In the middle of the week, I came across and older
Slashdot story mentioning DF2014's status and I thought I'd check it out. It's been a couple decades since I binge-played Moria and other games in the rogue-like genre, and I really enjoy resource management games. On the other hand, I can't afford to lose too much time to gaming, so my main exposure recently has been in the form of watching the "let's play" genre on YouTube, specifically
Quill18's streaming play and
VanguardOfValor's series.
I found myself feeling the itch to play myself. As I watched a video, is critique actions, or think, "You're forgetting about ..." and the like.
At the same time, l recognized the rabbit hole of detail in the game. So I went looking for my own experience. First up, the lazy newb pack. Except the wiki says it's superceded by other packages for DF2014. So, I read up on PeridexisErrant's DF Starter Pack, and downloaded it. I read through the starting tutorial on dfwiki. I stumbled across Quick Fort and read about surface-based builds, which I hadn't realized was a possibility. I played through a few surface-based builds based on the bundled-up QuickFort and learned a few things.
The first play-through, I neglected to create an in-fortress meeting place, so my dwarves kept clustering in the initial embark. I should tweak the Quick Fort surface build to have that.
The bundled Quick Fort bedroom level is nice, but requires a ton of inventory of beds, doors, and other containers in order to build out. The lack of dfhack's workflow and pre-build placement really starts to sink in. I probably need to modify it to open things up quadrant by quadrant.
I've never done a dining room. That's a problem. I need to integrate it with the food stores and kitchen. This leads to some thinking about chains of resource management. The same issue exists with starting up a metal industry, from wood stocks to charcoal (bars! Remember charcoal is controlled as a bar!), to ore and metal bars. I think about laying out a series of workshops with associated stockpiles, then come across the
stockpile design article, which blows my mind. I need to implement some of that via Quick Fort, I think.
I finally figure out I need a manager and bookkeeper. And an office.
Do babies need water when they're born? I seem to be embarking in a place where water freezes during the winter, and despite lots of booze, I need water during the winter. I read the
Well article, but sourcing the water at shallow depths is my issue. I could certainly use some guidance on this. I thought about constructing a stone-level space, then channeling a river into one end and building a well on another. Is that a standard way of doing things at the early stages of a game with winter freezing outside water? Am I missing something, like the requirement to tunnel down 20 levels right away to find water?