Download [47.04] Goblin Fortress v2.2
The goblin hordes are ready for war!
This mod adds a comprehensive playable goblin race without changing any vanilla files.
Goblins are now a tribal race. Every goblin civilization is made up of tribes ruled by Goblin Chieftains. Their warriors are led by War Chiefs and their medical and spiritual needs are met by Shamans. Tribes are ruthless and aggressive and fight among themselves as often as they fight the other civilizations. Occasionally a Goblin King will unite a few goblin tribes but civil wars remain rampant.
The goblins have all of the features that dwarves have, but are supposed to feel like a completely different experience. They are meant to be played as violent, greedy, war driven and vile creatures. A consistent meat source is required for food and a bone supply is desired for their labors.
Current Features:> Goblins: Carnivores, Large Litters, Short Child Duration, War Driven
> Pets: Cave Rats, Beak Dogs, Worgs (Milkable and Shearable), Giant Cave Spiders, Giant Cave Bats, Cave Crocodiles, Trolls, Ogres, Dwarf Slaves, Human Slaves, Elf Slaves, Goblin Slaves
> Nobility: King, Tribal Chieftains, War Chiefs, Shamans
• Goblin King: Goblin Kings are demanding, greedy and ruthless rulers that rule under a demon overlord.
• Tribal Chieftain: Tribal Chieftains rule over goblin tribes. They are responsible for all management, bookkeeping and broker jobs. They are also responsible for law making and keeping order in a fortress. A Goblin King will replace a Tribal Chieftain.
• Shaman: Shamans are spiritual and medical healers. They counsel upset goblins and heal the wounded.
• War Chief: War Chiefs are military commanders that also give out punishments to citizens.
> Diseases: Cave Blight, Cave Lice, Cave Mites, Prions Disease
> Meat Alcohol
> Stone Anvils
> Bone Building Materials
> Bone Furniture
> Bone Weapons and Armor
> Patrolling hostile goblin armies during gameplay
> Constant conflict and war (including civil wars between tribes)
Starter Guide:This is a generic step by step list to get you started with this mod. It is only a suggested starter guide.
1. Set the world starting age to at least year 125.
2. Take the following at embark (included in embark profile):
- 7 Copper Picks
- 3 Copper Axe
- 50 Copper Bars
- 11 Cave Rat Meat
- 60 Cave Rats
- 5 Beak Dogs
- 10 Human Slaves
3. Turn gather refuse (and vermin remains) from outside on.
4. Assign a tribal chieftain and then (close/open nobility screen) assign a shaman and war chief.
* Consider giving nicknames to these goblins for easy future reference.
5. Butcher 10 cave rats.
6. Build a bedroom, office and tomb for the tribal chieftain.
* Bone Furniture is much more valuable to goblins than wood or stone.
* Bone Building Materials and Furniture can be created at the Bonecarver's Workshop.
7. Build a bedroom and tomb for the shaman and war chief
8. Raid! Pillage! Attack! (anyone and everyone)
* Stone anvils can be created at the Mason's Workshop.
* Bone Weapons and Armor can be created at the Bonecarver's Workshop.
* Meat Alcohol can be created at the Corpse Still.
I highly recommend downloading
[47.04] Fishing Expanded and
[47.04] Vermin Birds with this mod. These mods remove wild animals from the wild animal cap that are inaccessible (i.e. swimming and flying) so that bones are easier to obtain.
> removed armor from patrolling goblins and barding on animals
> removed magic
> removed patrolling goblins from the caverns
> removed demonic gifts from offerings and altars
> replaced [DARK_FORTRESS] sites with [CAVE_DETAILED] due to DFv47.04 crash bug
> removed demon overlord position as [DARK_FORTRESS] has been replaced
> added [VARIABLE_POSITIONS:ALL] and [SITE_VARIABLE_POSITIONS:ALL] to allow for dynamic positions
POLL DETAILSWhat would you like to see expanded upon in this mod:
> Diseases: Turn the goblin pits into disgusting and festering pits of disease and filth by adding at least a dozen more common diseases that spread quickly among the population. These would include: plagues, blights, infections and small creatures like fleas as well as filth and grime.
> Poisons: Turn the goblin pits into a place of espionage and assassination by creating a dozen or so poisons that can be conveniently dumped into the rooms of the intended target or brought into a tavern to infect an entire group of visitors/citizens.
> Drugs: Turn the goblin pits into a place of hardship and chaos as commoners fiend for their next fix, laborers work non-stop in drug induced trances and warriors fight in narcotic frenzies.
> Demonic Blessings & Curses: Turn the goblin pits into a place of demonic worship. Fanatics build altars, shrines and monuments for abyssal gifts from their demonic lords.
> Other (comment suggestion)