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Should I do another Fortress?

No, this topic is lame, and you are lame.
Heck yes, another merchant fortress, but no diseases this time.
Sounds fun, but do a different themed dwarf fortress.
Sure, but do a Kobold Camp.
Sure, but do an Orc Fortres.

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Author Topic: Cursecoppers: A MWDF .4d Merchant Fortress  (Read 9278 times)

Urist McTeellox

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Re: Considering merchant-based LP. Anyone interested?
« Reply #15 on: November 23, 2013, 09:57:03 pm »

one thing to remember: Stacks are getting used up in one reaction. So if you have a 2500 coin stack, and the prize is 1000, it will use up the entire stack of 2500coins... I thought about changing all nominations into 500 stacks... which of course would make the coin mint less useful, but at least people dont accidently waste their gold anymore.

Oh my.

Having the mint produce multiple stacks of 500 coins doesn't sound terrible; one still gets the right number of coins, they're just a little bit more of a pain to haul. (Or am I missing something; do they take more time to mint as well?)

Quote
From the Journal of Bomrek Clenchcoins, General Goods merchant.

Huzzah! I'm watching as well, good luck with this! :)

~ T
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oldark

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Re: Considering merchant-based LP. Anyone interested?
« Reply #16 on: November 23, 2013, 10:22:17 pm »

Watching as well. Are you planning on dwarfing people? I'd like to put my name forward for a merchants guard if so.
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moseythepirate

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Re: Considering merchant-based LP. Anyone interested?
« Reply #17 on: November 23, 2013, 10:33:36 pm »

It would be my delight to dwarf anyone who wants to be dwarfed. I already have 7 dwarves here with boring names like Lor and Rith. By Merchant's Guard, am I correct in assuming you want to be one of the militia?
« Last Edit: November 23, 2013, 10:46:59 pm by moseythepirate »
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oldark

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Re: Considering merchant-based LP. Anyone interested?
« Reply #18 on: November 23, 2013, 10:55:14 pm »

Yep militia would be great. Someone has to keep the booze safe!
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Urist McTeellox

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Re: Considering merchant-based LP. Anyone interested?
« Reply #19 on: November 24, 2013, 12:34:03 am »

It would be my delight to dwarf anyone who wants to be dwarfed. I already have 7 dwarves here with boring names like Lor and Rith. By Merchant's Guard, am I correct in assuming you want to be one of the militia?

Holy smokes. So I feel like a total narcissist for doing this, but it totally appeals to my inner six-year-old who made a badge that said "I'm Awesome". :D

Any dwarf is fine, although thematically psychologist is most appropriate, or Chief Medical if the Chief Medical is lacking in skills. ;)

~ T
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moseythepirate

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Re: Considering merchant-based LP. Anyone interested?
« Reply #20 on: November 24, 2013, 02:40:56 am »

First Quarterly Report of Mothramgusil, 1 Hematite 109
We have survived our first spring at the new outpost with little incident. Our first exploratory shaft revealed malachite and sphalerate, which we could allow us to export valuable brass back to the mountainhomes. While we have yet to strike gemstones, our miner assures me that it is only a matter of time. While the earth here is rich in salable resources, we are most optimistic about the thick forests on topside, and we are expecting to start exporting timber as soon in the next few days. We even found silkworms living in the surrounding tundra, and have begun construction on a moth-farm. While the long-term viability of such a farm is doubtful in the freezing cold, we have hopes that such a valuable export could help put Cursecoins on the map.
While drink stockpiles are running low, we have plentiful food and morale is high. While the only water to be found here is frozen all year long, I am about to place a large purchase at our newly constructed grocery emporium. Mister Olon assures me that he will be more than willing to supply us with necessary supplies so long as we have the funds to pay for them. Despite his history I thi

An animalistic roar echoed through the office, followed by a loud crash and an explosion of dwarvish cursing. As Lor picked up the fragmented remains of his report to the merchants guild, he bellowed out into the bustling halls,
"SOMEONE GET THIS DAMN TUSKOX OUT OF MY OFFICE!"


Ah, spring behind us, and summer lies ahead. With all of the fortress' initial booze spent, and the nearest caravan month away, it's time to get down to business. Negotiator Lor, it's time for you to earn your keep!

Spoiler (click to show/hide)

Oops, I forgot that I need Morul's Tavern to convert coppers to shillings, (and shillings to sovereigns) before I can actually buy the sweet, life-giving booze.
Build faster you manic-depressive alcoholics! Oooh, resolution is pretty poor...I'll work on that in my next update, sorry about that, folks.

Spoiler (click to show/hide)

Uh oh. Perhap's my optimistic outlook was a mite premature...

Spoiler (click to show/hide)

We start gather plants for the hastily-built distillery as a stopgap measure. This helped me hold together for long enough to prevent disaster.

Spoiler (click to show/hide)

Meanwhile, on the surface, the newly rechristened Militia Commander Oldark was having a grand time slaughtering errant snow leopards and porcupines.

Spoiler (click to show/hide)

Wooowee! We's eatin' tonight, Cleetus! And we'll need the food, because the first migrant wave has arrived.

Spoiler (click to show/hide)

Curiously, four of them have training in archeology. No special caste members save a Guard Dwarf. Handy, but we don't have anything to equip him yet. I put the migrants skills to work on smoothing the hallways, save one spry newcomer named Urist McTeelox, who is assigned to be the outpost's psychiatrist for no adequately explained reason.

Spoiler (click to show/hide)
Hmm...that's a little better, but now it's too big...

As summer draws to a close, we finally get our first batch of purchased booze.



Can't say that a whole lot has happened this season, after the initial dehydration scare. We dug out the dining hall, and are currently getting the quantum stockpiles put together. At the moment, the fortress is relatively tranquil. Upcoming projects include getting the damn hivekeeper to do his bloody job, digging out offices for the nobles, and expanding our mining ventures to try to find gemstones. I also need to get additional shops online, as well as get a researchers lab up.
 
So far, I'm finding living via shopping very inefficient, but it does mean that I have access to just about any material I want at will. That tightfisted old coot Olon may charge you up the nose, but he has a wide selection indeed.

Finally, Oldark's and Urist McTeelox's dwarves.

Spoiler (click to show/hide)

Sorry for the inconsistent screenshots, folks. Next time there'll be a better system for the darn things.
« Last Edit: November 24, 2013, 02:51:30 am by moseythepirate »
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Urist McTeellox

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Re: Considering merchant-based LP. Anyone interested?
« Reply #21 on: November 24, 2013, 03:02:32 am »

Forums need to have a like button. :)

[like]
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Meph

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Re: Considering merchant-based LP. Anyone interested?
« Reply #22 on: November 24, 2013, 05:00:56 am »

Use forumdwarves for the dwarf-descriptions. See the dfhack init, should be CRTL-P or Alt-P or something like that. The big screenshots are nice. :)

I'd like a dwarf as well, any sort... Meph is the name, as always.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Vabalokis

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Re: Considering merchant-based LP. Anyone interested?
« Reply #23 on: November 24, 2013, 09:27:35 am »

Gief a dwarf.
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zlurker

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Re: Considering merchant-based LP. Anyone interested?
« Reply #24 on: November 24, 2013, 02:33:10 pm »

I wanna be named after a stoneworker. :D
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moseythepirate

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Re: Cursecoins: A MWDF .4d Merchant Fortress
« Reply #25 on: November 24, 2013, 03:37:57 pm »

I modified the first post with civilization and world background information. As the LP continues, I'll post dwarfed forumites and fortress statistics, which I'll update after each post.
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Vabalokis

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Re: Cursecoins: A MWDF .4d Merchant Fortress
« Reply #26 on: November 24, 2013, 05:00:56 pm »

Very nice information .
Quote
`Vabolokis' Rekedsharsid has been happy lately.  He admired a fine Door lately.
seems like me , lel
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moseythepirate

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Re: Cursecoins: A MWDF .4d Merchant Fortress
« Reply #27 on: November 24, 2013, 09:41:22 pm »

From the journals of Olon Lashedluck, Culinary Conveyor

1st Limestone, 109

The expedition leader came to my shop today, requesting a bulk order of sunshine today. He had the gall to ask for a discount for large orders! Does he know the work I have to go through to keep the shop supplied in the wasteland? But no, all he does is whine "exorbitant prices this" and "trade monopoly" that. So what if I charge for booze for double the selling price? If making a profit is what business is all about, then I am all about business. I don't buy his excuses about alcohol shortages either. If you ask me, he just wants to buy out my sunshine and sell it off to the upcoming caravan for a profit, and no one catches Olon with that old trick. If he wants to my booze, he'll have to pay the same as anyone else.



The world spins on, and we come to our next posting of Cursecoppers. We're staying afloat in the food and booze business, but we a major money source to achieve self-sufficiency. Our first dwarven caravan is on it's way, laden with booze and food. If Cursecoppers wants to remain stable, then it will need to load up on as much of it as we can...especially since we don't have the self-sufficiency needed to survive a seige.

With defense in mind, I open by ordering my bevy of archeologists (what they expected to unearth on planet that's 109 years old, I have no idea) to start building a defensive wall around the entry hatch.

Spoiler (click to show/hide)

With his masonry duty filled by the archeologists, I set Zlurker to work mining out space for new facilities.
Spoiler (click to show/hide)

Curses! If it isn't Leopards, it's Racoons!



Speaking of which,

Spoiler (click to show/hide)

Endagered Species? When we're done with 'em, yeah!

Meanwhile, it took me a couple of attempts to get 'em set up correctly, but at long last, the quantum stockpiles are up.

Spoiler (click to show/hide)

It seems like since the fortress will have such a big focus on logging and hauling, quantum stockpiles are really the way to go.

Huzzah!

Spoiler (click to show/hide)

Gems and dudes! Amoung the migrants were two members of the Jewelers guild, including a legendary gemsetter. I set the whole bunch on smoothing walls and floors.

While the new arrivals are sorted out, our resident hivekeeper, Urist, hangs stupified in the middle of a field of ice and snow.
Spoiler (click to show/hide)
For aren't we all just insects, installed in hives of our own making? I know that hivekeeping isn't exactly the most widely-utilized of industries, but it would be nice if the bug wherein hivekeepers hang motionless in the fields for weeks on end was easily fixable.

All in all, I'm pretty satisfied with the events of the fortress thus fa-oh no...



But why hasn't it spread...? Oh, that's why.

Spoiler (click to show/hide)

Apparently philosophy is as contagious as disease. Let's just ignore him until the bad news goes away, hmmm?

As the season draws to a close, the merchants finally arrive, and a more welcome sight was never seen.

Spoiler (click to show/hide)

Damn.



Dammit.



DAMMIT!




MY SITUATION WAS FINE UNTIL YOU SHOWED UP!
In any case, we order booze, sand, and trade licenses.

And, in the midst of arguing over trade practice, and with an epidemic brewing, the season comes to an end.

Spoiler (click to show/hide)

We've finally gotten something approaching self-sufficient with booze, but the stuff is just too expensive to purchase directly. It's cheaper and easier to buy three plants for 500 shillings and brew them up than buying the drinks directly for 500 sovereigns. Future projects include digging graves and making caskets, yeehaw.

Right after this post, I'll update the first post with the forumites' new thoughts.

Edit: Thoughts updated, and Oh My...Meph and Vabolokis appear to have been caught up in a whirlwind romance. :-*
« Last Edit: November 24, 2013, 10:47:32 pm by moseythepirate »
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zlurker

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Re: Cursecoins: A MWDF .4d Merchant Fortress
« Reply #28 on: November 24, 2013, 10:23:06 pm »

I'm just happy dwarf me hasn't died yet. :D
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moseythepirate

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Re: Cursecoins: A MWDF .4d Merchant Fortress
« Reply #29 on: November 25, 2013, 12:15:14 am »

I'm just happy dwarf me hasn't died yet. :D
Not only have you not died, but you've been caught up in a romance of your own with the Expedition Leader :P
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