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Author Topic: The Harkonnen School of Dwarven Management (Military training camps)  (Read 2062 times)

flameaway

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Pesky immigrants always seem to show up...

Why should they be allowed to come into your fort, sit down in your legendary dining hall, eat your buzzard meat roast, and drink your sewer brew?

They shouldn't.

Not until they've proven themselves worthy - or, more likely, died horribly.  It's natural selection. Just think, you could be breeding Sarduakar dwarves.

I got tired of making beds for layabouts that run from menacing Capybaras.  Beds that I could have used to make steel with...

So now I drop a pick, and maybe some leather armor (if I'm feeling especially beneficient - food.) outside my gates and run two separate little colonies.  One that dies rather horribly rather regularly, but that periodically improves my defenses, and one bunch of fat survivors that sit under a mister and make pointy stuff to put outside for other dwarves to use, (and die using)

There's probably some silly ethical objection to treating, blood sacrifices, blue collar dwarves with pretensions to cheesemaking, so harshly...

I didn't invite them.

Sometimes you end up with a highly trained military this way...  Make sure they die too, that's what they are for. All your nobles and first ground breakers, stay turtled up inside your impenetrable fortress, doing science projects and not worrying about silly things like armor...

Place all migrants into squads upon arrival, have them kill everything (or die trying) and put the spoils right inside your airlock to the outside. (You know for the fat inside dwarves to use.)

These outside folks are especially useful for exploring the caverns in a risk free (to inside dwarves) way.  Send one dwarf down (outside your defenses) with a pick and construct a floor over the opening right after the feckless boob noble patriot starts down to meet the clowns.  Why waste food, setting up a stockpile down there?  If the beard finds something to eat... well, then it's lunch time and you won't have to go to the trouble sending another one down there.

Tantrum spiral? Not on the inside, they are living easy.  Outside... Who cares? The fort goes on and you never have to use a single cage trap... well except to keep turkeys, pigs and dogs in.

Two colonies, or rather one colony and one death camp.

Do this successfully and you become qualified to run any Middle Eastern country.
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Gamerlord

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Re: The Harkonnen School of Dwarven Management (Military training camps)
« Reply #1 on: December 05, 2012, 07:24:27 am »

*sigh*

That should be the Corrino school of Dwarven Management. Sardukaur aren't Harkonnen. But the whole exploit the masses thing, that is Harkonnen.

flameaway

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Re: The Harkonnen School of Dwarven Management (Military training camps)
« Reply #2 on: December 05, 2012, 07:56:53 am »

You are correct.  But Baron Harkonnen was too dissipated to take the time to create a military (also too threatening to the Emperor), so he manuevered/used the Emperor's. That's my tie to using the Sardaukar reference here.

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Nonsequitorian

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Re: The Harkonnen School of Dwarven Management (Military training camps)
« Reply #3 on: December 05, 2012, 08:48:49 am »

This is a genius idea. I really don't know why I haven't seen it before.

Simply build the camp around the enternace to your fort. Protection from all sides. You could have a castle which on the top level has a hole, and all the untouchables have to throw all their good things inside.

And why would you even be nice enough to give them picks or tools in the first place? They should have to make their own before they get to have the honor of doing something dwarfy.

I will do this for my next for. Thank you.

flameaway

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Re: The Harkonnen School of Dwarven Management (Military training camps)
« Reply #4 on: December 05, 2012, 09:24:35 am »

I give 'em a pick cuz I want 'em to channel all the way around my fort.  One z- level strip of land ten tiles wide running all the way around the map...

Not sure why, completely unnecessary...

Keeps the volcano safe.
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Re: The Harkonnen School of Dwarven Management (Military training camps)
« Reply #5 on: December 05, 2012, 11:08:55 am »

This guide does not mention anything about The Spice.

This can't be a true Harkonnen guide.
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Psieye

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Re: The Harkonnen School of Dwarven Management (Military training camps)
« Reply #6 on: December 05, 2012, 11:56:36 am »

Well, it's been done many times before but the Dune flavour is refreshing. Last time I saw it, the flavour was Spartans. Not giving any damn about migrants is what happens pretty much most of the time in (successful) evil biome embarks and all the time in hermit challenges.
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HavingPhun

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Re: The Harkonnen School of Dwarven Management (Military training camps)
« Reply #7 on: December 05, 2012, 02:30:46 pm »

I was thinking about having a underground camp for this. But use them for science and gladiators. Then I would desensitize some of them by killing there families and then turn them into my huge squads of soldiers that don't care about anything.
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MasterShizzle

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Re: The Harkonnen School of Dwarven Management (Military training camps)
« Reply #8 on: December 05, 2012, 02:38:59 pm »

This guide does not mention anything about The Spice.

This can't be a true Harkonnen guide.
If it were a TRUE Harkonnen guide you'd have a wave of migrants come in, they get put to work in the lowest social class immediately, and the high-ranking nobles would have gladiator matches where they behead the peasants for sport, all the while getting visually molested by their uncle the King.

Actually, the molestation thing would be pretty easy to put in, given how breeding works in DF. The King could make inappropriate advances toward his relatives from all the way across the map if needed.
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flameaway

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Re: The Harkonnen School of Dwarven Management (Military training camps)
« Reply #9 on: December 05, 2012, 04:08:06 pm »

"...from all the way across the map..."

As reasonable way as any to choose who gets to be king.

I rather not be there during the selection process...

...or the verification procedure.

I'd think the standard of measure would change regularly.  Long in the morning, short when it's cold.

With such equipment physics would be difficult.

Wait... what am I talking about? I'm sort of mixed up now...
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Itnetlolor

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Re: The Harkonnen School of Dwarven Management (Military training camps)
« Reply #10 on: December 05, 2012, 06:06:51 pm »

My thoughts:
-Harkonnen would likely exploit the land for all it's worth, and make things with the potential for "big boom" (see Death Hand and Devastator).
-Atreides would be enlisting the help of the locals (Fremen) to protect them and the lands via sietch communities, with the assistance of sandworms Shai-Hulud and spice.
-Corrino would just go all out with the military forces.
-Ix and Tleiaxu would be the most cave-bound and technologically active/advanced; but are not a major enough house to make enough of an impact like the Harkonnen and Atreides.
-Ordos would be a wild card force, with the capability of manipulating forces to work with/for them, and not be aware of it (See Deviator).

Of course, I include Dune 2/Dune2000 canon with the main story.

Oh, and playing a Duncan Idaho role in Adventure mode would be pretty ‼fun‼.
« Last Edit: December 05, 2012, 06:09:20 pm by Itnetlolor »
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Sabretache

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Re: The Harkonnen School of Dwarven Management (Military training camps)
« Reply #11 on: December 06, 2012, 03:09:24 am »

I was pretty much forced to do this in one of my forts where the surface was controlled by the undead. I never opened the main gate ever for any migrant (ironically the fort was named GateWars) and this had some !!Fun!! results. The surface was literally swarming with the bodies of reanimated migrants and there was a pile of like 15 limbs. At one stage the ghosts of the migrants out numbered the living dwarves inside the gates. One day after building a decent military and trapping the entrance I tried to take back the surface.  This ended suprisingly well with only a few casualties. it seemed that the Golden Age of GateWars was about to begin... I was wrong...Eventually the whole fort was destroyed by a cave crocodile with a hunger for heads.
« Last Edit: December 06, 2012, 03:11:13 am by Sabretache »
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I am Leo

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Re: The Harkonnen School of Dwarven Management (Military training camps)
« Reply #12 on: December 06, 2012, 04:53:12 am »

Are you Robert Heinlein?
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jellsprout

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Re: The Harkonnen School of Dwarven Management (Military training camps)
« Reply #13 on: December 06, 2012, 01:45:26 pm »

We need creature digging so we can have sandworms.

If you want true Sardaukar, you will need a different strategy. First you need to break them mentally while building them physically. Embark on a part terrifying embark. Build your fortress in the non-terrifying part for your nobles and workers, but build your barracks in the terrifying part. Have them fight all kinds of nasties outside in the sludge rain. Furthermore, have them drink exclusively from a water well with either sludge or blood in it. After being forced to endure all of this, the survivors will eventually stop caring about anything anymore and will be trained physically.
Once they've completed their training, they officially become part of the Sardaukar. At this point they get to move into the non-terrifying part. There they get legendary bedrooms and eat legendary meals in their legendary dining hall. Now you have legendary fighters with an extremely high and unbreakable morale, ready to slaughter any goblins dumb enough to pose a threat to you. Just like the Sardaukar.
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flameaway

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Re: The Harkonnen School of Dwarven Management (Military training camps)
« Reply #14 on: December 06, 2012, 03:23:24 pm »

Terrifying?

I get scared playing in a calm embark with minerals everywhere.

There are capybaras here...

Dangerous creature - goes for the ear lobes.
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