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Author Topic: Hunter/Gatherer fort  (Read 2207 times)

Cryxis, Prince of Doom

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Hunter/Gatherer fort
« on: September 03, 2014, 10:46:31 am »

i would like to start a soely hunter gatherer fort

What would be the major problems with this?
Would the dwarves be able to butcher goblins for food?
What areas regions would be perfect for this style of fort?
 An extremely important stuff my dwarves should be able to do?
Any other useful stuff?

This is just a challenge fort for me, I know it won't last long
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RocheLimit

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Re: Hunter/Gatherer fort
« Reply #1 on: September 03, 2014, 11:01:31 am »

I'd say a military embark (stone/anvil to make armor and weapons) in an Untamed Wilds, either temperate or warm, level ground would be perfect for this.  Have one dwarf make two weapons, then set two of your 7 to train with them while the smith makes them armor.  The other 4 are on herbalist duty, maybe one on carpenter/wood cutting/wood crafting duty.  Soon as your military is decently trained/armored, send them out on hunting forays against the larger wildlife.  Keep up on the plant gathering. 

If you don't plan on farming, I'd set up some way to get rid of the seeds (creating a dump zone on a refuse pile sounds good to me).  Although, without farming, getting enough useful plants to brew for a reasonable amount of dwarfs will be difficult.  I've never tried to keep an entire fort drunk off of herbalism returns; I know high level herbalists are great, but its entirely dependent on what grows randomly.  Smaller embarks would make this problem larger; go with 3x3 or 4x4 I'd say.

If you do not plan on mining, I'd build a wooden palisade to keep most of the local wildlife out.  In untamed wilds, many things see your stuff, think 'shiny!', then beat your dwarfs' heads in with their own pants.  You will probably want to keep that to a minimum.  Surround your camp with a palisade, and have your military train at the only entrance.

Also, build wooden pots to start with as they hold the same stuff, and more of it, as barrels.

All in all, sounds like a fun (and not necessarily !!FUN!!) embark.  Great for fine-tuning your military building skills, dealing with local wildlife and making the most of surface resources.

** and I do not think dwarfs with butcher goblins without some raw editing.  But with your military exterminating the local wildlife (mmmm, elephants!), why would you want to eat Snog Snotpicker?
« Last Edit: September 03, 2014, 02:21:43 pm by RocheLimit »
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Duuvian

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Re: Hunter/Gatherer fort
« Reply #2 on: September 03, 2014, 11:05:01 am »

i would like to start a soely hunter gatherer fort

1 What would be the major problems with this?
2 Would the dwarves be able to butcher goblins for food?
3 What areas regions would be perfect for this style of fort?
4 An extremely important stuff my dwarves should be able to do?
5 Any other useful stuff?

This is just a challenge fort for me, I know it won't last long

Do you mean only for food sources or do you mean not doing any crafts or mining? If you don't do any crafts or make metal stuff:

1 Your military would be poorly equipped
2 No unless you mod dwarves
3 Anything with lots of vegetation
4 You will likely have to do some wood cutting and carpentry and make crossbows and bolts
5 You may want to turn invaders off at least until you want to risk !!fun!!
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Re: Hunter/Gatherer fort
« Reply #3 on: September 03, 2014, 12:34:37 pm »

I'd say a military embark (stone/anvil to make armor and weapons) in an Untamed Wilds, either temperate or warm, level ground would be perfect for this.  Have one dwarf make two weapons, then set two of your 7 to train with them while the smith makes them armor.  The other 4 are on herbalist duty, maybe one on carpenter/wood cutting duty.  Soon as your military is decently trained/armored, send them out on hunting forays against the larger wildlife.  Keep up on the plant gathering. 

If you don't plan on farming, I'd set up some way to get rid of the seeds (creating a dump zone on a refuse pile sounds good to me).  Although, without farming, getting enough useful plants to brew for a reasonable amount of dwarfs will be difficult.  I've never tried to keep an entire fort drunk off of herbalism returns; I know high level herbalists are great, but its entirely dependent on what grows randomly.  Smaller embarks would make this problem larger; go with 3x3 or 4x4 I'd say.

If you do not plan on mining, I'd build a wooden palisade to keep most of the local wildlife out.  In untamed wilds, many things see your stuff, think 'shiny!', then beat your dwarfs' heads in with their own pants.  You will probably want to keep that to a minimum.  Surround your camp with a palisade, and have your military train at the only entrance.

Also, build wooden pots to start with as they hold the same stuff, and more of it, than barrels.

All in all, sounds like a fun (and not necessarily !!FUN!!) embark.  Great for fine-tuning your military building skills, dealing with local wildlife and making the most of surface resources.

** and I do not think dwarfs with butcher goblins without some raw editing.  But with your military exterminating the local wildlife (mmmm, elephants!), why would want to eat Snog Snotpicker?

You can just embark with animals and/or wood (or nothing at all) and make wood & bone equipment.

Cryxis, Prince of Doom

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Re: Hunter/Gatherer fort
« Reply #4 on: September 03, 2014, 12:52:02 pm »

I would still do some mining and crafts but only do hunting/gathering/above ground(or artificial light) farming for food
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Cryxis, Prince of Doom

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Re: Hunter/Gatherer fort
« Reply #5 on: September 03, 2014, 01:07:35 pm »

I'd say a military embark (stone/anvil to make armor and weapons) in an Untamed Wilds, either temperate or warm, level ground would be perfect for this.  Have one dwarf make two weapons, then set two of your 7 to train with them while the smith makes them armor.  The other 4 are on herbalist duty, maybe one on carpenter/wood cutting duty.  Soon as your military is decently trained/armored, send them out on hunting forays against the larger wildlife.  Keep up on the plant gathering. 

If you don't plan on farming, I'd set up some way to get rid of the seeds (creating a dump zone on a refuse pile sounds good to me).  Although, without farming, getting enough useful plants to brew for a reasonable amount of dwarfs will be difficult.  I've never tried to keep an entire fort drunk off of herbalism returns; I know high level herbalists are great, but its entirely dependent on what grows randomly.  Smaller embarks would make this problem larger; go with 3x3 or 4x4 I'd say.

If you do not plan on mining, I'd build a wooden palisade to keep most of the local wildlife out.  In untamed wilds, many things see your stuff, think 'shiny!', then beat your dwarfs' heads in with their own pants.  You will probably want to keep that to a minimum.  Surround your camp with a palisade, and have your military train at the only entrance.

Also, build wooden pots to start with as they hold the same stuff, and more of it, than barrels.

All in all, sounds like a fun (and not necessarily !!FUN!!) embark.  Great for fine-tuning your military building skills, dealing with local wildlife and making the most of surface resources.

** and I do not think dwarfs with butcher goblins without some raw editing.  But with your military exterminating the local wildlife (mmmm, elephants!), why would want to eat Snog Snotpicker?

This should work great, Thanks
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Aslandus

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Re: Hunter/Gatherer fort
« Reply #6 on: September 03, 2014, 01:40:17 pm »

I'd suggest embarking on an island with no goblin civs nearby (ideally untamed wilds), I've found you never get invaded there, except for the occasional werebeast or semi-megabeast/megabeast/titan/forgotten beast.

Also, if you want extra fun, try to trap and tame the local beasts for defense instead of building a military, or go full savage and limit yourself to stone and wood weapons and leather armor

Also, no gobbo jerky I'm afraid, even though calling goblins "intelligent" creatures is debatable, dwarves still refuse to butcher them...

MDFification

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Re: Hunter/Gatherer fort
« Reply #7 on: September 03, 2014, 02:11:25 pm »

I'd suggest every possible civilian having a crossbow. Those who don't hunt, also get crossbows.
Hopefully, this means that most of your fort can be using leather armor, wood and bone as materials without hampering your effectiveness. Just smith a bunch of copper bolts and send the mob where it needs to go.
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dwarf_reform

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Re: Hunter/Gatherer fort
« Reply #8 on: September 03, 2014, 02:29:16 pm »

I'm no expert at all, so take everything I say as half-true at best ;) But.. I was thinking about the animal spawn limit per map, and how that probably means you'll have to destroy a full herd of animals to get a new one to show up (or wait til the current animals leave the map on their own..)

Also, for harvesting, I'd try to get a split biome embark and aim for one that isn't forested since tree canopies now apparently snuff out the growth underneath (which means pen/pasturing animals needs to avoid trees to be decent..)

Also I'd send a miner to carve out a giant area to simulate an underground plant biome to diversify the harvesting.. And have a craft shop crank out tons of wooden arrows as early as possible (I'd worry about melee-only hunters not being able to get rid of flying critters, which would count against that animals-types-per-map limit..)

One of your embark-dwarves should get presser/miller/milker/beekeeper/leatherwork/butcher/tanner and any of that other weird stuff just in case you can make any of it before waves and waves of migrant dyers, millers, threshers, and milkers show up :>

Use cages as refrigerators by catching some emergency animals (to release and then hunt and then butcher).. Also consider building a long, cheap wall (or channel-extend a river) to influence animal pathing (into cage traps) :>

I've never tried anything like building 10-15 butcher shops all around the surface so that hunters that know how to butcher would always have a nearby shop.. Wonder if it'd help speed things up or cause pathing problems..

Anyway, thats my hyper-amateur advice (to be taken with a pebble of rock-salt..)
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Moon Label

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Re: Hunter/Gatherer fort
« Reply #9 on: September 03, 2014, 08:42:08 pm »

I'm guessing that you're restricting yourself to an above-ground fort, right?  This is a kind of challenging type of fortress, as half of the fun stuff happens below ground, and over half of the FUN stuff happens above ground.

The biggest challenge is that beds must be built "indoors", which means it must have some sort of roof over them.  Most people who make above-ground forts have exceptions for stockpiles and minimal amounts of bedding.  Even something as small as a floor built one Z-level above supported by a lonely staircase gets restrictive as the fort grows.

Although, I would suggest emarking at a river, lake, or even an ocean, as fishing is a messy but great food/bone resource.
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Re: Hunter/Gatherer fort
« Reply #10 on: September 03, 2014, 09:11:37 pm »

If you do go the aboveground route, I'll say that having carpenters is vastly more important than having herbalists. I'd take 3 carpenters, one of them a woodcutter, 2 herbalists/growers, a bowyer/woodcrafter, and a potter. Go full iron age  8)
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pisskop

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Re: Hunter/Gatherer fort
« Reply #11 on: September 03, 2014, 09:16:14 pm »

i would like to start a soely hunter gatherer fort

What would be the major problems with this?
Would the dwarves be able to butcher goblins for food?
What areas regions would be perfect for this style of fort?
 An extremely important stuff my dwarves should be able to do?
Any other useful stuff?

This is just a challenge fort for me, I know it won't last long
Are you just forbidding mining?  Or metal altogether?
Can you dig basements or houses?  Palisade walls?
Will you allow bridges?

You ability to survive will depend a lot on what you bring and what exactly you can and can't do.  If you can use metal, make fortifications or make open-air gulags then you will find it much easier to survive.
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Cryxis, Prince of Doom

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Re: Hunter/Gatherer fort
« Reply #12 on: September 04, 2014, 07:34:40 am »

I'm guessing that you're restricting yourself to an above-ground fort, right?  This is a kind of challenging type of fortress, as half of the fun stuff happens below ground, and over half of the FUN stuff happens above ground.

The biggest challenge is that beds must be built "indoors", which means it must have some sort of roof over them.  Most people who make above-ground forts have exceptions for stockpiles and minimal amounts of bedding.  Even something as small as a floor built one Z-level above supported by a lonely staircase gets restrictive as the fort grows.

Although, I would suggest emarking at a river, lake, or even an ocean, as fishing is a messy but great food/bone resource.
I will most likely embark with a river on the edge of the map
And I will not restrict my self to just above ground
I am only restricting myself on how I get food
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nuget102

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Re: Hunter/Gatherer fort
« Reply #13 on: September 04, 2014, 08:11:36 am »

If you're willing to edit the raws you can butcher goblins (and any other sapient
Spoiler (click to show/hide)
creatures) it can and has been done.

Just change
Code: [Select]
[ETHIC:EAT_SAPIENT_OTHER:UNTHINKABLE]
[ETHIC:EAT_SAPIENT_KILL:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:SHUN]

to
Code: [Select]
[ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]


This has the side effect of you being able to also butcher humans, elves, and any other sapient (humanoid) creatures.
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Cryxis, Prince of Doom

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Re: Hunter/Gatherer fort
« Reply #14 on: September 04, 2014, 08:18:39 am »

If you're willing to edit the raws you can butcher goblins (and any other sapient
Spoiler (click to show/hide)
creatures) it can and has been done.

Just change
Code: [Select]
[ETHIC:EAT_SAPIENT_OTHER:UNTHINKABLE]
[ETHIC:EAT_SAPIENT_KILL:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:SHUN]

to
Code: [Select]
[ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]


This has the side effect of you being able to also butcher humans, elves, and any other sapient (humanoid) creatures.
I feel like I now want elves to be the main food source
and now the great question ¨The critical question is this: do elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?¨
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