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Author Topic: Do retired forts grow?  (Read 892 times)

Trabber Shir

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Do retired forts grow?
« on: March 09, 2020, 02:03:34 pm »

I know retired forts do not get migrant waves, but I assumed they would develop similar to how a small site develops during world gen. Then I saw Core77 on https://www.bay12games.com/dwarves/dev_single.html and am wondering if that is current.
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A suggestion I saw somewhere and wanted to attempt was to try re-building a dead or near-dead civilization by seeding a bunch of forts with just the original starting 7 then retiring them, then playing a very long lived fort in the same world to give them time to develop along side the fort you actively control. However, if population growth does not happen in retired forts, this idea is dead in the water.
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Shonai_Dweller

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Re: Do retired forts grow?
« Reply #1 on: March 09, 2020, 04:25:56 pm »

Retired forts gain and lose population (generally gain). They will also get taken over by invaders (or win the day with heavy losses).

The only problem you'll have is that, for some reason, presumably a well intended fun feature for players of many fortresses, is that many dwarves from your old fortresses will start to migrate to your new one. Regardless of how unfeasible that might be or how many other sites your civ may have in the world.

So after making several fortresses, you've ended up with all the same dorfs again. Annoying.

Especially when they're werewolves.
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gchristopher

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Re: Do retired forts grow?
« Reply #2 on: March 09, 2020, 04:29:00 pm »

Especially when they're werewolves.
Awwww, it's like they're loyal puppies following you around. Good alcoholic doggy!
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Trabber Shir

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Re: Do retired forts grow?
« Reply #3 on: March 09, 2020, 05:56:00 pm »

I actually got good at handling were-beast migrants a couple forts ago. Any new migrant went into quarantine for a couple months.

Usually a couple rather than one because most waves did not have were-creatures and thus I would forget to let them out until someone was reported as dehydrated or starving. If one of them was a were creature, I would sort things out as soon as the transformation sound was played by sound sense.

That world had a major were-beast problem. Looking in legends mode I found quite a few settlements that were 100% were-beast. If I had a tavern open to visitors, multiple visitors would turn every full moon. I am pretty sure my first fort got were-beast migrants from the mountain homes. Mostly werebears and weregiraffes, which was sort of helpful since they all tended to prioritize the other were-creature type when both types were present in the tavern, rather than turning a bunch of civilians.

That second fort was a lot of fun until the FPS dropped to consistently less than 10 at which point the world got retired.

----

Anyway, thank you for the information about them growing. That dev plan entry had me worried my plan for reviving a dead civ in a meaningful way was doomed.
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