening while the fps is still fast. 12 years a piece before they become useful shmucks in the fort.
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Post by aka Cthulhu on Aug 23, 2021 3:03:50 GMT -5
Screw you, game. Not even 5 minutes since I made that post, and five more babies got born.
At the very least, the infants are born with at least strong physical attributes.
...I'm gonna seal the children in a small space with several dogs. Small space, lots of animals makes the inhabitants of small space violent. The ones who survive will grow stronger, and suitable for combat... as well as hardened to violence to the point of not caring about things like trauma and corpses. The ones who don't survive... well, I got some coffins set up.
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Post by aka Cthulhu on Aug 25, 2021 11:50:25 GMT -5
Been around a decade. 30 freaking children.
That said, things are well. Steel production is good. A bit deeper, and there are veins of lignite. Those can be turned into coke fuel, a bit less than bituminous coal but so far there seems to be more than enough to supply the fort.
Elves are a bit boring this time around. Nothing too exotic so far. Giant kangaroo at best, which isn't much. That said, all elven caravans provide their wood.
Thing about elves in the game. They don't like cutting wood; giving them any piece of wood makes them unhappy and they'll stop trading with you for the season, and sometimes declare war. When your fort is big enough they'll demand you only cut a certain number of trees per year.
At the same time, tons of their goods are wood. They get around this by "grown" wood items, just stuff they apparently magically shape into things which makes it ethical for them. This includes logs.
Anyway, more fuel for me.
Also, elves don't care about metals being traded to them. While it needs fuel like wood, fuel can also be made from smelting ore stones like lignite and bituminous coal, or magma. That said, they also will not accept clear and crystal glass, as those require pearlash which requires ash from mood.
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Post by aka Cthulhu on Aug 26, 2021 3:55:39 GMT -5
Changed forts again. It's just, the current site of the fort is very boring. Tropical areas are a lot more exciting, really.
In addition, the previous fort was created with low history.
When creating a world, you can set how long the history of the world is. Set it to less than a hundred years, and there civilizations won't be as large. Better chance of semi-megabeasts and megabeasts on the world as most of them won't be killed yet, but smaller civilizations tend to have fewer citizens. Make it history too long, and if you set parameters for a world with lots of wild animals and megabeasts, and you run the risk of most civilized areas dead from attacks from beasts.
Anyway, three biomes on this place. All tropical. Saltwater swamp, moist broadleaf forest... and one world map tile of tropical ocean. All of them are savage biomes, so that means that giant wild animals will spawn.
In particular, in a savage ocean, there's a chance to have giant sperm whales in the local population. They're pretty much the largest animal in game, zero question. Just to give an idea of the size, a dog can be butchered for around a maximum of 13 meat. Normal sized elephants at maximum is at 219, which kinda feels small compared to their size. Anyway, a giant elephant can have up to 1175 meat. A giant sperm whale can have at around the smallest... 4940 and the highest is around 7048. That's just meat for those animals, too. Fat, organs, bones, etc, so the giant sperm whale pretty much stands on top in terms of amount.
(that said, a giant elephant might still win out in value - giant elephants come with a 5x value to their products, while giant sperm whales only have 1x.)
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Post by aka Cthulhu on Aug 26, 2021 4:01:28 GMT -5
In any case, from the looks of it, the ocean part isn't that big. Barely 7x7 at the edge where it starts. Doubt there'll be sea creatures washing up on shore, but who knows?
Map is completely flat. Easier to navigate and make routes for trade caravans, at least.
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Post by aka Cthulhu on Aug 27, 2021 11:23:39 GMT -5
Still just creating new worlds and looking for the right place to set up my fort. In general, always after changing forts there's a period of me getting very picky with where I want to set up.
Tried a world with a step higher mineral occurrence than the default. Like there's very low, average which I go for, high and really high. Tried high and didn't like it. Suddenly hematite and lignite, iron and coke, but those two come together anyway... but at the same level there were layers of native platinum as well and it went down quite deep, at least for the iron and fuel. Just around the platinum seemed to be out there was now galena - lead with a chance of silver as well.
It's weird. I don't particularly like starting off with too much. At the same time, once you get the ball rolling lack of ore isn't a huge problem since if you manage things properly then it'll hardly matter. Especially now that you can get several caravans per season. Make relations with the traders well, give them profit, and your metal will come from them, through bars or junk melted from trade goods.
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