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Topics - Salmeuk

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1
DF Suggestions / premium instant statue button
« on: August 20, 2024, 11:40:57 am »
I wish you could click on any character, god, or announcement, and select, "make statue of this thing",

and it would direct you to create a management order to produce a statue, with said "thing" already selected as a custom image, that might be further edited before committing the build order to production

2
General Discussion / games as a medium
« on: July 26, 2024, 11:06:21 pm »
this is a now a space for discussing game design in whatever way you wish. from crude off-the-cuff analysis, random commentary on modern attempts at 'the video game', truly anything goes here. I'll begin:

===

I had a thought, video games are ghostly imprints of the people who make them. how creative these humans are, to leave such constructs lying around.
  sometimes I feel like we living humans are enthralled by these ghostly things. its like stepping into the articulating shell of a great crab and finding yourself ready and able to control the various joints and pistons.  if you can only memorize the correct series of hand-wavey motions like some kind of cheap wizard, this crab becomes yours to pilot. yet there is a give and take, here, and when you step out of the crab gundam you leave some flesh behind

 The articulating ghostly construct that is a video game is dead upon arrival. no matter how many AI, RNG, SIMULACRA layers, the end result is always a brightly colored pachinko machine.

  The only life within them is that which we give, reflected back at us.. ritual life, donated in massive quantities, that is returned in the form of a story that we can tell. A history is generated.

what form does this ritual life sacrifice take? it is varied depending on what you are playing, of course, and could be anything  (games are infinite media, all-encompassing to other forms, since they represent this bubble world where anything might be placed within) but these days, the sacrifice most often takes the following forms:

1. description, analysis and application of various species of logic internal to the game's world-mechanics-setting-space
2. repetitive input disguised as busywork disguised as productive labor.


regarding point 2, because the game does not truly obscure the fact it is wasting your time, instead layering it as above and thus creating a pleasing hologram of desire, most players adopt a certain ironic perspective and pursue these time-wasting activities regardless of how pointless unrewarding mindnumbing they can be. see mining in, uh, literally any game genre, Minecraft, WoW, you name it

it seems like some games waste this ritual sacrifice of time, while others bring great rewards if the sacrifice is carefully managed, and so

now that 'the game' as a medium has established itself as the anti-medium, that which consumes all else, even the physical world itself (see: Amazon's giant data centers) it is up to the zoomers and so on to realize just how powerful the above tools are, to control and manipulate players into various avenues of existence.

 entire societies and structures of thought and life are being developed in these video games, and having raised myself inside various video game worlds i can attest to the lasting impact these ritualistic sacrifices - transmuted into narrative - have on developing minds.

anyways . .  been playing too much Dwarf Fortress again I think

3
DF Community Games & Stories / Clan Fortress (brainstorm with me..)
« on: July 22, 2024, 06:35:33 pm »
Salmeuk / Nijinskiy here, long time succession game player, bringing u another idea for a succession fortress~

In the past, many have suggested some kind of burrow-based fortress, wherein two sections of the map are designated as separate and isolated fortresses and each player manages a single section. This seems like a brilliant concept at first, but some issues arise:

1. the process of leaving a fortress to survive on its own for a year or so, while the other player has their turn, can be difficult
2. there is a problem of accounting, in that both fortresses share the same stocks screen
3. there is only one copy of each noble, somewhat souring the roleplay
4. the whole thing is a hassle, in terms of management, if the dwarves escape and intermingle
5. finally, what to do about splitting migrants? who gets what dwarfs?

Well, I bring to you a ruleset for a potential succession fortress for two or maybe three players!

Each player takes their turn managing an isolated clan living in a subterranean bunker. There is a central noble's burrow, which contains the manager, the broker, etc, who live there permanently, but otherwise the clans do not associate.

The rules:

The host chooses the embark, and prepares the map: two clans of three dwarves each in basic square rooms on opposite sides of the embark. Each room has basic furniture, with a tavern and general temple setup, along with 1000 food units, a pick and an axe (and anvil too?), with a central nobility space which contains the elected expedition leader, manager, broker all assigned to a single dwarf (the first noble!). All are separated by locking doorways or gates.

1. For one in-game year, you manage your burrow, your dwarves, and the nobility, leaving the other clans to fend for themselves (1000 food units from the queen help tide over your dwarves for the first years)
2. Your burrow and fortress must have locking entryways at the surface, at every cavern, and the 'Noble's Burrow'
3. Your dwarves are free to roam, dig, collect resources, and mine anywhere excluding the burrow of the other clan.
4. A central 'Noble's Burrow' will contain relevant useful nobility like the manager and broker, and trade depot. They must remain fed, defended at all times by the active clan. Access is, of course, granted to your clan, but only for the duration of the players turn.
5. Migrants are always absorbed into the active clan's population

Finally, at the end of your turn year:

1. All clan members must return to their burrow, and shall be sealed within for the duration of the other player's turn(s)
2. One-third of your total clan population (rounded down) shall be 'given' to the next player's clan, by transferring them via the nobility burrow, or however you see fit.
Spoiler (click to show/hide)
Ideally we keep families together in this transfer.

If all your dwarves perish the turn passes immediately.

OK, so that solves some of the basic problems of cross-player save management.

 Can you identify any obvious issues with the above rules? And potential problems that might halt the gameplay? Let me know!

We still have an issue of how to designate 'clan territory' and whether to gameify it. For instance, how do we decide who gets to open up the strange rock formations?

I had one idea for this: if we were to have a rule that the player must create a metal statue, showing their 'clan symbol' (which is a custom image created and shared on their first turn), and after building this statue they are allowed to claim a 10x10 square around said statue. Sort of a territorial sign, you know? This territory must be contiguous.... and since metal statues are a heavy resource investment, this would reward exploratory metal mining, and slow down players who might want to take over the whole map.

Another option is to have very specific, preset areas for each clan that are agreed upon by the players upon game start. These do not change, and instead the players are expected to share the wild resources outside their borders, while reserving those spaces internal to their clan territory as their own personal hoard. These starting clan territories would be large, encompassing entire quadrants of the map, from top to bottom z-levels.


...


Thoughts? Interested in playing this kind of conceit? This concept been talked about a lot, ever since burrows were introduced.. so I bet some of you have an idea or two. I want to see if anyone has that extra opinion or rule that might help the game run more smoothly.




4
DF Community Games & Stories / 7 years at Dentdiamonds
« on: July 03, 2024, 11:29:30 am »
just another one of these video compilations and short stories / captains logs. enjoy

https://www.youtube.com/watch?v=X4-hIPiJgls

======

-_-_-_-_-_-_-_-_-_-_-_

Gebdoren, 'Dentdiamonds'

settled 15th Granite, 118

by Adil Craftzeal and six loyal friends.

Adil had intercepted a report from the queen's prospector, detailing unusually large deposits of rare gemstones in this region.
 Adil wished to craft a masterwork, and really liked star ruby. The prospectors samples included multiple examples of this rarest of gemstones.
 Adil could not resist temptation and set out to mine this ground for her own wealth and riches.
 
The illegal mining operation was codenamed 'Dentdiamonds' and the final site was chosen where the temperate broadleaf forests met a elevated red sand desert.

The seven dwarves arrived with minimal supplies but everyone brought a pick or an axe, and work began swiftly…

A fat-bellied giant Copperhead snake was spotted swerving through the forest.
 
A series of circular hallways and interior rooms were dug from the sandy hillside. Spare logs, food barrels, and tools were moved inside.   Workshops were constructed, and farms were planted too.

A staircase was dug down into the layers of sandstone, but the dwarves were slow to block the water and the shaft was inevitably filled with groundwater.

It was then mid-Spring.

A pair of giant desert scorpions were spotted roaming the western dunes, just past the slow moving stream. They seemed uninterested in the dwarves.

A carpenter's shop was established near the farms, and Asmel began producing all kinds of wooden tools and furniture. A series of birch wood chairs were made for the yet-to-be-constructed tavern.

Summer arrived and the dwarves planted pig tails.

The two yaks, who had pulled the wagon all this distance, were pastured in the southern forest at the edge of the treeline.
 
By mid-Summer, Adil had become a novice mechanic. Migrants then arrived.
 A furnace operator, a fisherdwarf,  a bone carver and their pet chick, and finally a stray goat kid.

The rooms were expanded, another layer outwards from the first.

And as Autumn arrived, a second staircase was attempted further to the west of the first.

A trade caravan from the mountainhome arrived. No one was supposed to know Adil's work party was here, but she had arranged for a side trip from one of the other caravans passing through. Metal bars and leather were requested.

A pair of giant wren were spotted flying high above the desert.

The second staircase attempt failed when the dwarves became sidetracked with  chores such as hauling wood and digging other rooms.
 No matter, there was plenty of time and space for further attempts.
The diamonds weren't going anywhere.

In late Autumn another set of migrants arrived, mostly peasants but also a strand extractor and a competent jeweler, Fikod 'Vaultwilts,' who would no doubt prove useful.

A loom and a tailor's shop were established around that time.

A simple tavern, floored with willow board and furnitured with chert and birch, was finished, and named 'The Bronze Pumpkin.'

In early Winter, the food stockpile was moved further into the hillside. The farms were expanded and split, one side would produce pig tails for cloth, and the other plump helmets for brew.

A strange creature was seen wandering through the trees: a walking barrel! They seemed rather comfortable out there in the wilderness and did not seem to notice the dwarves.
 In fact, they were perfectly comfortable walking in and out of the hallways and rooms of Dentdiamonds. Their awkward heavy gait made for something of an annoyance for the busy dwarves.

_-_-_-_-_-_-_-_-_-_-_-_-

Day 2

_-_-_-_-_-_-_-_-_-_-_-_-

The barrel creatures have taken to hiding in our food stockpile. It is impossible to tell them apart from the real thing, that is, a barrel…
 It is unclear why they do this. They seem attracted to the scent of alcohol.

In early Spring of 119, the third attempt at piercing the aquifer proved successful. The dwarves began the gigantic task of tracking down all those diamonds.

In mid-Spring, the first cavern layer was discovered. And yet, no diamonds, and no unusual geodes. 

A temple was created, dedicated to Äs, god of wealth.

Later on that Spring, the second and third caverns were discovered. The second layer was impressive, full of marble stalactites interlaced with streaks of cobaltite.

A flock of wild cave chickens was seen in the first cavern layer.

Finally, on the 16th of Felsite of that same year, the great magma sea was discovered at the bottom of the staircase.
 Multiple geodes or mineral spires had been discovered on the journey to the bottom of the earth's crust, full of diamonds and adamantine.

A short exploratory staircase was dug into the eastern spire, and low and behold the first wall of obsidian revealed a treasure of the gods! What luck!
 A translucent metal blowgun, how odd.. it was unclear if this divine creation had a purpose.

Two mercenaries petitioned to become permanent residents of Dentdiamonds. A welcome sight as crundle incursions had become a problem.

 Onol Boredbolt was dutifully mining away in the lower passageways, following a designated passageway off to the side of the main staircase. 
 She lazily dug a few walls of diorite, moved the boulders out of the way, and continued onward like this for hours at a time.
 So when one of those diorite walls revealed a quadrapedal web-slinging demon, Onol failed to notice, and merely continued her digging.
 
She was killed instantly when the demon 'Phantomglow' kicked her skull to pieces.

The others heard her final yelp, knew something was wrong.. and rushed to build and seal the passageway above.

Libash almost escaped the staircase when 'Phantomglow' clawed her back to the ground. However, the doors had been built and locked, and the terrible 'Phantomglow' was sealed in.

And so, having lost access to the past few seasons efforts, that is a staircase through to the caverns, magma sea, and diamond spires (which were the entire point of this expedition, mind you), Adil Craftzeal and the dwarves of Dentdiamonds were back at square one.
 The dwarves spent most of early summer socializing in the tavern, horrified at those terrible events.

The resident barrel-woman was seen throwing beer around the tavern. The dwarves seemed to enjoy this game..

The cage traps near the desert stream bridge have caught three creatures so far: a crundle, a cave chicken, and a cauldron woman (another mysterious creature!).

In early Autumn, the fortress food stocks began to run low. Again, the dwarves were indifferent to work, preferring to sing and dance in the tavern, ignoring direct orders from Adil to collect plants in the forest.

Finally, as dwarves began to starve, they seemed to awaken from their trance and hurriedly ran out into the forest to collect tubers and berries.

_-_-_-_-_-_-_-_-_-_-_-_-
    Day 3
_-_-_-_-_-_-_-_-_-_-_-_-

Zimeshrab, 'Phantomglow' the very large quadruped who is also somehow gaunt at the same time now inhabits the room leading to our central staircase… Zimeshrab slings webs and, for now, the dwarves must resist the urge to smith axes and fling open the door to avenge the two fallen citizens.

 Instead, a plan was devised to trap the demon in a winding hallway underneath the hillside.
 
The dwarves had to chose one of the miners to dig out the last wall and release the demon into the trap.
 The four candidates were as follows:

 Asmel Takentour, lover of Shem the elected expedition leader, close friend of Adil (the founder of Dentdiamonds) and talented miner. Asmel was much too well loved and both Shem and Adil vetoed  her participation.

Shem Vaultglazed himself, who was a proficient miner. Shem was liked by many of the dwarves and also bowed out.

Reg Pulleymerchant, expert miner AND skilled carpenter, another close friend of Adil, and worshipper of Akrul. Reg was one of the founding seven, and well known to all. . .

This left Zaneg Giltbridges, adept miner but merely a 'friend' to Adil.

Zaneg traveled down the winding corridor as Domas prepared to pull the lever to seal the far end of the trap.

The demon was instantly on the chase and Zaneg barely escaped, with Domas sealing the chamber shut. Dentdiamonds was now the proud owner of a murderous coral deer thing.


In mid-Winter, a magma forgery was designated in the deep stone near the sea of magma.

The new year arrived. In early spring, the dwarves began to mine some of the extensive magnetite deposits in the shallow layers of chalk.

On the surface, fields were planted of fisher berries and quinoa. The fortress continued to run low on food quite regularly.

In mid-Spring, the food was exhausted, and the two yaks were butchered and eaten.

Migrants arrived, bringing the total camp population to 23.

It was noticed that much of the alcohol was going missing…it is suspected that the Barrel Woman who lurks in the shadowy hallways of the fortress has been stealing and consuming our beer.
 
 A breeding pair of cave chickens had wandered into our traps, and would be trained, and raised for their eggs. We think they lay eggs, at least . . no one is sure.

By early Summer, the food stockpiles were looking better, yet there was still not enough grub to start cooking again. The dwarves were stuck eating raw meals.

A small coop was built into the hillside, for the cave chickens. A water trough was dug and filled.

A lone migrant arrived, Asob Sabreorb, a glassmaker. "I'm happy to help," she said, though her first action was to visit the temple and pray to The Tin, god of earth and caverns.

A hive room was constructed near the fortress entrance. Eight wooden hives were installed, and local honeybees were captured and convinced to live within.

Adil, founder of Dentdiamonds, went beserk after failing to acquire some unknown object during one of those strange moods. She now stood, quivering in anger, wielding a copper battle axe, waiting for anyone to approach.

Muthkat the Speardwarf Mercenary took up that challenge. Muthkat was mother to 12 children, worshipped a force of nature known as Meyi, and carried a persimmon wood spear.
 Muthkat mercilessly attacked Adil until she bled to death..
 With the founder dead (what misfortune!), it was decided to continue diamond mining operations, but under new leadership.
 Shem Ronstizfikod, 'Vaultglazed', would take up the reigns and also the quill, as manager, broker and bookkeeper. Oddom was raised to Chief Medical Dwarf and a hospital was planned.

The dwarven caravan arrived, and Shem decided to risk trading with them for the first time in a couple of years.
 The dwarves traded bins of wooden shields for leather, meats, lobsters, and cheeses for the parties.

Every dwarf was given two wooden chests.

After deep research, it was discovered that a giant rat had guzzled over 100 units of alcoholic beverage without paying for any of it.
 This thief-drunkard-rat was easily captured when it stumbled into one of our cage traps.
 At this point, the rat was more booze than mammal.   The dwarves let the creature sleep off the hangover while they figured out where to install the cage. Giant rats were pretty cool pets, after all, and this one was a legend!

A third cave chicken was captured. The other two, trained to a semi-wild status, were released into the coop-room.
 Strange creatures, with no eyes, only a fleshy stub where the head was usually found.

In late Winter of year 120, the magma forges were further expanded, and nearby a large ore vault was slated for digging.

In Spring of 121, the elves arrived. We traded spare stone mechanisms for various fruits. They had nothing else we needed, though the intruments were enticing.

In mid-Summer the human caravan arrived, full of foodstuffs. We bought them out with four bins of wooden shields, and a handful of worn clothing.

Sometime in Summer, we captured a Giant Moose.

At one point, giant vultures stole three wheels of cheese from the trade depot.

In early Winter, Bim Earthspray began to brood darkly, taking over the butcher's shop. She demanded cut gems and 'certain things' - which turned out to be the skulls of a nanny goat, a donkey, and a red zircon (special cut for Bim's strange request).
 Eventually, Bim produced Reksaskikrost, 'Sinfulstockades', a pair of goat bone greaves. They are encrusted with red zircon and spiked with goat bone. Fearsome!
 Hopefully Bim's mood will improve after this creation. She has realized her life dream of creating a masterwork, after all.

By late Winter of 121, the dwarves had produced iron and steel weaponry of all kinds, as well as a few kits of light iron armor. However, no military was training, and the fortress was essentially undefended..
 The number of allowed citizens was raised to 60 to allow for recruitment.

The elven traders arrived in Spring of 122, yet brought little of value, and no trading was conducted.

Later on, migrants arrived, and many were inducted into the first real squads of Dentdiamonds.
 Their primary opponents would be demons hatched from their obsidian prisons as the dwarves dug for treasure.

In late Spring, the tavern keeper Astesh created a goat bone artifact cabinet Anggidthur or 'Redgrasped.'

_-_-_-_-_-_-_-_-_-_-_-_-
    Day 4
_-_-_-_-_-_-_-_-_-_-_-_-

On the 18th of Sandstone, the dwarves were attacked by Ugeth, a giant salt humanoid with stubby horns and poisonous gas.

The four weapon squads were assembled and fought Ugeth near the staircase, winning easily. Ugeth's poisonous gas seemed to have no effect.

Domas the Weaver went moody, demanding plain plant cloth. We had none, and desperately searched the caverns for wild pig tails.
It took far too long to find these plants and Domas was eventually stricken by melancholy.

In early Winter, a large vault was designated. This would store the thousands of diamonds we would no doubt retrieve from the mines.

On the 18th of Obsidian, 122, a giant fire breathing shrimp attacked - "Rulush Divehollow" .

The shrimp beast quickly lit aflame the chert doors blocking the staircase, but the stone remained solid and secure. The fungal mat covering the cavern floor was soon consumed by a massive wildfire.

When the nearby fungus burnt out, the signal was given and the doors unlatched.
 Rulush took the bait and lunged through the door, only to meet over a dozen pointy stabby things waiting behind that door, which quickly kebabed the beast-shrimp into tiny shrimp pieces.

Edzul, who went moody and could not be provided the requisite yarn cloth, finally snapped and became filled with a beserk rage. Running straight into a waiting squad of swords..

Unfortunate, but there was simply no way to procure the yarn without a hairy animal. We need more hairy animals around here.

In Summer, the human caravan arrived, and we traded weapons for food. Lots and lots of food.

Soon after, we were attacked by a giant puffy green raven 'Lene' . Lene possessed a square shell and external ribs, and released poisonous vapors as it flew.

Kadol Brewchambers, legendary Carpenter, was strolling through the second cavern layer when he ecountered Lene. The big green raven swooped towards this poor carpenter.

Nearby, one of the spear soldiers Zaneg Giltbridges arrived, alone, and now faced Lene.

Amazingly, in only two strikes, Lene managed to pierce the creature's heart, slicing open a major artery.

Lene quickly perished, with Zaneg being the victor and savior of Kadol.

Later on, the spear Zaneg used to kill Lene was named Thur Limur, or 'The Harmony of Nadirs.'

_-_-_-_-_-_-_-_-_-_-_-_-
    Day 5
_-_-_-_-_-_-_-_-_-_-_-_-

By early Autumn of 123, the military squads were almost fully armored in steel plate.

The miners requested a guildhall be constructed.

On the 7th of Limestone, Aban Egom, 'The Constructs of Nature ' was created by Zasit Tiretools the Armorer, an artifact steel breastplate.
 The breastplate menaces with spikes of steel and cave spider silk. On the item is an image of Sinfulstockades the goat bone greaves in marble. On the item is an image of a thick crescent in gingko wood. On the item is an image of Sinfulstockades the goat bone greaves in cave spider silk.

 The artifact breastplate was given to the military commander Rigoth Bittenhandle.

 On the 7th of Sandstone, 123, 'Vimara Gristlyhags the Gutters of Snot' attacked in the first caverns.
 Vimara was a giant one-eyed tanager that spat fire.

Fikod Vaultwilts was the first dwarf to engage with Vimara. Fikod was an axe lord in full steel plate, and was set ablaze immediately yet fought on.
 Others entered the fray and soon the entire area around the staircase was on fire, as the beast-bird flew around launching fireballs and dodging the dwarves and their axes.

Vimara pushes Fikod away from the staircase with a flurry of fireballs, back into the cavern passages, eventually backing Fikod up against a fungiwood tree growing out of the cavern lake.
 Could Fikod maybe extinguish their burning clothes and skin in the lake?

Yes! Fikod's flaming body is put out, however, his heavy armor drags him further into the lake than expected (it was quite deep here) and suddenly Fikod began to drown.

And despite all this, Fikod fought on, dodging attacks from Vimara all the same.

As the cavern fire raged above, the two fought onward, until Fikod's lungs gave in and he finally drowned.

Vimara, triumphant,  moved on to its next target - Zaneg Giltbridges, Spearmaster and Legendary Miner, one of the founding seven.
 The two fought on the branches of a fungiwood tree above the cavern lake. Smoke and steam filled the air.

Unfortunately, Zaneg forgot his spear, or it was lost at some point, and he fought with no weapons except his fists.

Amazingly, Vimara proved frail, and eventually tired to the point that Zaneg began to land serious hits, damaging the beasts spine and internal organs.

Zaneg baited the bird towards the staircase, where the others waited behind locked doors. When the time was right the doors were thrown open and Vimara was cut to pieces.

Zaneg avenged the fallen Fikod with nothing but his fists. Amazing.


In mid-Winter of 123 a green hairy pterosaur invaded the third caverns, 'Onul'.

'Onul' is met by the squads at the staircase, and quickly killed.

Urist Shieldsystem the Spearmaster lands the last hit, and names their steel spear Stizashzakogol, 'Kindlingspite' in response.

Giant vultures stole a bunch of vegetables in Spring of 124.

Later that Spring, Zakosp Ashencavern arrived, an enourmous humanoid composed of  tin that shot webs.

Zakosp spewed webs and kicked Kogan the Swordmaster in the head, killing him.

The others swarmed and hacked into the tin beast with their steel weapons, and soon Zakosp was dead.

In late Spring, Udib the leatherworker died after a failed mood. A work stoppage has occurred and prevented the dwarves from tanning hides to satisfy Unib's demands.

The dwarves seem more interested in socializing than doing anything of value..

Zuntir the Mason went beserk for the same lack of leather, and was cut down after charging at the swordsdwarves during their sparring session.

A giant two-legged rhino lizard attacked one of the pet peacocks, Ber, goring it with its horn.

Due to the labor shortage it was decided to raise the citizen limit to 80, though this would risk goblin attention.

Two giant desert scorpions have been captured, both females.

On the 4th of Limestone, goblins attacked from the north.
 The squads were deployed and fought off a pair of snatchers, as well as the main ambushing squad of goblins.
 All were killed except one, who ran off into the desert.

Giant Camels were captured, as well as a giant cap hopper.

The traders arrived in Autumn, and we exchanged a number of steel helms and other spare equipment for bins of rare metals, as well as three very expensive large gems.

Curiously, one of the gems was engraved with an image of Sinfulstockades, an artifact made only recently here at Dentdiamonds. This suggested that the large octagon cut aquamarine, where this image was found, had been produced in the last few months.

The giant camels were trained, and a large pasture built in the hillside fortress. After some fungus grew the camels were let loose to grow the herd.

In late Autumn, a towering scaly crab attacked from the depths of the first cavern. 'Kedusm' possessed bronze scales and a poisonous bite.

Apparently we have captured both a giant rat, and two large rats. I cannot tell the difference. .

In early Spring of 125, a fisherdwarf went moody and created an iron left gauntlet named Tath Arek, ' ' . It was decorated with maple wood and on the gauntlet was an image of a diamond (which was rather appropriate given the intention of the fortress).

Soon after, goblins were spotted passing by our territory, but they failed to attack.

In late Spring, a flying hairy spider attacked in the third cavern. 'Fiva Cysthate'

 'Fiva' was only just arrived when a second beast appeared…

 'Bora Fishsubmerged' was also hairy, but an ankylosaurid instead of a spider, and possessed horns and deadly blood.

 Asmel Takentour quickly dispatched 'Bora' with her steel spear Thir Limur.

Zaneg, hero from the encounter with the fire breathing bird, is first to encounter 'Fiva' the hairy flying spider.

 Yet the webs are too much for Zaneg, and after being trapped he is quickly maimed by the spider's kicks.

And oen by one the military falls as they are trapped in the webs. Overconfident, they fought in the open, and the constant spewing of fresh webs meant it was impossible to avoid the spider's attacks, and death was swift.

The staircase was locked..

A terrible day for Dentdiamonds as every military dwarf had perished - all fifteen of them.

The horror!

Two more are killed, weeks later, when Fiva pulls them through a gap near the staircase to their deaths.
 Fiva itself seems uninterested in anything except the doors.


Somehow, those doors were opened, and 'Fiva' charged the staircase.
 Many died, yet in a lucky strike, Rigoth Listenracks the trader punched 'Fiva' in the abdomen and exploded the great spider into gooey bits.

This heroic feat was rewarded with the manager's office, and position as official broker.

Thank Armok for Rigoth's mighty punch!

Somehow, Vucar ended up in a cage trap when 'Lon' the gigantic feathered lacewing appeared in the third cavern layer.
 
Two fresh squads were quickly drafted, swords and hammers, and sent to retrieve the caged Vucar and kill 'Lon'.

Amazingly, Zasit Tiretools, creator of the artifact steel breastplate Aban Egom, was first to arrive, and fought the giant insect alone.
Zasit lost a tooth, took many injuries to his joints and arms, yet perservered and punched 'Lon' in the brain, killing it.

Zasit has become twice the legend. Huzzah!

And yet, his injuries were too much, and the doctors too slow to retrieve him, and so Zasit perished after this feat.

In late Autumn, an Ettin appeared and attacked our livestock. At the same time, a gigantic blob of water with a poison sting 'Usnos' attacked from below.

The Ettin was killed by two swordsdwarves, though Tirist took injuries to his left leg.

'Usnos' was fought by the hammer guard recruits, and Lokum and her baby Kadol died during the fight. . . 'Usnos' eventually disintegrated into a puddle of lukewarm water.

Also in Autumn, 'Omur' attacked, a humanoid with a poison bite. Climbing up the staircase, 'Omur' killed a furnace operator  and another recruit before falling to the swords of the other squads.

With so much death, the fortress mood was soured. A majority of dwarves were utterly despondent, while the rest were indifferent -at best-.

The dwarves were foolish, and found a way into the snail-cavern, where a fungual inferno raged. There, the dwarves slipped on the slimy cavern walls and fell to their death in the lake. Others were crushed or burnt as the snail hunted them down .

The doors were again somehow unlocked, no doubt some apathetic god, and the snail would be fought by the recruits.

Once again, the dwarves overcame infinite odds. After murderous rampage through the masonry, the fire-snail was brought down by Kol Tikswords the militia commander.

So many were dead. The dwarves were mostly unhappy. Would Dentdiamonds perservere?

No.

In mid-Winter, 'Xan Spraysquids the Abyssal' arrived and sprayed flame across all. 'Xan' killed all the new recruits, ascended the staircase, and was joined there by 'Ngogngo Suckedmites the Hideous' a quadruped composed of flame.
 'Xan' killed 'Ngogngo' then continued on to decimated, and destroy, the rest of Dentdiamonds.

One of the final scenes of Dentdiamonds is Solon Towersplatter running up and down the staircases with a flaming troll  fur cloak.

 Thus ended Dendiamonds in the Winter of 125.

******************************

5
this is place to post my storyjournals as I attempt to recreate a shinto style shrine in Dwarf Fortress, inspired by my recent trip to the Izumo shrine near Matsue.

===

day 1 vod here

goal: shrine to a god

important concepts:
 the god is attracted to and may live within the shrine
 the shrine is a place for people to visit with the god
 a certain object may attract the god, such as a large tree or rock formation, or the god may choose to reside in a constructed altar
 otherwise it is an exercise in reproduction of aesthetics since a lot of the above cannot be simulated in DF
 
 A group of dwarves embarks for a forested valley north of Takenhowls, the elven settlement. The valley is known as 'The Prairie of Grooves' and is surrounded by 'The Jungle of Dunes.'
 The land is untamed wilds and all civilizations have access.
 
 The group Nòmèrith, 'The Godly Labor', is led by Mûthkat Eshtânkobel, 'Smithsummits'
 -- a dwarf who greatly values decorum, dignity and proper behavior and does not care about fairness.
 The group symbol is known as 'The Windy Whispers', an image of a circle and a cloud. The circle is devouring the cloud.
 
 Joining Mûthkat are
 
  Ral Isakbomrek, 'Spatterwhip'
  Ducim Kadolmûthkat, 'Hatchetmansion'
  Kadol ïngizgim, 'Ceilingtwists'
  Urist Oslannebél,
'Windadmired'
  Goden Nåzodeduk,
'Dreamymanors'
  and
  Catten Medtobiseth,
'Blockadequests'

 Unfortunately, most of the supplies were lost en route to the shrine's location. Only a single barrel of 60 plump helmets remained, along with some basic tools, the pack animals, and three cats.
 
 The place would be later become known as Okun Kudar, 'The Shrine of Immortals'.
 
 ========================
 
 On the 15th of Granite, 83, the seven dwarves arrived at Okun Kudar, 'The Shrine of Immortals'.
 
 A giant snapping turtle was spotted in the northern stream.
 
 The dwarves picked this spot since they had seen a gigantic tree halfway up the southern hillside. A towering highwood, as wide as three horses in a line, and taller than the rest of the forest. This highwood would be preserved..
 
 The shrine complex would be located further down the hillside on a particularly flat piece of land that stretched out towards the stream. There, the forest was thin. A large oak tree stood out from the rest and would become the focal point from which the shrine is constructed.

 The local forests provided the following lumbers:
 
 Oak
 Highwood
 Alder
 Birch
 Willow
 Maple
 
 The following fruit trees were also present:
 
 Apricot
 Pecan
 Cherry
 Peach
 Almond
 Persimmon
 
 A small downward staircase was created, intended as a temporary home and food cellar for the dwarves. Limestone and rock salt were discovered underneath the soil.
 
 A swarm of giant flies was spotted above the forest canopy.
 
 Mûthkat has become greatly annoyed by the rain and demanded the construction of a small hut to protect the staircase. The dwarves conferred, and oak will be the majority construction material, as long as supply allows.
 
 Early in Summer, the cherry tree blossoms fell to the forest floor.
 
 Later on that season, eight dwarves arrived.
 
 A carpenter and a large number of weaponsmiths including Ber Grizzlesyrup the legendary, and Sarvesh Stakescar and her child Inod.
 
 A series of limestone statues of triumphant foxes were constructed to adorn the rooftops.
 Rock salt roof tiles were also installed.
 
 In Late Summer, an administrative building was commissioned by Mûthkat. A shale pathway was laid in front of the two structures.
 
 Further statues, this time of contemplative wolves, were ordered from the masonry.
 
 Traders from the mountainhome arrived, however, the dwarves had not yet constructed any trade goods or even a depot.
 
 That autumn, the wildlife struck back. Giant agitated chipmunks descended upon the woodcutter Solon, ripping off his hand and drowning him in the stream.
 Luckily, the traders had brought competent mercenaries, and they fought valiantly against the wild animals.
 However, the chipmunks were hyper-agile and very comfortable in the dense forests. They also attacked and killed Iton the weaponsmith and Doren the glassmaker.
 
 Kunil the pump operator fell down the open well shaft as it was under construction, and died.
 
 Early in winter, a cavern was discovered.
 
 Giant insects attacked us again - mantises and cockroaches.
 A regular militia would be needed.
 

6
so I wrote this while playing, its more notes than story, and admittedly some poor grammar throughout. REGARDLESS, enjoy the goings-ons of Insightcopper over about 16 years of bridge building . Also no screens but I've got a sped up video of the whole playthrough.. very lazy yes.  please enjoy!

======

Insightcopper, "Lûkgusil"
 founded in year 208
by the dwarves

Erith Bellmartyrs
 Vucar Earthreins
 Kel Whippedlined
 Unib Inkbolts
 Logem Pinepaint
 Rith Strappedhatchet
 Zuglar Vaultsalve

 
 who arrived at the bottom of a desert valley where a slow stream flowed,  and here they settled.
 
Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)


7
lets address the issue with river aesthetics, which is to say, most rivers occlude existing terrain and force flat plains for the surrounding tiles. resulting in river embarks that are mostly uninteresting, 'regular,' experiences, with few of the more exceptional geological formations one can find.

===

to overcome this, become familiar with understanding topology through the world map two functions 'Show elevation' and 'Show cliffs/grade.'

These tool overlays produce certain recognizable artifacts which can be manually hunted down. See as follows, imagining a 2x2 embark in each of the highlighted red circles:

Default embark view:
Spoiler (click to show/hide)

Show elevation:
Spoiler (click to show/hide)

Show cliffs/grade
Spoiler (click to show/hide)

Let's look at some more specific and quirky examples, using these overlays.

Oceanside Mountains:
Spoiler (click to show/hide)

winding river valley full of waterfalls:
Spoiler (click to show/hide)

super low terrain due to a river loopback:
Spoiler (click to show/hide)


So there are two principle takeaways from this:

First, the default view lies to you (it always has) in the way it presents biomes before terrain. Mountains are not 'mountains' but regional intersections of temperature, humidity, elevation. . thus you need to see past these biomes to truly perceive what literal shape your embark will take.

Second, you should be prioritizing your hunt for quirks in the generation. Places where too many features occur for it to all generate 'correctly,' thus producing oddities like cliffs next to oceans, or lakes that fall out of the sky. These are super fun and most people don't even know they can be actively, even easily, discovered.


if you simply want a world with a lot of small, winding rivers that intersect terrain frequently, with potential for bridge building / super tall towers, check this worldgen 'Varied Heights 500yrs'.

Spoiler (click to show/hide)

there are various other changes but the big ones are the super low erosion cycle count of 40, and 5000 possible subregions. you will not find super large rivers on this world, however, you will find oceans that act like rivers haha. .  'fjords' is perhaps a better term.

8
unless I am mistaken, each given species will only reproduce up to 50 examples before the game shuts down the reproduction of these animals. Is there a method of increasing this hardcoded population cap?

9
DF Community Games & Stories / Dwarf Fortress brewing contest - ended
« on: October 28, 2023, 02:28:22 pm »
prepare to be judged

the task:

Over three in-game years, craft as many metal barrels as possible, and fill those barrels with booze. The player who presents the save file with the highest number of booze-filled metal barrels will be declared winner.

pretty dwarvenly, right?


the rules:

Players have until 11:59PM Sunday, November 19th to submit their saves.

1. you must use the embarks provided below
2. any metal will do, but the containers must be barrels. pots are NOT allowed.
3. any amount of booze in the barrel is valid. 1 unit or 20, the barrel is considered filled.
4. no cheating via speedhacks, spawning of materials, or other varieties of DFhackery. If you use a cleanup utility or other bug-prevention function, just announce this when you provide your save file.
5. savescumming is fine (but for your own sanity i wouldn't restart too much - it ruins the fun)
6. there is no need to arrange the barrels in stockpiles or anything fancy like that
7. you cannot abandon / reclaim the fortress

This contest will occur in both 47.05 and 50.11, so if you're unhappy with premium or still haven't purchased it, you may participate.

Players can attempt to win both contests if they have the spare time.

here is the embark for 47.05: https://dffd.bay12games.com/file.php?id=16899
 A volcanic peak, flanked by jungle forest. The ground is full of iron, but the area is savage and goblins are close.
here is the embark for 50.11: https://dffd.bay12games.com/file.php?id=16898
 A snow-covered forest gives way to a permafrost expanse. The ground is full of a variety of metal, but the area is savage and goblins are close.



After your turn is complete, submit the file to me via a DFFD link / personal message , and I will verify the score and confirm the winners. Players have until 11:59PM Sunday, November 19th to submit their saves.

per the wiki:
 
Quote
Each brewing job produces five units of alcohol per brewable item, and deposits the alcohol in the container, recovering any plant seeds in the process. The size of a stack does not affect how long it takes to brew it, which is based entirely on the brewer's skill...

please ask any questions that come to mind, as this may allow us to further define the rules

While this will be 'competitive' it is, obviously, still very casual and fun and I'm mostly interested in the sorts of strategies that develop.

Feel free to post here for notifications, or if you want to share strategies.

10
so like if a arsonist dragon shows up all intoxicated and starts a few fires, does that count against the elven contractual limits? science may be needed here. time to piss off the elves for the umpteenth time


due to an impoverished upbringing I cannot decipher the elven legalese, and the Dwarfen Encyclopedia has no reference to this particular topic

11
Every year, you must cull %10 of your population. These dwarves are "chosen" by lottery and you have no influence in the matter.

However, there is one control: if the dwarf is a worshiper of the main death cult of your temple they will always be spared from entering into this death lottery. Unless, of course, there is no one left to sacrifice... at that point even true believers are eligible.

The culled dwarves' remains are not allowed to be buried or honored with an engraved slab. They are to be horded in a great temple of bones.

The main goal is to build this temple of bones in the most epic and evil manner possible, providing worship space for the various cults of death, while also surviving the yearly cull's psychological effects, subsequent hauntings, and all the associated troubles of operating a literal death cult.

Spoiler (click to show/hide)


Necromancers, if encountered, should be captured and put to good use. Reanimated skeletons are, obviously, very cool.

Only the most depraved dwarves will remain in control of their emotions. Only those that worship the cults of death may find sanity in this place. Only fools would entertain such a challenge.

anyways here I am


===





It is the year of Roc. Dreams of great birds peering down from above. The temple is growing, slowly. Filling with bones..




Zimesh The Ashen, god of death, has set in motion a great plan, and the principal character would be Dumed Glovedance. Lor Glovedbucks the necromancer was master over Dumed, in a pinky and the brain sort of way. Dumed performed whatever she commanded with little question. In this way, Dumed was the stupid pawn of greater powers, and seemed to relish his lack of freedom.

Lor wanted to rule the world, and this fortress was only one of many nodes in her growing network of hidden outposts. Each generated wealth, weapons, and biological material for the experimentations

Before Dumed left the subterranean laboratory of Lor, she was given a powerful image, titled "The Mark of Bones." This image was to be hidden, shown only to members of the cult. It may cause.. deleterious reactions.. in those unacquainted with Zimesh the Ashen.

A warped white moon shivers coldly behind the dark silhouette of a giant raven, which lays prostrate before a small image of Lor standing in upright prayer.




The image was printed on thick parchment with a black ink. Dumed rolled this into a leather scrollcase and left for the waiting caravan.

===

Wheels rolling endlessly. Sodden, broken wheels.. repaired with wood and broken nail countless times on the road to here. Where is here?



  Here is Reigngate, so founded by Dumed Glovedance in year 250 under the direct orders of Lor Glovedbucks the necromancer,  and dedicated to the sacrificial worship of Zimesh the Ashen, the Dark God of the Bloody Beard, who revels in death and dismay and really likes ornate displays of bone and skull.

  Of the seven dwarves, Dumed is the sole worshipper of Zimesh, with the remaining dwarves praying towards a different, lesser god. They would be converted, or sacrificed, there was no doubt!

  The low desert mountain was flanked with dense temperate forests of cedar, wild cherries and persimmons. The ground smelled like magma, or so the miners claimed. Digging through the sand revealed great mounds of obsidian glass. One should always trust miners and their noses.

  It was planned to sink a great divot into this fossilized volcano, an artificial chasm.. this would take years but it would keep the others busy while Dumed planned for the first culling. A temporary hovel was dug into the slate layers of the northeastern quadrant, near the fruit trees. For some reason the dwarves had brought a tame elephant and this was pastured nearby.

  The six laborers were as follows:

Code: [Select]
Etur - worships Mete Milu. Overly talkative. Likely to raise alarm should she notice something.
Kikrost - worships Kadol Luriterib. Built strong and tough.
Domas - worships Mete Milu. Peaceful and sheep-like.
Deler - worships Mete Milu. Easily distracted - an easy target.
Sodel - worships Doren Limarosram. A hard worker but unable to form social bonds.
Sigun - worships Mete Milu. A crazy musician.

  All were competent miners, having been hired into this role, and all were unaware of Dumed's intentions.

  Meanwhile, under the guise of constructing a temple for Mete Milu, Dumed went to work designing a secret shrine to Zimesh. A shrine of death, carved from frozen obsidian, with walls polished into black mirrors.


After this work, Dumed took one of the larger obsidian shards, and secretly fashioned a blade. More dagger than sword, the flat edge was sharper than any steel, and was concealable under a shirt or cloak. And so Dumed felt assured.

Summer arrived, and the dwarves labored on.



===

"Hey, I thought this was a temple to honor Mete Milu? Why are we installing these creepy obsidian statues of Zimesh all over the place?"



late summer, two migrants arrived.

Code: [Select]
Mebzuth - worships Doren Limarosram. High master metalcrafter with great strength.
Ubbul - polytheist, worships all the popular gods, but also Zimesh. A legendary gem setter at the young age of 84.

A worshipper of Doren, and a polytheist who shares sympathies with Zimesh. Curious - could this Ubbul Paddlebreaths be trusted with the activities of the cult, despite her split allegiance?



The digging of the great chasm began.



Early in autumn arrived the mountainhome traders. The dwarves traded obsidian swords for meat and cloths. Exporters of death, they were! Zimesh was proud.



Late in autumn, 11 migrants arrived, as follows:

Code: [Select]
Eral - worships Mete Milu. Woodcutter.
Rigoth - worships Mete Milu. Peasant.
Ezum - worships Avuz Idavuz. Clothier.
Vucar - worships Rimtar Onmemad Nirmekrit. Stonecrafter.
Zuglar - worships Egu. Strand extractor.
Atir Enjoypulleys - polytheist, worships Zimesh. Ranger.
Tun Churchnets - polytheist, worships Zimesh. Fisherdwarf.
Oddom Nuthall - polytheist, worships Zimesh. Fisherdwarf.
Rakust Roughnessshythm - polytheist, worships Zimesh. Farmer.
Deler Tinscaled - worships Zimesh alone. No skills but very strong.
Erith Oarswords - worships Zimesh alone. Accomplished weaponsmith - very useful.


Due to their overwhelming exclusivity of their faith, Deler and Erith were chosen to join the inner council of the cult, along with Dumed, and so were given the title "Priest of Zimesh".

This brings the total cult size to eight dwarves, of 20.



Etur, one of the unchosen, the laborers, got into some kind of strange mood, and stole a bench at the stonecutters. Curious, we allowed her to work... she took a large boulder of obsidian and created a huge, menacing cabinet. Covered in spikes of razor glass, it was exactly the last thing you want to place in your bedroom. Perfection! We considered indoctrinating Etur as a reward for this artifact, but her faith in Mete Milu was too strong. She would remain in the lottery.

===

On the full moon of the 28th of Obsidian, the black month, the final month, the deepest winter nights, Dumed called for the priests. Deler and Erith both appeared, dressed in dark, with a list. Each non-believer was given a number, and the priests cackled as they rolled the obsidian dice... 1 and 9. Vucar and Kikrost.

They were told a reward was waiting for them, in the room at the back of the obsidian room of the purest black, filled with a statue gallery of skeletal gods and necromancers. Way back behind the locking door..

Vucar and Kikrost were informed, and happily moved into "the room". The door was locked. and .... the lever was pulled and .... the sacrifice was made. Zimesh surely looked on in pleasure.





Spring brought 17 migrants, too many to list here.. New cultists galore, and plenty of non-believers - Reigngates was growing fast. New terraced farms were placed near the obsidian outpost.



New priests include Domas Dimplecrafted, Limul Citybelt the master of mechanisms, and two others.

One particular non-believer smells funny. Urvad Ropenourished .. keep an eye on this one.

Curiously, one of the migrants claimed to not believe in any gods at all... what a fool! Doesn't he feel the raw energy emanating from the bloodied chamber of death and dismay? The obsidian heart beats loudly now....



The Umbral Faith requires a temple and a priest.

Of course, my lord, anything for you - but didn't you notice that we already have three temples and nine priests?




to be continued

12
Behold, The Universes of Destiny:




 A series of weakened dwarven civilizations cling to life in this patchwork land of ocean and forest, mountain and swamp.  Of the Twenty Eight dwarven civs seeded by the gods, only four remain in any true capacity, the rest represented by a handful of nomadic bands.


The Merchant of Walls
The Eternal Fortification
The Corridors of Cooperation
The Gloved Work

Some survived through treaties with goblins, others let necromancers into their ranks, and some were beaten into submission and now live through the sheer benevolence of their captors. 

 All have dreams of a return to the time of the Dwarven Kings, when the magma churned in our forges, and the raw mineral of the underground was wrought into massive hordes, worthy of dragon's envy. Will you seek to return one (or more!) of these remaining civilizations to its former glory?


=== The Rules ===

If you wish to take a turn, simply post in this thread and I will add you to the list of players.

Each turn, you have one week irl to build a fortress. Any whim can be followed, any goal pursued, however impossible. You can spend as many years as you wish on this fortress, but once it falls you must pass on the turn. Obviously we cannot prevent save scumming but - do so at your own risk. Armok is always watching.

You are encouraged to post an image journal as you play, or a summary after your turn, or even not post anything at all and simply contribute a mysterious fortress to this Universes of Destiny.

Utilities for UI and cleaning or fixing bugs are allowed of course!

Finally, two mods are applied for ease of access:

-See through smoothing designation mod
-interface tweaks 1.3


let me know and I can help you find the correct mods.

My intention is to update this map with fortress locations and other interesting things.

=== The List ===

1. Salmeuk | post1 | post2 | post3 + save
2. Delphonso | post1 | post2 | post3 + save | post 4 AAR
3. AvolitionBrit | post1 | post2 + save
4. Maloy | post1 | post2 + save
5. Delphonso | post1 | post2 | post3 | post4 |
post5 + save
6. Salmeuk
7. Bralbaard

(updated 08/05/2023)

=== The Histories ===

An Abridged History of the Various Royal lineages of The Merchant of Walls
The Abbreviated History of the Many and Varied Governing Entities of The Eternal Fortification

So inspired by the brilliant World of Bones, and at the insistence of Delphonso, let us begin this tale.

13
It is very tough to recall which tab holds what skills, and with the new mouse U.I. we are forced to scroll each list completely to discover the specific skill we are looking for. I understand why skills were split into tab categories - to help new players identify useful or important skills, and to make selection of skill faster.  however this new form works against these purposes.

player understanding is not served well by the rather arbitrary categories of "Crucial" and "Labor". This new U.I. forces players to memorize these randomly selected lists of skills in order to avoid a series of annoying menu interactions, since the categories themselves do not really apply to every skill contained within. and new players are not used to memorizing arbitrary lists of things, unlike us old hats.

for instance, the "Mason" skill has been relegated to the old function of architect, with the rather confusingly titled "Stone Carver" replacing the previous utility of furniture building. I do not consider the speed or beauty of a well to be, um, "Crucial" especially considering that a skill every fortress uses, Weaving, is left in "Labor".

similarly, "Herbalist" is almost necessary for certain survival scenarios since it provides a ton of food early on, and most fortresses have access to wild plants.

maybe if the U.I. remembered your scroll state in each category so you weren't forced to continuously click between the tabs and the scroll bar , this would also help.

so yeah. categorization that aligns with player experience is only useful if the players have experience, right?

this was one of the first things I noticed when going through the new embark U.I. (besides not being able to quickly select large numbers of items) and I still have not found myself "getting used to it."

14
DF Community Games & Stories / Against the Storm inspired challenge
« on: April 04, 2023, 01:08:56 am »
rough draft so please leave comments or suggestions, or post your own playtests in this thread if you desire to join in.

The goal of this mode is to give a series of tasks to the players, giving DF some context, loosely modeled on Against the Storm.

these generators should be used:

https://perchance.org/4hqt7o9ngl
https://perchance.org/5zv1ana691

Spoiler (click to show/hide)

Every year, the player must offer randomized tribute to the queen, who waits patiently back at the Mountainhome for her chosen goods. Think of this like a meta noble mandate. In return, she provides you with a randomized selection of 'blueprints' of workshops and other buildings, or allowances for increases population, or reputation.

The final goal is to reach 30 reputation. This will take at least 4 years of tribute rewards, but likely more. You lose if you reach an arbitrary 20 impatience.

You start the game by drawing three starting workshops using the above generator. Draw 3, pick 1. You always start with the still and the trade depot. All remaining workshops must be earned through the tribute mechanic.

At the start of the game and at every Autumn trade meeting thereafter, you select 5 tribute goals from 8 offered. Tribute Goals are randomized requests for specific objects or materials. Each Goal has a request amount and a targeted object or base material. Goals also come with 'bonus objectives' which grant an additional bonus if they are fullfilled. The usual format is "object type, object material".

To fullfill a tribute, the requested goods must be delivered to the dwarven traders each autumn event. Failure is punished by the Queen's impatience rising by 3pts. 

Every successful tribute you can select whether to:

 decrease impatience by 1pt
 draw a new workshop or building (draw 3 pick 1)
 raise popcap by 5
 increase reputation by 1pt

Thus pop cap slowly grows as you complete tribute. Children locked at 10%. Starting popcap is 10.

The patience of the Queen is also related to various traumatic events that might occur during play. The following events increase the Queen's impatience:

Death or Unrecoverable Insanity of a Citizen: 1 pt
Loss of Trading Caravan: 4pt
Theft of an Artifact: 1pt
Theft of a Child: 3pt
Failure of a Noble's Mandate: 1pt
Failure of a Tribute Goal: 3pt

Positive events, deemed valuable to the efforts of the Mountainhome, are awarded with an increase in the Settlement's reputation:

killing / capturing forgotten beast: 2pt
killing / capturing titan: 2pt
killing / capturing megabeast: 1pt
driving away a siege (not just surviving until they leave): 3pt
producing an Artifact object: 1pt
Offering 10k of goods to dwarven caravan: 1pt

Battle deaths during sieges dont count (sacrifice impresses the queen).

Spoiler (click to show/hide)

Cavern Breach Rule:

When breaching each cavern layer for the first time (including the magma sea), a special draw of tribute will occur (draw 2 objectives, keep 1). This randomized tribute must be sacrificed as soon as possible - smashing, magma burning, throwing off a tall cliff into an inaccessible pit are all acceptable.

Failure to meet this tribute demand in three in-game months results in the queen's impatience raising by 3. Success grants you the usual tribute reward.

As the years pass, the queens demands grow. This will be arbitrary increase in lower bound (+10) and upper bound (+50) of the tribute demands for this first round of testing.
Spoiler (click to show/hide)

Oh, and for added challenge, you embark with only a pick and an axe. No anvil.



I will be posting test journals as I have time  :D

15
hey. AI is powerful. here are some of my early attempts at provoking the all-knowing chatGPT to provide me with creative ideas for Dwarf Fortress challenges.

suggest unique challenges for dwarf fortress
Spoiler (click to show/hide)

I was amazed by how coherent the responses are, without repetition. nothing super new or interesting challenge-wise, however, except perhaps the 'blind' challenge.. so I prompted further:

please provide me with more unique challenges for dwarf fortress

Spoiler (click to show/hide)

here you can see the limits of AI: repetition due to uncreative prompts. you really need to provoke the beast with different input material to get something interesting.

please provide me with challenge goals for dwarf fortress

Spoiler (click to show/hide)

Now this was good. I was surprised by how the specific numerical goals were fairly appropriate for the given time-frames. truly powerful technology my god

please provide me with more specific numerical challenge goals for dwarf fortress
Spoiler (click to show/hide)

now we're talking! These are genuine challenges. I particularly like the '10,000' units goal after 5 years.

please provide me with ideas for megaconstructions in dwarf fortress
Spoiler (click to show/hide)

alright, alright, I could see how this would be useful for someone new to megaconstructions. nothing super interesting however. chatGPT is very trope-filled.

please provide me with more ideas for medieval-themed constructions in Dwarf Fortress
Spoiler (click to show/hide)

the idea of doping the prompts with specific themes came to mind. you could pick specific universes or books or whatever to add theme to the results.

please describe a monastery blueprint to build in dwarf fortress
Spoiler (click to show/hide)

Now, this? this is perfection. For anyone who has embarked on a fortress only to run out of ideas for what to throw down next.... this kind of checklist is awesome. again, not revolutionary, but the fact you could replace 'monastery' with just about anything is futuristic.

finally, i asked the one question on everyone's mind:

how to defeat keas in Dwarf Fortress
Spoiler (click to show/hide)

no no no. wrong, AI, you are wrong.

how to permanently defeat keas in dwarf fortress
Spoiler (click to show/hide)

NO. no  no no. you were supposed to have the answers.

who is helping the keas attack my fortress in dwarf fortress
Spoiler (click to show/hide)

NO. how DARE you not believe in the conspiracy of the 'green shadow', a globalist conspiracy to destroy new fortresses and control the sale of gold and silver by employing trained kea assassins.

why is dwarf fortress so difficult
Spoiler (click to show/hide)

do note, no specific mention of U.I.  :P


thoughts? anyone else have some good prompts to share?


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