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Author Topic: Isolationist/hermit notes and questions  (Read 859 times)

That guy

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Isolationist/hermit notes and questions
« on: July 30, 2010, 06:08:36 pm »

I started a fort where my original seven dwarves sealed themselves off from the outside world after misinterpreting a passage in the Dwarf Bible. So, no migrants, no trade, no going above ground, and sealing themselves off from the world as soon as possible. No animals allowed, either, as the ones underground could potentially fornicate with those on the surface through dark magic. The camel stallion my dwarves came with was promptly slaughtered, and its meat and entrails are stored, but largely unused.

I embarked in a box canyon in the desert with a stream but no aquifer. I created a totally impregnable defense by channeling out an artificial lake with a hatch on the bottom (that doubles as a self-destruct mechanism) and a door rigged to flood the dry lake. After that I built a floor over the ramp leading to the channel that fills the thing, and mined out the edges to remove the ramp.

I had my population cap set to 0, thinking that since the pop. cap is set when the first caravan comes, and migrant waves are allegedly never any larger than your population, that this would prevent immigration. It didn't. I got 2, 1, and 4 migrants in three waves, and they all died a horribly protracted death in the desert. They could get water from the stream, which had nothing dangerous living within its depths, and pick up rats off the ground and eat those whenever they got hungry. Eventually the ground was littered with rat remains and patrolled by hungry dwarves. Eating rats didn't fill up the dwarves, as they were still hungry after eating them and they ended up quite unhappy. What finally killed them was that the river froze for a period in the winter, just long enough for them to die of thirst. In theory, dwarves may now be able to survive off vermin and water indefinitely, provided they aren't nobles (I've tried that before in 40d with predictable results).

Traders will now wait for you to build a depot if there is none. They can also apparently go insane if they're waiting around long enough. At least elves can. Interestingly, the trader's horse went insane from boredom or from staring at the shriveled and dessicated dwarves lying next to a flowing river, and the elf he came with went insane immediately thereafter. Or it was the other way around. I should have been taking notes.

At the start of year four all of my dwarves are friends, or failing that "long-term acquaintances."

I embarked in the year 13, and all of my dwarves have the tag "...is among the first of his kind" on their bio page. All of my dwarves "have the appearance of someone who is (55-88) years old." Dwarves are apparently created by the gods as tiny old people.

No one's married yet, although that may be due to the year or my 0 population cap. Ideally my fort was going to turn into dizzying catacombs filled with cruel traps and bejeweled furniture populated by the horrifically inbred descendants of my original dwarves, but it's not looking like that's going to work out too good. I've heard that dwarves can inherit various traits from their parents and there's some kind of genetics involved in DF now, so it would be interesting to see if after a couple generations of cousin-marriage my dwarves end up like Charles II, the inbred Spanish King who blamed his deformities and mental problems on witches.

Since my fort's reasonably stable and I have enough shiny things lying around to keep my dwarves happy, I'm thinking of raising the population cap and doing absolutely nothing else to see if any of them get hitched.

Also, about skill atrophy: it only takes 1-3 tasks to get from "rusty" or "very rusty" to normal.
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Sphalerite

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Re: Isolationist/hermit notes and questions
« Reply #1 on: July 30, 2010, 06:17:50 pm »

Population cap only affects immigrants.  It doesn't stop your dwarves from getting married or having kids.  If you want them to get married, make a statue garden and give them lots of free time.  They need to have free time to get married, and seem to do so more often if they have somewhere to throw parties.
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nbonaparte

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Re: Isolationist/hermit notes and questions
« Reply #2 on: July 30, 2010, 06:25:08 pm »

seven dwarves? time to throw parties? Good luck.
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That guy

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Re: Isolationist/hermit notes and questions
« Reply #3 on: July 30, 2010, 06:57:26 pm »

I've actually had two so far.
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AngleWyrm

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Re: Isolationist/hermit notes and questions
« Reply #4 on: July 30, 2010, 07:00:44 pm »

To get them to wed, let them hang out at a 1-tile meeting area. Their friendships increase when they are next to each other chatting. More idle dwarves = more married dwarves -> more baby factories.
« Last Edit: July 30, 2010, 07:02:29 pm by AngleWyrm »
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lanceleoghauni

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Re: Isolationist/hermit notes and questions
« Reply #5 on: July 30, 2010, 09:27:28 pm »

My fort is in it's 18th year. It started with 17 Dwarves (10 immigrants, my Civ is dead).  With the immigrants came word of the destruction of the mountainhomes, and so we struck the earth, burying ourselves deep beneath a river system and waterfall to protect ourselves while we repopulated. I'm up to nearly 70 dwarves, about 25-30 of which are useful, the rest being children. you can do quite a lot, but it takes a long time, and you have to coddle them. As far as I know Dwarves do no remarry, so you must make sure they can breed as often as possible. My current mayor has had a baby every year since she got married (that's 17 babies).

Tips:

*Forget the military, you can't handle any losses, seal it and deal.

* You do not need to worry about massive population spikes due to immigrants, utilize this to make your living areas high quality, this will make tantrum spirals nigh impossible.

*Your dwarves will be legendary in nearly everything very quickly. as there are so few workers, coincidently, expect all projects to take longer.

*Moods are TERRIFYING when raw materials are in low supply. Make sure to keep some of everything around. your no animals limitation will be a big issue, as it means no leather or bones.
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Tessien

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Re: Isolationist/hermit notes and questions
« Reply #6 on: July 30, 2010, 09:43:52 pm »

Start trapping cave animals.
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