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Author Topic: Resurrecting a dead civ  (Read 7727 times)

Quarque

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Re: Resurrecting a dead civ
« Reply #15 on: February 02, 2020, 11:06:14 am »

Resurrecting an old post about resurrecting old civilizations, because the information is still relevant.

Started a new world and used a DFhack script (slabciv) to ensure that dying civilizations die properly. I used a low population ceiling in Advanced Parametets and let the world gen run for 8000 years. Now goblins control the mainland, with a small elf civ on a small island. All dwarves are extinct.

Except for the last seven survivors. They are digging in at a strategical location, in a last desperate attempt to revive their empire and to bring down the hated goblins.

Using population cap to prevent the hardcoded migrant waves.

Luckily, it turned out they are sitting on mountains of tin, copper, iron and marble. Not so luckily, one dwarf slaughtered the last male dog. It was an accident, he said. Well.. we still have cats and chickens.

Playing version 0.44 (I must raise children, so an upgrade to 0.47 is not possible for now). I wonder if reviving the dwarves is going to be possible.
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PatrikLundell

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Re: Resurrecting a dead civ
« Reply #16 on: February 02, 2020, 02:33:02 pm »

Not really. You can build up your fortress pop through breeding (assuming you managed to get two breeding pairs out of the starting 7). However, you can't raid (completely broken for dead civs: squads leave the embark, but never travel, presumably because army movement is a civ level task, and the civ is dead, and so doesn't perform any duties). Also, when you retire your fortress and start a new one, the two waves of migrants will come from the first fortress, potentially depopulating it save for the expedition leader (who stays behind).
I've heard no credible reports of civs being revived in the sense that it starts to get a monarch, caravans, etc. regardless of how far you push the pop up prior to embarking anew.

Thus, your dead civ will be a zombie one with a number of fortresses with some pop (until something conquers them). Normally you'll also get hillocks forming, but I think that at least requires the presence of some dwarves or dwarven civ members (from another civ) to form them, although I haven't tested (that raid bug killed my interest in dead civs, and the raid equipment one killed my interest in playing DF at all).
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Quarque

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Re: Resurrecting a dead civ
« Reply #17 on: February 02, 2020, 03:28:09 pm »

(that raid bug killed my interest in dead civs, and the raid equipment one killed my interest in playing DF at all).
:( Sadness. What is the raid equipment bug?
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Bumber

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Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

delphonso

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Re: Resurrecting a dead civ
« Reply #19 on: February 03, 2020, 01:18:48 am »

I've had some success with this and here's what happened: I started a fort from a dead civ in 44.12.

We embarked on an island. Instantly, a dwarf somewhere else in the world became queen. She didn't belong to any civ, technically was a performer in a troupe, living in the goblin capital. The civ had no events for about 200 years, but presumably it could still be 'dying'.

We got the two migrant waves, and a caravan. The caravan eventually stopped coming. I ran the fort for about 10 years, occasionally retiring and unretiring. It never got a barony, since it was on a tiny island, there was no space for sites and hillocks. When unretired, I got additional waves of migrants and got the for to about 180. Retired in FPS death.

I built another two forts elsewhere in the world, and got regular migrant waves (from the island, mostly) and caravans. I took that to mean it had been revived.

Unfortunately, any fort on the mainland died to goblins as they numbered in the 10,000s. Any fort I ran would die to FPS before real impact could be made in destroying the goblins.

I could get raids to return, so perhaps it wasn't fully dead. Fun experiment, either way.

PatrikLundell

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Re: Resurrecting a dead civ
« Reply #20 on: February 03, 2020, 04:04:41 am »

No, delphonso, your civ wasn't dead, "merely struggling". A bug in the DF accounting department causes most civs that should be dead to fail to realize they are, and so they get all the normal trappings of a working civ.
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Sanctume

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Re: Resurrecting a dead civ
« Reply #21 on: February 04, 2020, 11:00:05 am »

This will be my version 4 of my Bloodline project. 
This v4 will be based on a "dead" civ as per the description Loci provided. 
I am just waiting for dfhack because I use plenty of scripts. 

My idea is to find a flat Local map. 
Each embark will be on a 2x2 on the same local map; do this 51 times, and do a final center 4x4 tile embark. 
Each embark will be a 1 year duration. 

My last v3 progress was in 0.44.12. 
1. Popcap: 19, Strict popcap: 220, child cap 10:50, visitor: 6, invader: 6, invader mount: 6.
2. I use "start dwarf 19" as I've read that it will take at least 8 families to get a good gene pool.
3. I also increase points to get some basics down until I figure out a decent minimal embark profile. 

4. I would call this an RP creep as I observe myself spending plenty of time looking at each dwarf's dreams, preferences, and then planning to fit each to some "role". 

5. I also end up using "gui/gm-editor" to change the founders' (void dwarfs) birth year.  They all start at age 14. 
6. I also use "set-orientation" to change everyone to hetero. 
7. And in cases there is not a near 50% male and female pop, I ran a script to transform the dwarf male to female, or the other way.  Or I can also just to an abort and re-embark until I get a decent gender split. 

In previous attempts, I've end up fast building honeymoon suites; but the drawback on this is that I am choosing which 2 to pair up. 
It becomes too much micro managements when doing 3+ couples at a time. 

I concluded that I should only micro specific nobles for having "no item" preference; which in turn get +1 on 7 specific social skills at embark prep. 

8. In order to skip the honey-moon suite, by month 2 (valentine's day), I use "family-affair" to marry couples. 
I have observed that my notes on pairing 2 founders from using Dwarf Therapist info sometimes end up different from how socialize and lovers end up in the first month's socializing. 

9. Oh yeah, I use "fast dwarf 1 1" to dig 7x7 dance, 7x7 tavern with 8 tables and chairs, 7x7 drink and prepared food, and 7x7 with beds. 

10. The rest of month 2 to month 11 is just building the fort and stacking skills for moods.  I do not get a mood since my popcap is only set to 19. 

11. By month 11, I use gm-editor to look if there are any pregnancy.  If none, then run the pregnancy script which lets me select the parents, and a baby is born in the next tic. 

12. I then retire on 15th Obsidian.  In which +14 days will start the next fort on 1st Granite. 

...
It's cheesy, but I am more interested on how the kids will end up getting married when turn into adults. 

If I do this in the next 12 forts with start dwarf 8, and popcap 8, there should be no migrant waves. 

The 13th fort, I would play as normal popcap 7, and increase popcap +3 for spring, summer and autumn. 




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