I think the ironbone reaction should be moved to a more thematic workshop, and the skill used to make it remain chemistry or change to a magic skill.
I agree. Having it at the bonecarver feels odd. So let's go with the intent of moving it to the totem pole, and changing the pole's construction to be a log and a totem. That also gives newbie dreamwalkers something to do.
Wouldn't a talisman be a more appropriate build mat for the ancient foundry? Soul gems seem a bit un-Orcish for building with.
Oh, I meant that each *reaction* requires a soul gem. This means you can't just crank out a million bars of orichalcum once you get it set up. The ancient foundry still requires two bars of orichalcum to construct.
It would be cool if the labour cells needed standards of honour... Sounds like a very orcish way to motivate immigrants and slaves, and it has always bothered me how cheap the cells were to build.
You mean on top of them requiring an appropriate captive? The goblin and kobold workshops are intended to be relatively easy to unlock; the raids usually succeed, they're cheap to run, and gobs and kobolds never retaliate. The elf/human/drow/dwarf captives should only come from raiding, and each raid only has a 50% chance of success, and a successful raid only has a 25% chain of yielding a captive. That means you're more likely to get a siege (20%) than a captive (12.5%). There's also a tiny chance to get them from gambling at the tavern, but that's a very expensive way to go about things.
I do think the labour cells could do with an overhaul, not least because "turn food into stone/crafts/wood/silk" is really dull.
My test fort is great fun. I am playing with the latest Orcish rebalance, Phoebus tiles and Phoebus colour. The Orcish magic has become alot less powerful since I last played the Orcs, which is a good thing, since it is motivating me to get my Uruks in arms and armour. I seem to be having a problem with dewbeetles not producing honey, but I am not sure if that is a bug or something I am doing wrong. I noticed when my crematoriums started gassing my furnace operators that harder smelting is turned on, when I looked for it in the GUI, I couldn't find the option to turn it off for my next game.
Dewbeetles I haven't touched. I believe you can 'milk' them at the farmers' workshop.
As for the crematorium, that's also from regular Masterwork. I can tell you that YESDUST is the meta-tokens in the raws that determines if smoke is produced, but I haven't looked at the GUI recently to see what the option for it might be, or if that's even somehow been missed.
PS. My Orcs are so far doing very nicely with a diet of fish, meat and gathered plants. No plant farming as of yet, so you would be proud McTeellox.
Awesome! Consider me proud.
~ T