The year is 192.
Humanity, the sole force of light in the world, is beset on all sides by monstrous creatures and vile beings.
Mankind has little hope to survive in these unforgiving times.
In an attempt to stave off defeat an edict has been passed. A bastion against evil will be built, a rock against which the tides of darkness may throw themselves, but which will never yield. This fortress will be the greatest beacon of hope for a faltering species. It will be called Bridgedstreams.
A call has been sent. Any and all who wish to serve the greater good of the world should marshal to the fledgling settlement. Mankind must endure, and without this fortress, we shall surely perish. So come all of you who would stand against evil. Come to where three rivers meet and help us build a new dawn._________________________________________________
Welcome to Bridgedstreams, the human fortress. This is a succession game where we play as humans (shock! horror!
). There are no friendly races present so things will be a bit hairy at times. The goal of the fort is to survive as long as we can and kill as many enemies as possible. Since our civ is extinct and has been for over a century this won't be easy. No migrants will come, we have just one year's worth of people and we have to rely on growing our own soldiers from scratch.
Something odd happened. Splint decided to use some force event scripts using dfhack to make a caravan appear to see what would happen. For some reason, we think it's to do with the banditry tags in our civ, we got both a caravan and migrants. For now we don't know how long this will go on for.
The Rules
1)You get two weeks for a turn. Each turn lasts for one in-game year.
2)All major constructions must be above ground, military bunkers, panic rooms, stockpiles and dungeons are exceptions to this rule.
3)Fun is encouraged.
4)No deliberate fort destruction.
5)Mechanical traps should be kept to a minimum. Collapsing ceilings are fine, 3x9 iron sawblades aren't. (The thread has voted to use mechanical traps in small amounts to protect important places from nuisances. Like the creche from snatchers.)
We will be dorfing (sort of) people on request, turns will be granted in the order they are requested.
We are using races from the fortress defense mod and sawmills from the corrosion mod. In order to make this less suicidal humans have been modded to be able to make steel, adamantine and pig iron. Children have also been altered, humans are born as children rather than babies so they can be assigned to a safe burrow rather than be used as an arrow catching device by their mothers and children grow up at seven years of age so they don't drain our resources too long.
Links done by Der Metzger, which I am very grateful for.
The History of Bridgedstreams
Grim Portent: 1, 2, 3
Splint: 1, 2, 3, 4
highmax28: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10,11,12,13, 14
Proto105 (unfinished): 1, 2, 3, 4
Splint (second): 1, 2, 3, 4, 5, 6, 7
Karkov: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13
Side Storys:
squidgen: 1
Grim Portent: 1, 2
Splint: 1, 2
4maskwolf: 1
BlackFlyme: 1
bsnott: 1
Random Screenshots: 1
I will occasionally post a poll asking questions about possible alterations to make if we found a sequel when this fort dies.
Previous poll results:
Thread voted to mod in Warrior Nobles.
WARNING:
The fort is currently afflicted by a bug. Highmax causes the game to crash when you try to alter military gear while he's in the squad. If you need to alter his uniform take him out of the squad first then make the changes then put him back in. This seems to have resolved itself.
Current turns:
Grim Portent (Finished)
Splint (Finished)
Dwarvinator (Skipped)
Highmax28 (Finished)
squidgen (Skipped)
Proto105 (Unfinished)
Splint (Finished)
Karkov (Finished)
Urist Mc Dwarf (Unfinished)
4maskwolf (Delayed)
Grim Portent (Finished)
Proto105
smurfingtonthethird
Current dorfed people
Highmax28 (Woodcutter/Axeman)
Splint (Spearman)
Grim Portent (Spearman)
Fishybang (Fisherman)
squidgen (Smith)
Karkov (Mason)
Fodientum (Woodcutter)
Maskwolf (Carpenter)
Firecrazy (Craftsman)
Proto (Planter)
BlackFlyme (Axeman)
To be dorfed
Der Metzger
Evilsx
Roll of Honour (a list of important things done by the players)
First elite soldiers: Splint
First marriage: Highmax28, it was also his human that got married.
First childbirth: Splint, the child was that of Highmax and the Chief Physician.
First ambush defeated:
First siege defeated: Splint
Old Post:
Greetings potential overseers!
I've decided I want to start up a little succession game here on this delightful little forum. In the interests of making it a bit more of a communal effort I decided I'd ask for suggestions about how to start the game.
The basics of what I want to do:
- Build a fort above ground in the fashion of a human walled village, maybe we'll even play as actual humans for a change of pace.
- Avoid large numbers of traps. Spinning saw blades may be dwarfy but they don't fit the theme well. Instead I'd like to see an emphasis on towers, real fortified walls and more intricate traps (like pressure plates that drop the ceiling for example)
- Reduce the likelihood of migrants to be basically non-existant. Each and every life counts when you need to breed new citizens.
I'd like ideas for goals, rules, RAW modifications and the like to make this a very
dwarfy human succession fort.