Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: A tale of wimpiness.  (Read 2301 times)

sal880612m

  • Bay Watcher
  • [SANITY:OPTIONAL]
    • View Profile
Re: A tale of wimpiness.
« Reply #15 on: July 07, 2014, 09:42:40 am »

The minimum wealth for a siege is mod-able but I think by default for goblins it is 10000 Dwarfbucks.
Logged
"I was chopping off little bits of 'im till he talked, startin' at the toes."
"You probably should have stopped sometime before his eyes."

yobbo

  • Bay Watcher
    • View Profile
Re: A tale of wimpiness.
« Reply #16 on: July 07, 2014, 03:15:59 pm »

If you want to start with nice tame sorts of fun, you could try building a town in the caverns.

Or just leave all your doors open for the cute local wildlife to wander in and steal your food and booze.

Or try an engineering project involving water (a dining-room or main-hallway waterfall maybe).
Logged

HmH

  • Bay Watcher
  • Cage Trap Personified
    • View Profile
Re: A tale of wimpiness.
« Reply #17 on: July 07, 2014, 03:44:13 pm »

Practice exploit-free military management by breaching the caverns and trying to hold increasingly large amounts of territory. They provide a steady supply of enemies on which you can test your mettle, as opposed to the normal invaders who come in relatively rare waves, which makes learning a bit easier. Once you've got it down, start a new fort and see how you fare against goblin sieges.
Pages: 1 [2]