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Author Topic: Ramifications of short/no history during world gen?  (Read 8181 times)

Bohemian Ear Spoon

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Ramifications of short/no history during world gen?
« on: March 30, 2012, 09:14:01 am »

Starting a new world wit 07 I was thinkimg of starting eith minimal world history , but I am sure there are some unintended consequences. Has anyone experimented witj this?

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Loud Whispers

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Re: Ramifications of short/no history during world gen?
« Reply #1 on: March 30, 2012, 09:15:59 am »

smaller megabeasts, smaller civs. Not much really.

Girlinhat

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Re: Ramifications of short/no history during world gen?
« Reply #2 on: March 30, 2012, 09:16:38 am »

Adventure mode can be boring.

KtosoX

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Re: Ramifications of short/no history during world gen?
« Reply #3 on: March 30, 2012, 09:16:42 am »

No vamps, werecarps or necros.
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geail

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Re: Ramifications of short/no history during world gen?
« Reply #4 on: March 30, 2012, 09:17:38 am »

Fewer available stone/wood choices from the mountainhomes.  They gain more access as they spread.
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Sphalerite

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Re: Ramifications of short/no history during world gen?
« Reply #5 on: March 30, 2012, 09:47:23 am »

Short world history means more megabeasts will still be alive, but you'll have fewer necromancers, vampires, and werecreatures .  Longer history kills more of the megabeasts off, but gives more time for necromancers, vampires, and werecreatures to develop.
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Garath

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Re: Ramifications of short/no history during world gen?
« Reply #6 on: March 30, 2012, 10:02:13 am »

there might not be any shops, forts or pretty much anything but capitals in adventure mode. Probably no to few historical migrants.
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khearn

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Re: Ramifications of short/no history during world gen?
« Reply #7 on: March 30, 2012, 11:42:28 am »

On the other hand, a long history can result in a bunch of abandoned towns and forts (in adventure mode), which can be pretty boring. Note I say "can", it doesn't always do so. But it can be annoying when you want to recruit some soldiers from forts and every one you go to has nothing but a few camels wandering around.
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Nyxalinth

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Re: Ramifications of short/no history during world gen?
« Reply #8 on: March 30, 2012, 03:45:32 pm »

I did a short history to see for myself.  It's actually been kind of interesting.  Not too many megabeasts have come of it, mind.  No Elves!  and I am always getting interesting stuff engraved.  "Urist McYeti fighting Urist McDwarf" type stuff instead of mostly squares and plump helmets. Also, this one necro tablet "the Spurts of vomiting" gets engraved everywhere, including one of the artifacts. Interestingly, I already have two artifacts with barely any migrants or digging done. 
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Cusi

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Re: Ramifications of short/no history during world gen?
« Reply #9 on: March 30, 2012, 04:03:06 pm »

I did a short history to see for myself.  It's actually been kind of interesting.  Not too many megabeasts have come of it, mind.  No Elves!  and I am always getting interesting stuff engraved.  "Urist McYeti fighting Urist McDwarf" type stuff instead of mostly squares and plump helmets. Also, this one necro tablet "the Spurts of vomiting" gets engraved everywhere, including one of the artifacts. Interestingly, I already have two artifacts with barely any migrants or digging done.

This I like about short history. More often then not engravings are about the dwarves in your fortress. Its like your the first of your kind (and most will say "one of the first of their kind" .... is a bit weird having 50 year olds in year 5. I just imagine them as demi-gods of destruction (more often them being destructed)
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Bohemian Ear Spoon

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Re: Ramifications of short/no history during world gen?
« Reply #10 on: March 31, 2012, 09:22:58 am »

So I genned a small world with high bad stuff and super short history (of 5 years.)  It is currently the age of the hydra and something else.

Starting my fort Rosycanyon, I find there are no plump helmets! They simply don't exist in the world. Unheard of!
This definitely throws a wrench in my plan.  I have to take up bee keeping I guess.
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GoldenShadow

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Re: Ramifications of short/no history during world gen?
« Reply #11 on: March 31, 2012, 09:58:02 am »

Can you find some in the caverns with herbalist gathering?
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Bohemian Ear Spoon

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Re: Ramifications of short/no history during world gen?
« Reply #12 on: March 31, 2012, 11:46:14 am »

Oh I hope so Goldenshadow. It would be an awesome achievement to be the discoverer and domesticator of the common plump helmet. Urist Helmetwrangler. Tme to go... deeper I guess...

At the moment I have found silver (for hammers) but nothing for armor yet. My digging plan for the volcanic magma forges have been set up but the lazy miners have yet to put it into action.

This is going to be good.  No goblins or kobolds yet, and the first new spring is days away.
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Psieye

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Re: Ramifications of short/no history during world gen?
« Reply #13 on: March 31, 2012, 12:03:43 pm »

I am always getting interesting stuff engraved.  "Urist McYeti fighting Urist McDwarf" type stuff instead of mostly squares and plump helmets.
That's actually to do with how much Tradition the engraver has in his personality. But a short history will mean you get more of "Urist McYourDwarf fighting SnozuMcGoblinMook" as opposed to "Urist Mc500YearsAgo fighting random goblin".
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Frogwarrior

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Re: Ramifications of short/no history during world gen?
« Reply #14 on: April 01, 2012, 02:04:08 pm »

I just found out that the earliest worldgen can actually be stopped is Year 2. So there must be at least 1 year of simulation. Did not know that.

Anyway, one of the dwarf civs is totally on a spot with lots of iron, coal, and flux... maybe I'll do a Genesis fort at some point.

No, it does not say that my dwarves are "One of the first of his kind." It says "One of the only ones of his kind. Awesome. Also each civ only has about 100 people. There are almost twice as many sea serpents as sentient creatures.

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Lately, I'm proud of MAGMA LANDMINES:
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And been a bit smug over generating a world with an elephant monster that got 87763 sentient kills.
http://www.bay12forums.com/smf/index.php?topic=104354.0