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Author Topic: Food issues  (Read 1398 times)

Spinal_Taper

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Food issues
« on: March 21, 2012, 05:05:36 pm »

I don't have much food compared to other people, any tips on increasing production?
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Telgin

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Re: Food issues
« Reply #1 on: March 21, 2012, 05:07:52 pm »

How skilled is your planter?  You are planting food, right?  You might be able to subsist on hunting or fishing alone, but it would be a lot more difficult.

Also, try to set up a fishing industry.  That can produce impressive amounts of food, but it won't sustain a fort when you deplete the fish stocks.
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Spinal_Taper

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Re: Food issues
« Reply #2 on: March 21, 2012, 05:10:50 pm »

How skilled is your planter?  You are planting food, right?  You might be able to subsist on hunting or fishing alone, but it would be a lot more difficult.

Also, try to set up a fishing industry.  That can produce impressive amounts of food, but it won't sustain a fort when you deplete the fish stocks.
I farm and fish, just how big of a plot do you need?
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Girlinhat

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Re: Food issues
« Reply #3 on: March 21, 2012, 05:16:16 pm »

I'm not sure what you're doing, but my advice is probably "use less farmers".  One skilled farmer is better than three worthless farmers.

Either way, we need to know what you're doing.  Coming on and "how do I fix?" doesn't give us much to go on.

AWdeV

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Re: Food issues
« Reply #4 on: March 21, 2012, 05:20:10 pm »

Set up a farm plot for every aboveground berry you find, one for quarry bushes and one for plump helmets and you're more than fine.

I've never, ever bothered with farmer skills and I've only ever run out of food in the first year before everything was running.


Ofcourse, it helps a lot if you make goblins and kobolds butcherable. Just as a back-up foodsource; desperate dwarves ripping the flesh off of executed goblin prisoners and caught kobold thieves.
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Calech

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Re: Food issues
« Reply #5 on: March 21, 2012, 05:25:59 pm »

1) Farm plots can be a neverending source of plants for food and booze production; set your orders to 'farmers only harvest' if you want to maximise skill gains on your growers.

1a) And if you're only using the underground plant types, you're missing out on most of the variety of farming. Herbalism (Plant Gathering) is pretty good at producing food by itself, although it can be hazardous - fortunately, you can make above-ground farm plots to accept the seeds once you've processed the plants in a non-destructive manner (ie. not cooking).

(Note however that Quarry Bushes, grown from rock nuts, are quite absurd in terms of food production - each plant produces 5 leaves once processed into a bag at the Farmer's Workshop - but they can't be eaten raw, so you'll then need to cook them)

2) Poultry farming is a good way to produce large amounts of food for almost no maintenance - take 3 turkey hens at embark with one turkey gobbler (substitute other egg-producers as desired), build a few nest boxes. For crazy high returns, forbid the first batch of eggs from each whilst they're still in the nest box. (Also a convenient source of meat, bones etc)

3) Alpacas are very versatile creatures - not only can they be butchered, but like many domestic farm animals they can be milked - this milk can be cooked in with solid food as-is or made into cheese (yes, those cheese-maker migrants do have a non-military function)

4) Hunting provides a way to turn trees into food by the intermediate product of wooden bolts. Caution: dwarves do not have a sense of proportion, and a Dabbling Ambusher may decide that he wants alligator for dinner, usually with the opposite result.

4a) Your military may be able to 'hunt' too, but they're not quite so stealthy so make sure they can catch what they're chasing - it's embarrassing to watch a burly Hammerdwarf chasing a wild turkey around the map and collapse from exhaustion.

5) Fisherdwarves seem to turn up in droves, if you have a water source containing fish they will happily depopulate it for you. Remember to build a fishery to turn nasty raw fish into slightly more palatable raw fish.

6) Cookery can be used to combine ingredients from any or all of the above. If you are very cunning you can try cooking 1 large stack of solid ingredients with 3 barrels/pots of booze, which produces a large amount of food from very little raw material. (This can be more difficult than it looks though, especially if your kitchen is near a thoroughfare as your dwarves will drink the booze out of the kitchen before your cook can gather all the ingredients)

7) Trade can get you large amount of food for any second-hand clothing that you happen to have lying around, say in pools of goblin blood, or any other plentiful trade goods.
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Flying Dice

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Re: Food issues
« Reply #6 on: March 21, 2012, 05:27:30 pm »

Two 4x4 plots churning out plump helmets. A 1x3ish plot for every aboveground berry. One skilled farmer doing nothing but planting, carrying food (and possibly brewing, depending on dwarf resources). 2-3 lower skilled farmers with the same labors to help fill in the gaps. Some food haulers. A cook/brewer. That typically has me swamped with food within a year or two of operations starting.
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slink

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Re: Food issues
« Reply #7 on: March 21, 2012, 05:32:29 pm »

I haven't acted on it yet, but I realized recently that pigs don't require grazing and you can milk them.  I've been just taking turkeys with me, but I plan to add a pair of pigs one of these embarks.
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Haekel

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Re: Food issues
« Reply #8 on: March 21, 2012, 05:49:20 pm »

I haven't acted on it yet, but I realized recently that pigs don't require grazing and you can milk them.  I've been just taking turkeys with me, but I plan to add a pair of pigs one of these embarks.

Pigs reproduce reasonably fast, too.   I'm four years in, and the four pigs (three sows and a boar) have produced about 50 offspring, some of which are already matured. Considering that each (adult) boar produces about 25 units of food on butchering, and my milker is working non-stop on my about 25 sows, I could feed my fort with this alone.
Then again, I don't have to.   I tend to buy a lot of my foodstuff from caravans, at least in the first few years.
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Reudh

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Re: Food issues
« Reply #9 on: March 21, 2012, 05:53:30 pm »

If you are lucky enough to capture two tame crocodiles, they have about 60 eggs each time, I believe.

Hunters with at least an Adequate in their shooting skills can get lucky shots sometimes. I had a dwarf ambush a Voracious Cave Crawler and win with two shots (losing one leg in the process).