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Author Topic: Succession: Do the dwarves make better elves?  (Read 683 times)

Lav

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Succession: Do the dwarves make better elves?
« on: December 10, 2009, 05:14:59 am »

The fortress was quite interesting to play so I decided to submit it for a succession game.

Fortress Ideology.

The idea of the fort is simple. Dwarves are better elves than elves.

What does it mean? It means dwarves are better at surviving in forest and tapping it's resources than those long-eared cannibals.

What else does it mean? It means that the elves illegally occupy the ecological niche that rightfully belongs to the dwarves.

We the dwarves must establish a stronghold in the forest and prove once and for all that we dwarves are better elves than elves themselves.

As for the elves - they have to go. It's the survival of the fittest. If they can eradicate our settlement, then it will be the proof they are better forest dwellers. But until that moment, we'll be eradicating any elf that dares to come.

And the Forest Dwarves shall triumph!

Eight Commandments of the Forest Dwarves.

  • Thou shalt not use a pick. We live the elf style.
  • Thou shalt not buy a pick. We live the elf style.
  • Thou shalt not make a pick. We live the elf style.
  • Thou shalt not build curtain walls or moats. We live the elf style.
  • Thou shalt not let an elf survive.
  • Thou shalt not harm a human or a dorf.
  • Thou shalt rule for a year and then pass the power to another and then not rule for at least two years.
  • Thou shalt prepare the elven killing machine for your successor.

Additional challenge (optional).

All elven killing machines must be different in design and function.

Fortress History (periodically updated).

  • Year 215-216. Lav. Starting dwarves: 7. Ending dwarves: 16. Dwarves lost: 0. Humans dead: 0. Elves dead: 0. Elven killing machine: constructed hanging floor over depot, cave-in on lever activation.
  • Year 216-217. (nobody yet). Starting dwarves: 16.

Joining the Game.

There will be no waiting queue in this game. To be chosen as the next leader, you must present your plans for the year. What you plan to achieve and build. If there will be one candidate, he will run the fortress. If there will be several - the next leader will be chosen by a quick vote.

There's an additional rule that after a year of playing at least two years must be spent in reserve to promote variety of leadership.

So if you want to join for the next year - just post your suggestions and ideas and if they are ambitious enough, you will be chosen as the next leader.

Embarkation.

Seven dwarves engaged in the expedition that is going to determine the fate of the elven race.

Their names and experiences were, at the time of embarkation:

  • Eshtan Afensazir, Carpenter (5) / Woodcutter (3) / Architect (2)
  • Kogan Stinthadablel, Carpenter (5) / Woodcutter (3) / Architect (2)
  • Vucar Nomtekkud, Carpenter (5) / Woodcutter (3) / Architect (2)
  • Urvad Onulribar, Weaver (5) / Leatherworker (5)
  • Zaneg Almoshrigoth, Bone Carver (5) / Bowyer (5)
  • Edzul Lolokdumat, Grower (5) / Cook (1) / Brewer (4)
  • Kivish Onulvabok, Herbalist (5) / Clothier (5)

The embarkation area is a mix of a temperate freshwater swamp and a temperate forest. A stream is running from south-west to north of the map, and a small brook is running from the east into the main stream, forming a small waterfall 4 levels high. There's quite a number of large fish in the stream and brook, but accessing them will be difficult (though not impossible).
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Seems to be the way with things on this forum; if an invention doesn't involve death by magma then you know someone's going to go out of their way to make sure it does involve death by magma... then it gets acknowledged as being a great invention.

Lav

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Re: Succession: Do the dwarves make better elves?
« Reply #1 on: December 10, 2009, 05:16:46 am »

Results of Year 215-216.

During the first year the dwarves have successfully found a number of local plants, including the rope reed, and engaged in active farming. Major wood construction also began with the purpose to build a living house, a workshop building, a storage building and a corral.

Thanks to the Fall immigration wave, some jobs have been reallocated. There is now a dedicated thresher, a dedicated cook and a team of three unskilled but highly enthusiastic woodcutters. There's also a self-appointed animal trainer (doubles as a butcher/tanner) and a fisherdwarf. There's still no standing military, though some military preparations have been made.

At present moment (Granite 1st, Spring 216) there are the following buildings and areas in the settlement:

  • Living house, a 4-floor wooden house with a total of 16 rooms. All rooms are occupied (there was an immigration wave in Fall 215).
  • Working building, with 8 workshops and some small stockpiles. The third floor has been built but no workshops have been placed there yet.
  • Warehouse. A large building which currently is nothing more but a few disjointed wall sections. It was planned to build a two-story warehouse, but there was not enough time and wood.
  • Trade Depot. An overhanging platform was built over the depot, and the support holding the platform has been connected to the lone yellow lever south-west of the living house. This device of doom should be used to destroy the elven caravan.
  • Another living house to the east of the warehouse. Under construction.
  • Corral (1 z-level below). Animals are dumped through the floor hatch. Both doors are to be kept locked to prevent animals from pathfinding. When you need to access the animals, make both doors passable (but not pet-passable). The animals will be trying to get out through the eastern gate (which leads in the direction of the meeting area) while dwarves will enter the corral through the roof and the western door due to traffic area designations. There are also butchery, tannery and kennels at the top of the corral.
  • Farmfields. Located to the south of the settlement. Two fields are dedicated to rope reed, the remaining four are used to grow various edible plants.
  • Fishery. A bit to the south. A safe fishing place was made to fish in the river, and there are also a couple of fisheries.
  • Wells. There's a small pond with 2 wells above it. It was an ad-hoc temporary solution and up until now there was no real need for the wells.

Note to Successor.

Three staircases in front of the warehouse are assigned for removal. Do not change anything or the elven-killing machine will not work.

Savegame Download.

http://dffd.wimbli.com/file.php?id=1675
Logged
Seems to be the way with things on this forum; if an invention doesn't involve death by magma then you know someone's going to go out of their way to make sure it does involve death by magma... then it gets acknowledged as being a great invention.