CurseKnowledge
A 43.04 43.05 fort praising incompetence
"For centuries, the dwarves stood strong. They held the mightiest kingdoms in Earth, and were feared by all. Their wealth came from precious gems extracted from hard rocks, the stone and minerals they collected from the mountain itself were turned into objects of great beauty. Their skills were unequalled, and their strength in battle legendary..."
-- Known dwarven tale of the Old Days
Nowadays, these words are only fairy tales told to
lazy children to make them sleep easier. Dwarves have become
passive,
boring and
fat. Their decline started with their victory over the goblins, long ago. It made them believe they were so superior to other races that they could do well without working.
Over the years, the dwarves neglected work completely, living a comfortable life burning through the livestocks their ancestors slowly collected.
Modern dwarves are now completely
incompetent. Or to be more precise, they are
lethargic. They don't see why they would be the only one doing stuff, when others
drink all day.
Standing against this deterioration, seven dwarves decided to act !
They painfully learned the basics of some professions, gathered supplies and headed far from the mountainhomes. They built the fortress of
CurseKnowledge there, and swore to fight laziness !
But old habits die hard, and lazy dwarves are lazy...
Will dwarfkind rise again ? Or will its boring existence fade out ?
Only you will tell.
Rules : Dwarves are lazy !- Never assign or unassign a labor off a dwarf (cf Note 1/ for a list of allowed labors).
- Assigning/unassigning hauling and nurses labors is fine. You can do that.
- Whenever migrants come, turn off all labors from them.
But knowledge makes its way !- Once per year (so, once per player), you may assign ONE labor on one dwarf. The dwarf can be any dwarf, even one who already has some labors on. Choose wisely, because once the assignment is made, it cannot be changed.
- The starting seven all start with "Novice" in two skills. I already chose the skills, the list can be seen below.
- If a dwarf has had a successful strange mood, they have earned that skill ! You can keep the "automatically assigned" skill turned on. Any other mood doesn't count since it does not turn the skill on upon completion.
- Any children making it to adulthood can choose ONE labor. Once again, the choice is definitive.
- Any dwarf with a labor should be named (either from dorf list or from your own imagination).
And knowledge will prevail !- If one dwarf dies, its motivation passes on to the other dwarves, who are no longer lazy. The more labors the dwarf had, the more motivation he passes on.
For example : if, say, a dwarf who was a mason and an architect dies (so, he had TWO labors on), the overseer may assign TWO labors to any dwarf or dwarves. The assigned labors don't have to be masonry and architecture, they can be whatever the player wants. In short, the player can enable two jobs, and no more. - Yes, it is possible to kill dwarves to acquire the skills you want.
- So basically, the fortress will gain diversity over time, and the number of labors will increase each year.
Other rules :- Dwarves can be assigned to the military. There is no limit to how many you assign.
The thing is, military dwarves find training very exhausting, so they want to rest a lot ! - In your schedules, you must alternate a "1 month of training - 1 month of free time" cycle.
- During their free time, military dwarves must rest. And I mean REALLY rest. Disable every hauling labors from resting military dwarves. They can still build walls / recover wounded / pull levers... Just no hauling allowed. Their muscles are tired (cf Note 2/ for allowed labors).
- Military dwarves can still be squaded to attack invaders or whatever during their resting time.
- Nobles. Nobles are not fit for work. Any noble on the "Nobles" screen cannot be assigned any labor. If they have labors, they loose these. Exceptions are : Expedition Leader, Militia Captain, Militia Commander; these are fit for work and can have labors on.
Notes :1/ "labors allowed for anyone (but resting military)" = haulings / construction / deconstruction / nursings / pulling levers / cleaning / pushing vehicles
2/ "labors allowed by resting military" = construction / deconstruction / nursings / pulling levers / cleaning / pushing vehicles
3/ If the game becomes too boring, new rules may be added to spice up gameplay.
- 43.04 43.05
- 1 year = 2 weeks maximum.
- When it is your turn, you are PM'd and have 2 days to confirm you are playing. If you don't, your turn is skipped.
- You can take dorf requests, and must accommodate made requests.
- Use notes on your levers.
- Don't doom the fortress.
- Make reports of your progress in this thread.
- init and d.init files must remain vanilla (or at least not affect gameplay, that is 200ish pop cap, and temperature, etc.. turned ON).
Embark :The embark is a 3x3. It overlaps badlands, savanna, and grassland. There's a necro tower nearby.
List of non-lazy dwarves :The Founding Seven : Name | Skills | Status |
Catten | Miner / Engraver | Alive |
Spriggans | Carpenter / Weaver | Alive |
Imic | Mason / Stone Crafter | Dead (work accident) |
McGee | Grower / Brewer | Alive |
Bembul | Cook / Architect | Alive |
Gwolfsky | Clothier / Mechanics / Bookbinder | Dead (work accident) |
TheFlame52 | Armorsmith / Weaponsmith | Dead (work accident) |
Other dwarves : Name | Skills | Status |
Sanctume | Metalcrafter | Alive |
Gwolfsky2 | Mechanics | Alive |
Imic2 | Mason | Alive |
TheFlame52_2 | Furnace Operator | Alive |
MoonyTheHuman | Wood cutter | Dead (work accident) |
Sibrek Akrulmorul | Glassmaker | Alive |
Girlinhat | Plant gatherer | Dead (work accident) |
Kumil Larducim | Mechanics | Alive |
Amost Naniroslan | Clothier | Alive |
Rovod Timnarobok | Wood-cratfer | Alive |
Tirist Dodokilun | Plant processor | Alive |
Skills-less named dwarves : Name | Usage | Status |
CodyRex | AxeDwarf / Militia commander | Alive |
Dorf list :
Sanctume - a dwarf who does the most minimal labor
Rex - A military dwarf Erin Quill - A human. Give him cotton paper if possible ReynTheLord - A Miner/Swordsdwarf
The turn list : Legend : Done Current Skipped
- Gwolfsky write up
- Gchristopher 1 2 3 4
- onemoreminer
- Anybody feeling like he wants to play !
Year labor changes :
- Gwolfsky's turn : Added Bookbinding on Gwolfsky
- Gchristopher's turn : Added Mechanics, and killed swapped a bunch of labors
Current save : End of second turn |