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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 9292 times)

moseythepirate

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Re: Cursecoppers: A MWDF .4d Merchant Fortress
« Reply #45 on: November 26, 2013, 01:11:29 pm »

Pah! I'll fell them like I fell the evil trees!
I hope so. I intend to draft you into the military but keep you off duty. I'll be able to keep you armored that way, and maybe even give you some training on the side.
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oldark

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Re: Cursecoppers: A MWDF .4d Merchant Fortress
« Reply #46 on: November 26, 2013, 01:26:54 pm »

Lol awesome.  If I die I want an engraving or statue of a fetal positioned snow leopard nearby :)
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moseythepirate

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Re: Cursecoppers: A MWDF .4d Merchant Fortress
« Reply #47 on: November 26, 2013, 06:30:20 pm »

From the Journal of Bomrek Clenchcoins, General Goods Merchant.

1 Granite, 110

I can hardly believe that I've wasted an entire year of my life in this bloody place, with nothing to eat but Leopard and nothing to drink but whatever that tightfisted Olon across the way is willing to sell. I don't doubt that in the midst of a crisis he'd lock up his booze and let everyone die of thirst rather than allow one drop out without payment. While I can't deny that I've been making brisk business in lumber, I'm a GENERAL goods supplier, not a lumber mill. My suppliers are getting restless, and want to know when I'll be making a profit on the other products. I don't have an answer for them.


As the new year rolls in, life goes on in Cursecoppers. With spring officially arrived, fortress defense needs to take the top priority.

Our first action is to pasture our cattle just outside the fortress walls. One of the migrants brought with him an ironclad cragtooth boar, who gets stationed just inside the walls. The last few facilities left outside are dismantled.

Spoiler (click to show/hide)

Our silk moths are beginning to get results.

Spoiler (click to show/hide)

Hark! Migrants!

Spoiler (click to show/hide)

Twenty dwarves, crammed into the decon chamber. One of them is a mason's guild mason. Pretty handy. Unfortunately,

I wish I knew what each of these diseases were. I wonder if this one is contagious?

Spoiler (click to show/hide)

That settles that. Now how can I treat these guys?
I buy some cave wheat to make into medicine at the newly constructed apothecary.

Spoiler (click to show/hide)

In happier news,



Spoiler (click to show/hide)

Make of that what you will...personally, I rather like The Tower Forever. Anyway, to treat the dwarves, I created an "airlock" stocked with medicine. The outer door in unlocked, the inner door is locked. After a dwarf enters and begins drinking, I lock the outer door, let the dwarf in, and then reset it. It's slow and micromanage-y, but it works.

Spoiler (click to show/hide)

It's not working fast enough, and the fortress proper is out of plants to turn into medecine. Forget disease, the dwarves outside are dying of thirst! I temporarily relocate my booze stockpiles to the inside of the airlock.

Spoiler (click to show/hide)

Ugh. Not now, please. I'm busy.



It's not working. Without access to the outside, we can't produce medicine fast enough to treat the people out there, and now the interior is dying as well.

Hell with it, OPEN THE GATES!
I am SOOOOO going to regret this.

As the fortress starts streaming outside, frantically gathering plants to brew into medecine, summer begins.

Spoiler (click to show/hide)

Sheeeesh. Epidemics are serious business. I feel like I am on to a good thing with it, but the infection rate is just so high, it can't be managed. But I'll do what I can, and maybe, with a little bit of luck, Cursecoppers will live on.
Projects for the summer include managing the epidemic. Time permitting, I would like to get started on guilding my dwarves, but the prognosis isn't very good.

As per usual, I've updated the first page with new stats.
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Urist McTeellox

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Re: Cursecoppers: A MWDF .4d Merchant Fortress
« Reply #48 on: November 26, 2013, 06:48:09 pm »

The first artifact is called MerchantRouted? The random name generator is loving this fortress so much!

Bravo! I look look forward to the next instalment! :D

~ T
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moseythepirate

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Re: Cursecoppers: A MWDF .4d Merchant Fortress
« Reply #49 on: November 26, 2013, 07:56:09 pm »

So, I have a question for anyone who knows. What exactly are the mechanics of medicine? If a dwarf with an epidemic disease drinks medicine, are the immune, or does the disease not spread from them?
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moseythepirate

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Re: Cursecoppers: A MWDF .4d Merchant Fortress
« Reply #50 on: November 27, 2013, 11:10:26 am »

First Quarterly Report, Year 110

To my investors at the Merchant's Guild,

I regret to inform you that all shipments need to halt. An epidemic has gripped Cursecoppers, and this situation must be brought under control before we can continue normal operations. I urgently request all travelling migrants to turn around immediately. The more dwarves live here, the more difficult it will be to manage the situation.

Expedition Leader Lor Pickfluke, Merchant's Guild



Our fortress is scarecly more than a year old, and it is in it's first real crises. A massive outbreak of pneumococcus (I think) has infected most of Cursecoppers, and the fortress is now in full disease containment mode. Our top priority is medicine production, and taking steps from keeping this fiasco from occuring again.

Thinking back, I ask myself how this could have been prevented, and my solution is to build an apothocary in the quarantine ward.

Spoiler (click to show/hide)

Fortunately, an elven caravan laden with plants has come in. I intend to empty it of it's plants, by force if necessary.



We're low on barrels, which is restricting our medicine manufacturing, so I order the production of several dozen barrels.

A dwarf I was grooming to be a miner has gone missing as well. Now where could he have gotten off to?

Spoiler (click to show/hide)

Oops, my bad. Memo: Digging exit paths is generally a good idea. It has now been O days since a workplace accident.

Anyway, by mid-summer, medicine production is in full swing, and I stop gathering plants on the surface.

Spoiler (click to show/hide)

We'll live off of medicine for the rest of the year, and allow migrants in only after they are cleared through quarantine. The epidemic is still in full swing, but with nothing to drink but medicine, hopefully the fortress will get back to normal eventually.

Anyway, my goal is still to have magma by spring, so I get to work on my research. I make some magma tankers from my copper, and get to work.

Spoiler (click to show/hide)

To get magma, I'll need Teduk's Fine Goods, which means another trade license. I modded the embassy to sell trade licenses for 3000 gold, so I get to work on making money and building the embassy.



Huzzah!

Spoiler (click to show/hide)

Yaaaaaaaaaaaaay.

I had a fair amount of money saved up, so I was able to get a new trade license forthwith.
Spoiler (click to show/hide)

Anyway, I build Teduk's Fine Goods, and dig out the magma cistern underneath the forges.

However...



Spoiler (click to show/hide)

A bunch of goblin archers and a voracious cave crawler. But wait...

Spoiler (click to show/hide)

Voracious Cave Crawler is opposed to life, apparently? The cave crawler and the goblins start tearing into each other, and immediately run away. Cursecoppers has survived it's first ambush in a way that can only be described as Stooge-esque.

Also, Kobolds.

Spoiler (click to show/hide)

This'll be profitable.

With my facilities being dug out in preparation for magma, I send the militia out to hunt some snow leopards (I really should place some traps out there so I can train them as pets).

Spoiler (click to show/hide)

While I was raising money to purchase stable warpstone, the season came to an end.

Spoiler (click to show/hide)

PHWEW! What a season. We started in the midst of a huge epidemic, but with hard work, determination, and shaking down an elven caravan, we produced 240 medicine in 3 months. For more than 2 months soundsense was an unending stream of "HORK! GWARKS!" and the surface is covered in a thick layer of vomit.

Spoiler (click to show/hide)

Smells like dwarf fortress. Also, vomit. It's worth noting that we don't have a well, so the interior will be stinking for a while. But the treatment worked, and all of my dwarves are now disease free, and we still have 123 doses left.

Plans for next time include researching warpstone, buying another trade license for the pet shop, and researching alchemy. I'll also need to start producing alcohol again, since I'm locking away most of the medicine for a vomity day, and using the rest to screen migrants. Which reminds me, we got 10 new dwarves this season, and our first birth.

Just as an aside, I've been trying to induct dwarves into Guilds but it isn't working. Does medicine interfere with changing guilds?

Again as per usual, the first post has been updated.
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zlurker

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Re: Cursecoppers: A MWDF .4d Merchant Fortress
« Reply #51 on: November 27, 2013, 05:26:19 pm »

Am I still being an awesome miner? :O
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Vabalokis

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Re: Cursecoppers: A MWDF .4d Merchant Fortress
« Reply #52 on: November 27, 2013, 05:38:26 pm »

I am really enjoying this
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moseythepirate

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Re: Cursecoppers: A MWDF .4d Merchant Fortress
« Reply #53 on: November 28, 2013, 02:08:51 am »

Am I still being an awesome miner? :O
Aye, best miner I've got. You were the first one I was trying to induct into the mason's guild, but no luck.
Though actually, not only are you the best miner I've got, but for some reason you also produced most of the medicine. I'm grateful that you don't mind wearing multiple hats, but I've got specialists for that job, and I need those damn mines! GET BACK TO WORK BEFORE I LOCK YOU UP FOR INSUBORDINATION!

Next update will be a little slower in coming. Holiday travel...but I expect the next update in a few days, maybe tomorrow night.
« Last Edit: November 28, 2013, 02:11:03 am by moseythepirate »
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zlurker

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Re: Cursecoppers: A MWDF .4d Merchant Fortress
« Reply #54 on: November 28, 2013, 04:00:29 am »

But I just want to pretend to be Dr. Mario. D:
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SharpKris

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Re: Cursecoppers: A MWDF .4d Merchant Fortress
« Reply #55 on: November 28, 2013, 03:59:56 pm »

I'll be the best damm scribe a dwarf can be! any chance on being a crazy mage?
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Meph

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Re: Cursecoppers: A MWDF .4d Merchant Fortress
« Reply #56 on: November 28, 2013, 04:46:57 pm »

Mages could take a while with this setup, but the warpstone lab... friendly, pet FBs... mh...
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zlurker

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Re: Cursecoppers: A MWDF .4d Merchant Fortress
« Reply #57 on: November 28, 2013, 06:43:47 pm »

I want a pet FB. D:
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moseythepirate

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Re: Cursecoppers: A MWDF .4d Merchant Fortress
« Reply #58 on: November 29, 2013, 10:48:41 pm »

Editor's note: The following was found scrawled on a slate near a goblin skeleton not far from Cursecoppers. The skeleton--though badly crushed by multiple impacts of an unknown source--has been concluded decisively to belong to one Bax Suttu, a mid-level sergeant from The Cruelties of Dreading. Whether this was written by one of the almost-universally illiterate goblins is less conclusive.

Deer jurnal
Dem dorfs were sapposed to be easy pikkins. Dem kobold rats told us dat they were all sick and dying, dat dere be no fite. At leest, dey told us evenchully, ha!. Dem dorfs would a be easy pikkens too, if Uka hadn't brung dat  bigsmashyworm. As soon as it smelled daw puke, it got smashy on us! We had to pull it back before dah dorfs came afta us! We finally got da bigsmashyworm calmed down and now we's gonna go bac

The account ends abruptly here. What transpired here, only conjecture can tell.

Much to my suprise, I now welcome you (my esteemed audience) back to Cursecoppers. Let's jump right to it.

While building up money supplies to purchase warpstone, my current priority is obtaining the supplies needed to research alchemy.
Spoiler (click to show/hide)

Hmm...I have stones, gems, bars, flux, and tallow...all I need is oil. Time to get working on oil production. For that, we need more plants, but it's getting more dangerous to look on the surface...

Spoiler (click to show/hide)

Huzzah!

Oh, that's no good...my wrassler was injured fighting a Drake, and with no water, he might die of thirst...except I can just buy water. HA! I build a screw pump and buy some pig tails for oil.

Oh DAMMIT!

Spoiler (click to show/hide)

OKAY, WHO DID IT THIS TIME.

Spoiler (click to show/hide)

Bloody typical. Babies and elves. Anyway, I open the medicine stockpile back up and just carry on. Hopefully the liason will leave soon, and the baby will...I dunno. Stop being sick.

The screw press is being problematic so I just buy the oil. But I still don't have all the bits I need for the alchemist's
shop...what's missing...

A TROLL!

IN THE DUNGEON!

And guess who it's attacking.


Spoiler (click to show/hide)

Pascale is alive, but your arm is broken up pretty badly. You'll be in the hospital awhile. If that lumberjack hadn't shown up just in time to kill the big bad troll...

Spoiler (click to show/hide)

Who knows what would have happened. And with guild changes not currently working, you might have to heal the old-fashioned way. I was rather hoping that the door I constructed would keep out the nasties, but with a troll coming inside within a season of the opening, I decide to wall off the caverns.
It's a shame.

Farewell delicious cave money T_T

Oooh, a possession. Neato!

Spoiler (click to show/hide)

A merchant caravan comes around.

Spoiler (click to show/hide)

With this guy in it.

Spoiler (click to show/hide)

This guy too. Joy.

Spoiler (click to show/hide)

Anyway, I need to wait for Meph to stop being On Break so's I can buy the trade licenses the caravan brought, especially because I'm getting very close indeed to magma (assuming everything works as planned).

Spoiler (click to show/hide)

And as I purchase my warpstone and prepare to build the alchemists workshop, the season comes to it's end.

Spoiler (click to show/hide)

An awkward season. The epidemic is back in full swing, thanks to the trade liason, and there's potential for a new  plague brewing in the traders. On the bight side, we've been progressing wellext time, I will open up the caverns again to get some fungiwood for selling and expand the mines. With alchemy researched and stable warpstone almost
ready, all we need for magma is lots and lots of money.


The first post has been updated.
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Pascale

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Re: Cursecoppers: A MWDF .4d Merchant Fortress
« Reply #59 on: November 29, 2013, 11:44:28 pm »

According to the OP I don't seem to have suffered any wounds. Perhaps the combat log was trolling y- *is shot*

In other news, how come that nameless lumberjack has a better axe than me? I will lodge a complaint.
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