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Author Topic: A question of embark and multiplication.  (Read 478 times)

Trekkin

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A question of embark and multiplication.
« on: February 16, 2010, 01:52:44 am »

I am attempting to build a fort in a world in which there are no remaining dwarven civilizations, so I will get no migrants, no caravans, and so forth. Thus I have my seven embark dwarves only, all of whom will spend years hollowing out tower-cap farms and otherwise working more or less constantly. From the resultant delay of relationship formation my dual question springs:

1. Is there an age at which a dwarf becomes infertile, other than the age at which they expire?
2. How close to this age are dwarves on embark?
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Sowelu

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Re: A question of embark and multiplication.
« Reply #1 on: February 16, 2010, 01:56:52 am »

Not a direct answer to either of those two questions, but do keep in mind that dwarves are strictly monogamous and will not remarry if their spouse dies.  So, that's a possible source of infertility that you should worry about.
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Trekkin

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Re: A question of embark and multiplication.
« Reply #2 on: February 16, 2010, 02:59:51 am »

Understood, and I shall redouble my efforts to keep the fort sealed and cave-ins/rock falls to a minimum. The chief question, however, is that of time...
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Psychoceramics

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Re: A question of embark and multiplication.
« Reply #3 on: February 16, 2010, 03:45:24 am »

there's nothing in the raws to suggest this. a 150 year old dwarf is as healthy and virile as the Child who just grew into a Peasant, unless something is hard-coded in.

You are going to want to give them some time off to get to know each other.

Don't think there's a way of knowing how old a dwarf is, at all. I assume it's random, since the dwarves are generated on the spot.
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deoxy

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Re: A question of embark and multiplication.
« Reply #4 on: February 16, 2010, 08:23:32 am »

You've already got a world for this, but as I understand it, that situation can be easily replicated by by removing all the active season tags from your civilization - no caravans, no migrants.  Add a second dwarven civilization that has the autumn active tag to make a game where you can get a caravan but no migrants.

I haven't seen a world with no Dwarves left yet - seen several with no elves, a few with no goblins or humans... did you do anything to "encourage" that to happen, or did you just get lucky (or unlucky)?

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Trekkin

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Re: A question of embark and multiplication.
« Reply #5 on: February 16, 2010, 10:07:09 am »

I edited entity_default such that every dwarven civ could only ever have two dwarves, then set the minimum stop year to 500. It has worked every time I've tried it so far.

So yes, I did encourage it rather bluntly.
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dakenho

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Re: A question of embark and multiplication.
« Reply #6 on: February 16, 2010, 03:59:17 pm »

what I would like to know if how you can get 7 dwarfs than?

but the main thing you do have to worry about is giving your dwarfs time off to get to know each other, the easiest way to get marriage is a meeting hall and a season off, this allows the dwarfs to party, become friends, and lovers, the main problem I foresee is the what 13 years it takes a dwarf to grow up?  Usually I am acking for migrants before my first season is over and by the end of the second year I am still yearning for more.  Though if you never have migrations there is no need to generate wealth, or to make a zillion bed rooms, so your dwarfs can focus on what you really need them to do.
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From the description of the event, I think that your copy of Dwarf Fortress was on drugs when this happened. That's surely the only logical explanation for a human werewolf with deadly farts dying from it's own excrement after slaughtering some goblins comrades.