A little martial summary of my current 42.x fortress as it got more than 10 years of life regarding goblin activities.
Start :
- Embark right next a dark fortress (so no mountain breaking pathfinding, a bug that was in 40.x)
- Civilisation of the fort being at war from the start
- Dark fortress have more than 10.000 gobs
- Made sure there was no tower, undead are simply broken anyways and where's the fun with only turtling.
213 - the founding , nothing happened
214 - A gob was killed, probably a thief
215 - A Giant attacked and got killed as fast as he came
216 - An Ettin attacked and got the same fate as the Giant before
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first goblin siege +/- 40 troops came and were annihilated
217 -
2nd goblin siege +/- 60 troops came and were destroyed
218 - 3rd goblin siege +/- 40 gobs that didn't actually stood a chance
219 -
4th goblin siege finally a worthy one of +/- 270 troops, though they didn't really had a chance by the time
220 - nothing happened
221 - A Bronze Colossus attacked and was annihilated in a few minutes
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5th goblin siege , +/- 60 troops , annihilated before they could hope to have a chance
222 - 6th goblin siege , +/- 30 troops, a joke
223 - nothing happened
224 - nothing happened out of the rise of the
first dwarven superhero Now for a comparison to 40.x , here was my best df2014 fortress ever in term of goblin activity
http://www.bay12forums.com/smf/index.php?topic=145797.msg6363302#msg6363302Observations :
- from my test it's obvious 42.x sieges are vastly improved but still not the threat they were in 34.x and previous
- but they still take a long time to come (probably related to the default progress trigger that has the pop 80 as the siege trigger in the entity raw, i didn't experimented with lowering the siege pop trigger to 2 or 1 to see if it really make a difference or if it's broken) , not that much different than in 40.x actually
- 42.x goblins can now come finally in great number (my 270+ troops siege was great) and mounted, so much better than pathetic gob "army" in 40.x
- gobs still do not have trained troops in 42.x, so they will only field weak soldiers, and considering than by year 3 of -normal- (non exploit) training, you can have possibly a legendary by then, the gobs will stand no chance at all, regardless of their numbers as you will have more and more legendary with time while they will still field weak troops
- gob army are now gobs+mount+trolls+various other species traitors , while previously it was only pathetic few gobs.
- didn't observed a single goblin ambush i 42.x , and never saw a single one in 40.x , do they even exist ? they were great threat in 34.11 and previous, by coming early.
I think what's needed is :
- either gobs will get the ability to train troop with time to get at least a few weaponmasters (like they did in 34.11 and previous), or they get the ability to have better protection (usually they only have either a metal mask or a helmet and sometime a shield but no real other armor thing) , because they have no chance against your highly skilled armored dwarves that have some good weapon.
- if gobs will never train troops, at least slow down dwarven -normal- skill gain during training, it's just simply not a challenge to see a sieges when you know your legendary dwarves will kill a dozen of gobs by turns.
- real goblin ambush returns, it was a great way to keep the player cautious in the early years
- semi megabeasts aren't a challenge unless you didn't planned for an early military training
-megabeasts by the time they come will only be utterly destroyed by several legendary
I think there should be a skill level cap on training, legendary + level of skill should only be gained by actual battle.
Now the alternative if you want a challenge would be to ignore gobs and embark near a tower for the undead invasinos, but undead are still so broken (in 34.11 and previous they weren't) that the only way to reasonnably deal with them is turtling or trap everywhere in corridors, not that fun to me.