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Author Topic: What are the benefits of a tavern?  (Read 8529 times)

dennislp3

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Re: What are the benefits of a tavern?
« Reply #15 on: April 08, 2016, 04:29:38 pm »

For the creative minded who don't simply power game to cotton candy and make everything 100000% efficient (at least for me at least) I like making aesthetically pleasing themed districts for each race and trying to maintain a balance of populations for a confederacy style fort where each race specializes in something production and soldier wise.

Human and Elves up top, Dwarves and Goblins below
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Saiko Kila

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Re: What are the benefits of a tavern?
« Reply #16 on: April 10, 2016, 11:52:33 am »

Human and Elves up top, Dwarves and Goblins below

So it's like Eloi and Morlocks, eh?
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Urist McVoyager

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Re: What are the benefits of a tavern?
« Reply #17 on: April 10, 2016, 08:09:08 pm »

Not quite. The Morlocks don't like their lot in life.

Dwarves and gobs are right at home underground.
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Witty

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Re: What are the benefits of a tavern?
« Reply #18 on: April 10, 2016, 10:50:48 pm »

I've found that dry taverns are far superior to drunken ones. You really get nothing from serving alcohol, except for lethal bar fights that go unpunished.
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Quote from: Toady One
I understand that it is disappointing when a dwarf makes a spiked loincloth instead of an axe.

celem

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Re: What are the benefits of a tavern?
« Reply #19 on: April 11, 2016, 11:21:34 am »

Tavern lets em be creative and generally socialise more effectively, the whole cultural thing, more likely to see/hear something they like in the form of dance, poetry or song/music.  The major drawback at least in 42.06 is that you cant actually assign anyone to the roles in the tavern, because they all just love to serve drinks and a lot of your non-dwarves are fully capable of drinking themselves to death.

Couple of obvious points not really mentioned.

The main draw obviously is that you are gonna get some citizen aplications, so heres why you actually want non-dwarves. (and by extension the tavern to attract them)

1. Body Size.  Human mercenaries are awesome, especially now that you can use 'd'etails on your forge job to make them mastercraft steel rather than rely on the crap the human caravan brings.  They are awesome because they are big, it still plays a fair role in combat, and it lets em use some exotic weaponry.  Its also a great way to import skills.  I have a squad of master lasher dwarves, originally trained by a long-dead human Lasher who served as a merc for a few years before being devoured by a FB.

2. Cave Adaptation.  Humans dont cave adapt, which is why you dont just DAS/reject all the human bards (or I dont).  Yes hes an annoying talentless poet, but hes also a menial hauler who will never cave adapt.

I love visitors, I take everyone I can get since I want em all to socialise and have a good time and apply for citizenship.  Thats where you get to be a bit more picky and choose who you actually keep.  I then often even go to the extent of building a surface fort above for my human residents, they take over surface farming, woodcutting, most of the basic animal stuff, fishing, battlefield clearance etc etc.

With that said I hate elven archer mercs, they are good on paper but you have to make them a dedicated bow squad or you get ammo nightmares (archers with bolts, xbowers with arrows, all sorts of nonsense), and since mercs cant be squad leader you then actually have to assign one of your faithful dwarves to lead the dirty hippies, and he either takes melee or must also bow...bleurgh.

Goblins....goblins seem cursed.  I like the idea of getting a goblin citizen, but any that visit my fort tend to end up beaten to death in the tavern at some point, usually by a human or xenophobic dwarf.

« Last Edit: April 11, 2016, 11:25:33 am by celem »
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PatrikLundell

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Re: What are the benefits of a tavern?
« Reply #20 on: April 11, 2016, 12:06:06 pm »

Tavern lets em be creative and generally socialise more effectively, the whole cultural thing, more likely to see/hear something they like in the form of dance, poetry or song/music.  The major drawback at least in 42.06 is that you cant actually assign anyone to the roles in the tavern, because they all just love to serve drinks and a lot of your non-dwarves are fully capable of drinking themselves to death.

Couple of obvious points not really mentioned.

The main draw obviously is that you are gonna get some citizen aplications, so heres why you actually want non-dwarves. (and by extension the tavern to attract them)

1. Body Size.  Human mercenaries are awesome, especially now that you can use 'd'etails on your forge job to make them mastercraft steel rather than rely on the crap the human caravan brings.  They are awesome because they are big, it still plays a fair role in combat, and it lets em use some exotic weaponry.  Its also a great way to import skills.  I have a squad of master lasher dwarves, originally trained by a long-dead human Lasher who served as a merc for a few years before being devoured by a FB.

2. Cave Adaptation.  Humans dont cave adapt, which is why you dont just DAS/reject all the human bards (or I dont).  Yes hes an annoying talentless poet, but hes also a menial hauler who will never cave adapt.

I love visitors, I take everyone I can get since I want em all to socialise and have a good time and apply for citizenship.  Thats where you get to be a bit more picky and choose who you actually keep.  I then often even go to the extent of building a surface fort above for my human residents, they take over surface farming, woodcutting, most of the basic animal stuff, fishing, battlefield clearance etc etc.

With that said I hate elven archer mercs, they are good on paper but you have to make them a dedicated bow squad or you get ammo nightmares (archers with bolts, xbowers with arrows, all sorts of nonsense), and since mercs cant be squad leader you then actually have to assign one of your faithful dwarves to lead the dirty hippies, and he either takes melee or must also bow...bleurgh.

Goblins....goblins seem cursed.  I like the idea of getting a goblin citizen, but any that visit my fort tend to end up beaten to death in the tavern at some point, usually by a human or xenophobic dwarf.


Dwarves also succumb to alcohol poisoning at times.

You can handle the elven merc problem by accepting a petition by an elven performer, wait a number of years, and then accept a petition for citizenship. At that time you can assign that elf as the leader of a fully elven squad.
How do you get arrows for the elves, though?

@Witty: As mentioned, you also get corpses which can provide visitite, or pad your grave yard (depending on who bit it), as well as reduce the rate at which the huge lake of booze in your fortress is growing. So yes, I go for dry ones.
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dead

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Re: What are the benefits of a tavern?
« Reply #21 on: April 11, 2016, 12:08:17 pm »

I love taverns. People show up, they drink, they fight, they dance, good times were had. This is the sort of liveliness and character that I love about DF. The dances are so cool, they all get together and synchronize dance. Sometimes they get a little too drunk and they smash each other face's in. It's okay, no one dies, well not yet anyway.

The fact that you can have multiracial fortress is beyond amazing. This is the feature that I'm enjoying the most about DF right now. I don't care if it's an annoying human bard, come on in buddy, plenty of beer for everyone. The greatest pro is probably if you modded in other civs, like from Fortress Defense, those races will visit your tavern and will partition to join. I have a couple white tigerman and some nagas in my army. Forge them some steel armor and send them into the fray.

It's a great time to be playing DF. 
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