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Author Topic: Future of the Fortress  (Read 1885009 times)

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Re: Future of the Fortress
« Reply #2040 on: June 08, 2015, 07:50:08 am »

Hypothetically speaking... if fortress wealth is high but population low, and our parent civilization happens to be dying/dead; would outsiders sense the opening and flock to the fortress, inadvertently compensating for the lack of migrants?

The lack of migrants is a longstanding misconception. You will get migrants in the same proportion whether your civ has conquered the world or gone completely extinct.
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Alfrodo

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Re: Future of the Fortress
« Reply #2041 on: June 08, 2015, 07:07:15 pm »

Your last post implies there are different research subjects from people like naturalists.  How many more research fields are we going to see and are they going to be of any use? Are we going to see people like chemists, geologists, material scientists, and physicists making books too? An earlier post also implied stories can be told.  Will books be a medium for storytelling?
« Last Edit: June 08, 2015, 09:00:42 pm by Alfrodo »
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Spish

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Re: Future of the Fortress
« Reply #2042 on: June 08, 2015, 10:29:49 pm »

The lack of migrants is a longstanding misconception. You will get migrants in the same proportion whether your civ has conquered the world or gone completely extinct.
Really now? I was under the impression migrants were no longer being generated out of thin air.
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Alfrodo

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Re: Future of the Fortress
« Reply #2043 on: June 08, 2015, 10:35:19 pm »

The lack of migrants is a longstanding misconception. You will get migrants in the same proportion whether your civ has conquered the world or gone completely extinct.
Really now? I was under the impression migrants were no longer being generated out of thin air.

I believe the first 2 are. The rest are taken from historical figures, and can have kills, be vampires etc.
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NW_Kohaku

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Re: Future of the Fortress
« Reply #2044 on: June 08, 2015, 10:50:43 pm »

I haven't been following FotF for a while now, so I'm not sure what Toady has answered on a subject I'm curious about.  As such, I figure the fastest way is to ask in this thread if anyone remembers something.

Basically, I'm wondering about how our newly retirable fortresses are to play in the dwarven economy, and whether or not we are going to be able to have retired fortresses add specific types of products to the pool of tradable goods.  (For example, if the mountainhomes do not trade in milk opals, but a player fortress has access to milk opals, and exports large milk opal gems before being retired, does it get added to that civ's list of exportable gems, and can future player embarks in that world then import milk opals to their fort...)
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Putnam

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Re: Future of the Fortress
« Reply #2045 on: June 08, 2015, 10:58:32 pm »

IIRC, the position on that is basically that retired fortresses are not much different than other fortresses and should affect the world the same way when it comes to trade.

NW_Kohaku

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Re: Future of the Fortress
« Reply #2046 on: June 09, 2015, 12:05:33 am »

IIRC, the position on that is basically that retired fortresses are not much different than other fortresses and should affect the world the same way when it comes to trade.

So it's based upon simple mineral availability in the embark?

I'm honestly not sure how it really works with current fortresses, whether it's what is in the mountainhomes, alone, or whether the whole civ's global mineral availability is counted.  Or, for that matter, plants or seeds.

For that matter, is domesticating and exporting animals something that makes future embarks capable of embarking with war tigers?
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Putnam

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Re: Future of the Fortress
« Reply #2047 on: June 09, 2015, 12:17:46 am »

Fort-tamed animals are the same as worldgen-tamed animals, since that's all stored in the civ structures. This has been true since 0.34.06.

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Re: Future of the Fortress
« Reply #2048 on: June 09, 2015, 08:01:58 am »

The lack of migrants is a longstanding misconception. You will get migrants in the same proportion whether your civ has conquered the world or gone completely extinct.
Really now? I was under the impression migrants were no longer being generated out of thin air.

I believe the first 2 are. The rest are taken from historical figures, and can have kills, be vampires etc.

While historical figures are available for migration, other migrants are still generated from thin air to fill out the total that the game wants to give you.
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Urist Tilaturist

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Re: Future of the Fortress
« Reply #2049 on: June 10, 2015, 12:30:08 pm »

Hopefully instant migrants will eventually be a thing of the past as the global economy develops and multi species forts become possible.
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Alfrodo

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Re: Future of the Fortress
« Reply #2050 on: June 10, 2015, 03:59:14 pm »

instant migrant. Just take wealth, add water booze.
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Re: Future of the Fortress
« Reply #2051 on: June 10, 2015, 05:23:56 pm »

IIRC, the position on that is basically that retired fortresses are not much different than other fortresses and should affect the world the same way when it comes to trade.

So it's based upon simple mineral availability in the embark?

I'm honestly not sure how it really works with current fortresses, whether it's what is in the mountainhomes, alone, or whether the whole civ's global mineral availability is counted.  Or, for that matter, plants or seeds.

For that matter, is domesticating and exporting animals something that makes future embarks capable of embarking with war tigers?
From my experience creatues aren't even truly domesticated in world generation. If you look at the animal knowledge screen in fortress mode it will say general familiarity not domesticated, and you won't be able to embark with them. Aside from that they seem to act as if they've been domestiated. I've also heard animal knowledge transfers to your whole civ when you talk to the liaison, so I'd guess based off of the rest of this that you'll be able to buy the animals from caravans, but not embark with them.
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Shonai_Dweller

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Re: Future of the Fortress
« Reply #2052 on: June 10, 2015, 05:36:37 pm »

Regarding the new effects of alcohol:
Today's update suggests that excessive alcohol will effect characters, including Dwarves, adversely. If lack of alcohol continues to effect Dwarves badly, and too much alcohol also effects them badly, how does one achieve the right balance in fortress mode?
Do we just try to keep everyone busy, or what?
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monk12

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Re: Future of the Fortress
« Reply #2053 on: June 10, 2015, 05:49:27 pm »

I, for one, welcome our new version full of suicide-by-alcohol bugs!

Putnam

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Re: Future of the Fortress
« Reply #2054 on: June 10, 2015, 05:50:07 pm »

Quote
terror/rage enchantments and so on
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