"Let those that stand in sight of the goblins show fear and stray away, for the horrors within these depths are unspoken of. Let it be known to this day -- That a new era is born. Seven courageous goblins have been sent to found a new fortress.
A dark fortress.
Budcloistered is a succession game with a twist -- There are goblins instead of dwarves.
Seven goblins have been sent out to brave the hardships, and will construct a dark fortress.
Turn ApplyingAny participant willing to brave these hardships may choose to become a goblin, and help seek fame and glory
for Budcloistered, or may choose to not become a goblin. Whichever floats your boat.
Overseers must post one report on their turn.
Each turn lasts a year.
Turn List
Red - Skipped
Green - Complete
Orange - Current
1. PrivateNomad
2. Eharper
3. Bogre
4. bp
5. Gavakis
6. Rendall
7.
8.
9.
10.
11.
12.
13.
14.
15.
More to come
Rules from the Goblin Handbook1. All buildings should be made from pitchblende and white/gray stones.
Pitchblende should be the walls, and any floors should be built with white/gray stones.
2. Use of DFhack is limited. You may only use it for it's designations, job, workshop, and any other appropriate commands.\
3 DFhack can be especially useful, though. You can use "job-material" to make doors and things out of pitchblende.
4. Dwarf Therapist is allowed, as always. It is also suggested.
5. Most of the fortress should be above-ground, however some things may be carved underground. Things like dungeons, tombs, etc.
6. Military should be influenced.
7. Do not attack the Dwarf Caravans. The goblins are marked under the dwarven civ, therefor attacking the dwarf caravan will result
in a loyalty cascade. And that's bad.
8. You may "steal" merchants and guards from caravans using the "tweak makeown" command in DFhack.
Pretend that you're taking slaves.
9. Goblins don't drink alcohol. Leave it for the slaves.
Let the games begins.
http://www.bay12forums.com/smf/index.php?topic=120528.msg3878805#msg3878805 - PrivateNomad's Report