Yo...
After my previous two fortresses(
here and
here, I already have planned my next challenge...
If you just wanna read the rules of the new challenge, skip the text, and read only the red part.
So after I read, that my playstyle was characterized by 2 men squads, I was deeply hurt *sob* and decided to make something, that shows that I can also play differently... Well... not sure I can, but at least I can try.
So this brings us the first rule.
- no 2 men squads (squads should be filled, usually)Then to be honest I also ran out of ideas, what to do with dwarves, and honestly, MWDF has much more... Oh, and I finally need something else... Also, unlike in my last challenges, where I was basically in command of the game, I actually want to recreate that feeling, everyone had, when he played DF first... That the game is playing the player, not the other way around... So I decided to play a race, I have not played before:
- the used race are KoboldsHonestly, I have no idea how they will play. I have read some stuff, of course, but if things really work like I imagined...
Now Kobolds certainly have a bit unique relationship to all the other races. This means, we need ALL MWDF races, so they can properly retaliate. Wouldn't be fun, if they couldn't, would it? At the same time, I will disable the Fortress Defense races. There is imho no point in having >30 races alive... The game can't trigger that many attacks at the same time anyway, and often, like last time, you end up with the same cheap (Tigermen anyone?) enemies all the time, instead of getting some more fun ones. Oh, and honestly, Kobolds suck anyway in fights
- all MWDF races (including dark twins), but no Fortress Defense racesBut yeah... I guess you ask yourself, what is so difficult about it, until now... Well... let's start ramping up the difficulty... As it was probably unavoidble, when you clicked this thread, the biome will not be as nice as it was in my last forts...
- embark location is a 2x2 flat glacier, without any caves! everything else standard settingsYeah, I know, Kobolds can't dig, and there is no water, and Kobolds want to drink... Yeah, that may be a problem, but problems are what makes life fun... Well... until you die of thirst... Whatever... We will make it work. Oh, and there is no wood on a glacier... Hmmm we surely didn't need that anyway, did we?
Sadly Kobolds are totally disorganized, and surely not able to do anything in an efficient manner... To represent this, we will add another rule...
- every adult Kobold has all labors active all the time (only exception are the mining/lumberjack/hunter, as they can't be active at the same time)Yeah... well... This surely prevents any high skills on my Kobolds, but as certain people have shown us in Cathedral (Hi meph), it can also work out.
Anyway, surely the game is still fairly easy with these rules... (unless you die of thirst
) So... I thought what made my last two above ground forts so easy... Well... it was the possibility, even above ground, to channel invaders, where you want them, and then squash them, or shoot them with arrows from somewhere above, while all the civilians sit inside and do not even notice the invaders. Guess we have to make a rule for that then... How about:
- no burrows or trafficzonesNo civilian alerts already will surely increase the losses... But yeah... that wasn't the rule, I was really talking about... How about this:
- no path blocking structures (aka walls, raised drawbridges, doors, hatches,bars, grates, fortifications etc)Oups... This suddenly makes things quite difficult... Especially when unable to dig properly... Sure, you could just skyfortress on a single stair, and be mostly safe, but that would be kinda exploiting my own rules, and I have no intention doing this...
Of course I can still build workshops etc that have unpathable tiles, but i certainly won't build walls out of jewelers workshops....
In general, I use the usual 'no boring exploits' rules as usual.
I generally intend to make some more, less strict rules, which may limit efficiency even further, but feel nice storywise, while playing the game...
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So all in all, what do we have here...
We have a bunch of disorganized Kobolds, that are terrible at fighting, completely unprotected on a wide open glacier, which means that every little thief and every ambush probably causes a huge panic. Oh, and when they do not get eaten alive, they die of thirst.
Sounds awesome! Let's see how far we can make it
PS:
Okay.... I admit it... I already have an idea, how not to die of thirst... if it actually works.... no clue
PS2: if you think 'TRADING', you are wrong... Actually I do not really like trading in DF in general (yeah, sorry guys...) and do not intend to rely on it too much during the whole thing
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Sooooooooooooo...
Now that I shared my new plans of madness with you, there are two simple questions:
a) Any comments, suggestions, requests? I don't need comments, how to ' solve' the problems, keep those ideas for b). It is more about the rules in general, if there is anything you want to see added or changed etc.
b) Anyone dares to make another fort on those rules? It is not about who lives longer, but more the fun and the challenge... See different approaches, and see fun stories to develop. So in general I would say, that story and fun is way more important then survival. No point in posting a screenshot, that you are in year 37 of your fortress, without telling all the stuff that happened ^^