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Author Topic: Population Cap & FUN  (Read 1182 times)

Jamuro

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Population Cap & FUN
« on: June 16, 2011, 05:36:29 am »

hi

thx to fps issues i ve always set the population cap at 100
but i kinda ask myself is managing 200dwarfs so much harder?
are the sieges significantly bigger? (and more FUN?)

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ETV

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Re: Population Cap & FUN
« Reply #1 on: June 16, 2011, 05:41:49 am »

http://df.magmawiki.com/index.php/Siege

As far as I am aware the composition of sieges does not differ or is affected by your total fort wealth or population.

You would still get 10 Siegers with 80 Dorfs, and 10 Siegers with 200 Dorfs for instance, making it easier to defend with 200 Dorfs because well, not every dorf has a lot of fort connections, and upon being ravaged and dying, will not affect all 200 Dorfs, because he didn't make 200 Friends.

Overall I'd say more dorfs = More expendable dorfs = less difficulty overall, plus the zerg aspect of 100 Dwarfs whether being skilled or not could rape the shit out of 10 Siegers...

Please call me out if this is bullshit.
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AutomataKittay

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Re: Population Cap & FUN
« Reply #2 on: June 16, 2011, 05:45:23 am »

As far as I can tell, siege size are only affected by produced wealth increase over time, rather than total wealth or population number. And more dwarves means more to throw at the other guys, otherwise more causes far more FPS drop, and is much harder to manage well.
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nanomage

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Re: Population Cap & FUN
« Reply #3 on: June 16, 2011, 05:47:03 am »

100 dwarves do not differ much from 100 dwarves, at least for me. I start loosing track of everyone except some select heroes/masters/nobles right after when they are more than twenty.
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Jamuro

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Re: Population Cap & FUN
« Reply #4 on: June 16, 2011, 06:37:35 am »

so except if i want a king to join my fort its not worth the fps decrease?

oh and btw for getting a king i need roads ... are wagons still bugged or will caravans bring more if there is a road (or 3tile path) to my fort?
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AutomataKittay

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Re: Population Cap & FUN
« Reply #5 on: June 16, 2011, 06:44:04 am »

Caravan size seem to be independent of profit, doesn't hurts to give them a lot. As for wagons, they're bugged still, roads don't do anything, however it's good for clear path if you want or need one.
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Aspgren

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Re: Population Cap & FUN
« Reply #6 on: June 16, 2011, 07:51:21 am »

, roads don't do anything,

They're pretty, they keep the vicious flora at bay and, with a lot of traffic area tinkering, you can make your dwarves form an orderly line along the roads and not step in the garden squares. :)
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AutomataKittay

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Re: Population Cap & FUN
« Reply #7 on: June 16, 2011, 09:17:50 am »

, roads don't do anything,

They're pretty, they keep the vicious flora at bay and, with a lot of traffic area tinkering, you can make your dwarves form an orderly line along the roads and not step in the garden squares. :)

Oops, should've specified that road don't do anything -for- caravans other than clear path. Well, more clear than the usual tree and boulder clutters :D
Since wagons don't shows up, single-tile wide road or floor's perfectly good for path, it'd be prettier to have 3-5 wide, though
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zx.pr0jk#

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Re: Population Cap & FUN
« Reply #8 on: June 16, 2011, 09:53:57 am »

200 dwarves can pump out way more wealth than 100 dwarves. It's not a linear relationship, either good or bad, but 200 dwarves, with 150 employed into real professions will outproduce 100 dwarves with 50-80 real jobs.

Thus, you will have larger sieges incoming because of the immense wealth. (which for me has always stemmed from food) Now, if you have 200 dwarves and the other 100 just bullshit in the meeting hall all year long, then it's probably not going to matter.
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celem

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Re: Population Cap & FUN
« Reply #9 on: June 16, 2011, 12:59:17 pm »

Food in stockpiles shouldnt be part of your wealth.  Nothing in a stockpile is.

Building artifact furniture will dramatically increase your wealth.  So will making anything from candy or constructing steel armor/weapons with a reasonably competant smith.  Likewise lavish rooms for dwarves/nobles and pimped dining rooms.  This is the stuff looked at.  It also checks things like roads/bridges, traps, workshops, anything you built.  Oh and smooth/engrave of course (architecture is i believe the value of your floors/walls/bridges/roads)

In short, all the things that come with fortress age rather than dwarf count.
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