Turn 0
YEAR 200 Save
http://dffd.bay12games.com/file.php?id=12107Turn 1 (smakemupagus, Orcs @ Latugpradbuub, "StealHooves"):
http://www.bay12forums.com/smf/index.php?topic=158571.msg7033396#msg7033396TURN COMPLETE. Summer 201 save here!Founded the lakeside Orcish castle stronghold at Latugpradbuub.
Turn 2 (jimboo, Dwarves @ Nosimdodok, "KindnessClasped")
http://www.bay12forums.com/smf/index.php?topic=158571.msg7035784#msg7035784TURN COMPLETE.
Summer 202 save here! Founded the lakeside Dwarvish hill fortress at Nosimdodok, adjacent to Latugpradbuub.
A chance at redemption for the fallen kingdom of The Rare Road.
Turn 3a (TheImmortalRyukan, Airith Doomedsoul, Elf Demigod)
http://www.bay12forums.com/smf/index.php?topic=158571.msg7038903#msg7038903Established a seat of power the The Order of Death in Hellbones, before assassinating Warchief Senshuken and settling in Latugpradbuub.
Turn 3b (TheImmortalRyukan, Dwarves @ Odrozurim, "Fataltowers")
http://www.bay12forums.com/smf/index.php?topic=158571.msg7045807#msg7045807TURN COMPLETE! Winter 202 Save here!Carved the foundations of a mighty cliff-face fortress in the badlands of Odrozurim.
Re-discovered the venerable sport of crossbow throwing, the national pastime of the proud dwarves of The Equivalent Net.
Turn 4 (smakemupagus, Orcs @ Nosimoltar, "Kindgilt")
http://www.bay12forums.com/smf/index.php?topic=158571.msg7050811#msg7050811TURN COMPLETE! Autumn 203 Save here!Founded the The Autumnal Dungeons tavern above the ruins of Nosimoltar, a day's travel south by highway from Latugpradbuub, and re-opening local access to the Deep Roads.
Turn 5, (Gwolfski, Succubi @ Misoremisece & Giculmisarelie)
http://www.bay12forums.com/smf/index.php?topic=158571.msg7050926#msg7050926TURN COMPLETE! Summer 204 Save here!A pair of succubi fortresses; bringing an outpost of the demonic civilization to the foothills of the Crest of Compassion.
Turn 6, (Pikachu17, Adventurer)
http://www.bay12forums.com/smf/index.php?topic=158571.msg7062638#msg7062638TURN COMPLETE! Save here!Beginning the saga of the Dragonslayer, in which the hero slays many bandits on purpose, and a vampire accidentally
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Get Masterwork mod here:
http://www.bay12forums.com/smf/index.php?topic=125638.0This game started with Masterwork 1.04, but it should work fine if you load the save into a later version of the mod.
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Suggestions / Discussion
* Use seasonal autosaves, or DFHack quicksave, if you haven't tried this version of Masterwork much yet. For some players it has crashed. I haven't had crashes since I turned off the TWBT graphics.
* Hacky tools that aren't designed to give an unfair advantage (Workflow, Therapist) are fine. Save-scumming or explicitly cheating (fastdwarf, createitem, kill commands) with dfhack are strongly discouraged - after all, ruined forts and megabeast nemeses will only make the continuous world more interesting. For more-or-less benign quality of life tools I figure players can determine for themselves where to draw the line, I know some tools like prospect or drain-aquifer are widely used, so that's fine if you want to.
* If you use Embark Everywhere to send a new expedition on top of an active site, there are a number of potential problems including that the entities in the world probably won't understand what you did and so may not be able to react properly. I don't rule it out entirely in case players really have an interesting reason for doing it, but in general it's probably better to use the Reclaim menu to return to existing locations.
*** Tested: Embark Everywhere breaks the un-retire process, making it like a new embark over the old site even if you use the 'R' menu. You can turn it off from a DFHack menu accessible in game on the embark screen. ***
* In the first ~3 turns we learned that conquering player sites as an adventurer is not a great gameplay experience, in that you can basically waltz in the front door and ambush the nobles with not much repercussions. I don't want to prohibit attacking sites, but let's not plan to regularly roam around ganking named sites/characters. Attacking sites which are actually hostile so you have a real fight on your hands is OK. More experienced Adv Mode players can chime in if you think we should rule out Demigods though?-- or restrict them to quests worthy of divine intervention?