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Author Topic: Maintaining an anarcho syndicalist commune  (Read 4537 times)

Vyro

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Re: Maintaining an anarcho syndicalist commune
« Reply #15 on: February 07, 2015, 02:15:15 am »

Eh, I kind of envy the OP now, 300 dorf pop without batting a lash at FPS. My forts are usually devoid of management problems due to being forcibly smaller. But oh well, rantings aside, people above have already nailed all the issues.

Personal bedrooms aren't an issue, it's sleeping on the floor that may be. Hence, make sure dorms have enough communal beds, that should be 2/3 times less the number needed per dorf. And minus the digging work. Heck, you don't even need to designate them as such! Just plop them down and be good.

Dorfs not doing what you want them to? Specialize them. Turn off all labours but the one you need from each specialist - Hauling is known to be an immense drain on production. And production generates more hauling, so it's an infinite loop.

Metals have really high value. Metal furniture is a fairly short way to meet the noble room requirements. Provided there's gold or silver on the map, otherwise you might consider minor exploits like Weapon traps. Qualified Engravers help as well.

Pop Cap Limit. This naturally eliminates any fort-crowding issues. A pop of 50 can be tailored to do whatever you want effectively.
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Detros

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Re: Maintaining an anarcho syndicalist commune
« Reply #16 on: February 07, 2015, 04:20:23 pm »

Barons have to be accepted by you before they can be appointed, you can reject becoming a barony with no consequence, the liaison will just keep offering it each year.
If you reject barony liaison will immediately leave the map. So you are loosing trade agreements with mountainhome that way.

Also if Moods are really becoming an issue you can always turn them off, especially easy if you're using the LNP. Just click the "Artifacts" button on the right so its set to No.
Maximum number of allowed in given time is related to the actual number of revealed tiles on your embark site. So, basically, if there have been recently no new artifacts: mine more. And vice versa.
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Beside other things, bay12forums is also the leader website in calculations of saguaro wood density.
(noted by jwoodward48df)

Skullsploder

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Re: Maintaining an anarcho syndicalist commune
« Reply #17 on: February 07, 2015, 05:54:35 pm »

To put off becoming a barony without pissing off the liaison, say yes, but don't offer any recommendations. You won't get to order stuff that year if you do, but it leaves you the option of becoming a barony later.
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"is it harmful for my dwarves ? I bet it is"
Always a safe default assumption in this game 

enolate

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Re: Maintaining an anarcho syndicalist commune
« Reply #18 on: February 07, 2015, 09:46:16 pm »

Last time I played, it seemed that if you never recruited a hammerer or sheriff, you could tell the nobles to bugger off. They couldn't do anything about it. I don't know if that changed in DF2014. But it isn't !!FUN!! (or fun actually) avoiding ridiculous mandates.
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Pirate Santa

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Re: Maintaining an anarcho syndicalist commune
« Reply #19 on: February 07, 2015, 10:42:22 pm »

Last time I played, it seemed that if you never recruited a hammerer or sheriff, you could tell the nobles to bugger off. They couldn't do anything about it. I don't know if that changed in DF2014. But it isn't !!FUN!! (or fun actually) avoiding ridiculous mandates.
The accused dwarf will be charged, but without someone to carry it out no punishment can happen.
The noble will be unhappy, but otherwise there's no consequence to ignoring mandates.
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Welcome to Dwarf Fortress. Where peaceful death of old age is something nobody sees coming.
it turns out Dog Bone Doctors aren't very good at doctoring.

Solon64

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Re: Maintaining an anarcho syndicalist commune
« Reply #20 on: February 08, 2015, 10:08:13 am »

So I take it, OP, that you're struggling to get the basics of a fort up?  Follow the advice listed in this thread, all of it is great information and tips.

After you've mastered these steps, challenge yourself.  Myself, I insist on never walling myself in, I never use drawbridges (I'll use doors, which get busted down often enough), I only allow myself ONE weapon in a weapon trap, no logic/AI exploits to beat sieges, etc.

My dwarves survive by the strength of their arms and the sweat of their beards.  I lose MANY fortresses.  And every one is epic, except for the occasional "murder of Giant Undead Crows flying in and murdering everything."
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PS: Seriously, you must have, like, super-getting-lost skills. You could go missing in a straight corridor and impale yourself on flat ground if I don't tell you where to go.

Skullsploder

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Re: Maintaining an anarcho syndicalist commune
« Reply #21 on: February 08, 2015, 11:28:19 am »

Hiring a captain of the guard is important to maintaining your fort through the tough times: With a guard captain, tantruming dwarves are automatically separated from the rest of the populace. My 8 prison cells are lavishly furnished 3x3 rooms with gold chains, platinum statues, gold tables and chairs and platinum wells, along with stockpiles for food and booze. This way a dwarf who tantrums is automatically immobilised with nothing to do in a room full of happy thoughts, ready to return to the general populace after a few months.
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"is it harmful for my dwarves ? I bet it is"
Always a safe default assumption in this game 

funkydwarf

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Re: Maintaining an anarcho syndicalist commune
« Reply #22 on: February 10, 2015, 12:19:35 pm »

Reelya hit it first. Dwarf therapist and labor settings are your problem.  Doesnt matter if you dig bedrooms right away or whatever if you are not reassigning labors. I embark with 10 picks and have everyone mine at first. Just to get the initial stuff dug.

I can't wait for mor migrants to arrive. Until you have 50 or 60 you need to micromanage labors with therapist, the recent labor changes may make it better, but that's your problem, 100%.
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