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Author Topic: Foodproduction/population.  (Read 2951 times)

Urist_McDrowner

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Re: Foodproduction/population.
« Reply #15 on: August 09, 2012, 01:40:49 am »

I never bother with farming. Why should I, when I can just breach the caverns, dig out a huge part if not all of one Z level in my soil layer (such as peat), and then watch as plump helmets, cave wheat and all that good stuff appear in a completely automated fashion. Before I got this done, I had a little derpy farm but the big food income was butchered kittens and caught fish.
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Meistermoxx

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Re: Foodproduction/population.
« Reply #16 on: August 09, 2012, 03:59:08 am »

I never bother with farming. Why should I, when I can just breach the caverns, dig out a huge part if not all of one Z level in my soil layer (such as peat), and then watch as plump helmets, cave wheat and all that good stuff appear in a completely automated fashion. Before I got this done, I had a little derpy farm but the big food income was butchered kittens and caught fish.

This is correct, but when you have >50 as i always do, and a crappy military, this might not be the best alternative.
But yea, if you have a well-trained military, you can easily make a burrow and alternate the patrols and such.
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Loud Whispers

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Re: Foodproduction/population.
« Reply #17 on: August 09, 2012, 04:02:03 am »

I never bother with farming. Why should I, when I can just breach the caverns, dig out a huge part if not all of one Z level in my soil layer (such as peat), and then watch as plump helmets, cave wheat and all that good stuff appear in a completely automated fashion. Before I got this done, I had a little derpy farm but the big food income was butchered kittens and caught fish.
1. High value
2. Textiles industry
3. Alcomohol
4. It's automated. Requires no designations.
5. Limitless.

Mushroo

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Re: Foodproduction/population.
« Reply #18 on: August 10, 2012, 08:21:48 pm »

Someone around these forums coined the term "bagriculture" to describe an industry based on alternating quarry bush/pig tail/cave wheat/sweet pod/dimple cup. The basic idea is to craft bags from dyed cloth, decorated with images in dyed thread, then bring them to the millstone/quern/farmer's workshop and fill them up with quarry leaves, flour, sugar, and dye. The dye goes to make more bags, and the food goes straight to the kitchen for lavish meals, freeing the bag to get filled up again with new goodies. The first few seasons, you might need to sell a few roasts to buy stuff from the caravans. Once your farmers, dyers, weavers, and clothiers are up to Legendary, you don't even need to sell the roasts--a few Spice Pots full of dyed, decorated bags stuffed with stacks of quarry bush leaf [25] will buy out the entire elven caravan!

[as an aside, I find the challenge of farming in DF is not so much producing enough food--that's relatively easy--but rather dealing with the rampant overproduction. One method to do this is intelligent stockpiling. For example I like to store prepared meals in a no-barrel stockpile, patrolled by cats. Drink stockpiles distributed throughout the fortress, etc.]
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zuglar

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Re: Foodproduction/population.
« Reply #19 on: August 10, 2012, 10:32:24 pm »

Potash fertilizer will increase your stack size (I think by about 50%, can someone confirm?)

A single legendary grower working a 3x5 farm plot (an efficient size requiring 4 bars potash per season) will yield an absolutely ridiculous amount of food.
I don't know, but a skilled grower with fertilized fields gives stacks of 11 or more. That's a Big Deal, because my farmer can manage his 2x 1x7 plots and also be cook and brewer no problem (as long as I don't queue up ten lavish meals right at harvest time). Saves on rock pots, too, when each brew job outputs 50+ instead of 5. He consistently feeds and boozes 100 dwarves with the output of those two plots, the meat from miscellaneous butchered immigrant pets, and food bought from caravans in return for a stack of *roast* (made from the food bought from the previous caravan). h

Food is *not* the problem in my forts...
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Maur

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Re: Foodproduction/population.
« Reply #20 on: August 10, 2012, 11:11:57 pm »

Once my cook produced an elephant meat roast of 240+ units. I think she just lumped four elephant corpses together and called it a meal.

The traders were impressed, though. That mountain of meat was worth few dozen thousands dwarfbucks.
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Meistermoxx

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Re: Foodproduction/population.
« Reply #21 on: August 11, 2012, 07:21:52 am »

Once my cook produced an elephant meat roast of 240+ units. I think she just lumped four elephant corpses together and called it a meal.

The traders were impressed, though. That mountain of meat was worth few dozen thousands dwarfbucks.

Lol epic.
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Nagidal

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Re: Foodproduction/population.
« Reply #22 on: August 11, 2012, 10:07:47 pm »

People who were expecting to find any information about the relation between food production and population needs may find some answers in this masterwork thread.
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I stream most of my DF sessions: gaming.youtube/nagidal146, they are archived on my youtube channel. (Dwarf Fortress Tutorials)
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