Part 19 - Second Year ReportAll you need to know in one picture:
http://i.imgur.com/DG1pT7x.jpgIt certainly isnt boring. The gnomes just arrived, and told me about their king. Apparently he is a large as a house and has only one eye. Somehow the little mountain people have found a cyclops to rule them.
A second werewolf attack killed 4 migrants that spawned next to him. I had to lock them out... even worse, it was a Frost Giant werewolf. One guy even survived the attack, he was kicked into a wall... not infected.
There are a few cagetraps that catch about everything, its amazing, really it is. I build them almost offhandedly, but they have are way more effective than anticipated.
We have three more guilds, but I did not finish upgrading them or building any industry around them. But if you want to have a look, the lower left corner of the fort has the Tanners Guild, the Smiths Guild, and the Engineers Guild. I do have to change the balance of Blackpowder a bit, as well as the power that pistols and muskets have. They need to be a bit better.
While a bit uneventful, it was quite nice not to have one problem after another. Helped with the tutorial part of the fort.
Parts that I have not touched yet:Farmers, Cooks, Fishers, Jeweler, Carpenter and Tailors Guild. Even the 6 I build I rarely used, it was all trade trade trade... I had nearly no industry myself. I bought what I needed from caravans, mined gold and made coins. I could play another tutorial fort with no trade and only guilds, to show the contrast.
Universities. They work like foreign merchants, but train skills for gold.
Colosseum. Test-fights against summoned monsters. I did not want to risk injuries on a map without fresh water.
Military Garrison. Sorry, no Squires, Knights or Paladins in this fort. They take 4 years to do, there would not have been enough time.
Most foreign traders. I actually wanted to create way more, but I quickly run out of gold, spending over 100.000 gold on steel platearmor sets and netherbark armor sets. There was the problem that civs with few tool types brought lots of contracts (drow for example) and civs with lots of tool types brought no contracts (gnomes, orcs, warlocks). So I couldnt really show those. I will add the ability to spawn contracts yourself in the Merchants Guild. I wasnt aware that the civs that are at war with you do not send liaisons, so you could never order contracts...
So yeah, even with a perfect run (no attacks), me knowing the mod and 2 long years (as long as 4 years normally) I barely managed to build ~33% of the mod features. Thats good. It means that there is lots to explore in longer forts, and that people that have read this tutorial have still lots to discover. The manual will explain everything not covered here, and I hope that people got a good look at humans, how to start, and how they are played in general.
And just now I do remember that I set out to build a fishing village with wooden piers on a cliff near a lake... turned out to be a heavily defended basalt castell on dunes overlooking the ocean.