Um, hi! So, I am very new to DF (just discovered it from the Steam release) and I'm not familiar with Against the Storm at all, but I've been having a lot of fun with DF so far and I do really like the potential this has for a unique challenge. (I won't even get to play it for awhile since I'm still experimenting with my current fortress, but...) I hope you do not mind if I summarize the challenge here to make sure I understand it correctly. And I also had a few questions.
----- Against the Storm Challenge -----Premise: Our Ruler is a demanding one and has very particular goals for our settlement. Woe to those who defy the Monarch!
Win Condition: Amass 30 reputation with the Ruler.
Lose Condition: Drive the Ruler's impatience to 20.
Start ConditionThe Monarch has graciously granted us the use of:
- The still
- The trade depot
- Three additional workshops generated via
https://perchance.org/5zv1ana691 (generate 3 times; choose one shop from each generation)
- An axe and pick are allowed, but we cannot be afforded an anvil to start.
- The initial Monarch demands (as below)
- Both reputation and impatience start at 0.
- Population cap is set to 10. Children 10%.
- Tribute goal quantity ranges from 10 to 50.
GameplayTributeThe Monarch demands tribute be delivered with each autumn caravan.
- Generate 8 tribute goals via
https://perchance.org/4hqt7o9ngl. Select 5 of them.
- Failure to reach a tribute goal raises impatience by 3.
- Successfully reaching a tribute goal awards our choice from these options:
--- decrease impatience by 1
--- generate another workshop choice
--- raise population cap by 5
--- increase reputation by 1
- When each cavern layer (or the magma sea) is breached for the first time, generate 2 tribute goals and select 1. This tribute must be sacrificed within 3 ingame months (atom-smash, dump into magma, inaccessible pit, etc). Failure or success of these extra tribute goals rewards exactly the same as the regular annual tribute goals above.
- Each year the tribute goal quantity range rises by 10/50 (e.g. year 2 the range is 20-100, year 3 the range is 30-150, etc)
ImpatienceThe Ruler is not a patient creature. These events effect impatience:
- tribute goal failure (as above) = +3 impatience
- loss of a citizen to death or insanity = +1 impatience (note that battle death in a siege does not count - sacrifice is admirable)
- loss of a trading caravan = +4 impatience
- theft of an artifact = +1 impatience
- kidnapping of a child = +3 impatience
- failure to meet a regular noble mandate = +3 impatience
ReputationYet the Ruler can be benevolent, should we prove worthy. These events effect reputation:
- death or capture of a forgotten beast = +2 reputation
- death or capture of a titan = +2 reputation
- death or capture of a megabeast = +1 reputation
- driving off a siege (not just hiding until they leave) = +3 reputation
- producing an artifact = +1 reputation
- offering 10k of goods to the dwarven caravan = +1 reputation
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Questions!!
1 - I notice the random generator for workshops may give duplicate options, e.g. a roll might be Bowyer, Bowyer, Farmer. If we get a pull like that, are we stuck with that, or may we re-generate that pull until we get 3 different options? (In theory all three could be the same, e.g. Bowyer, Bowyer, Bowyer. ouchie. heh.)
2 - On embark I see we start with an axe and pick but no anvil, which is fine. Are we allowed to bring other things? (e.g. animals, wood, stone, food, cloth). And if yes, is there a point limit or can we use default embark points? Also, we can spend the dwarf skill points at least, I assume?
3 - I see the tribute range increases by 10/50 each year, but there's no mention of the starting values. I made the assumption that the starting range is 10-50 (so then the range would increase to 20-100, then 30-150, then 40-200, and so on). Is that correct?
4 - For 'delivery of the tribute to the caravan' -- do we give the items to the caravan as a gift, or are we allowed to use the items as trade goods, so long as the caravan obtains them? (I assume we give the tribute as a gift, but felt I should check)
5 - For the tribute goals - if they request the impossible (e.g. asking for lime wood when our embark is the wrong biome for that), can we re-roll the goal, or change the type (e.g. to a type of wood that *is* available)? (I assume we're stuck with it but again figured I'd ask)
6 - Another tribute goal question - I see some goals may demand 'cut gemstones' (as you rolled in your second try here) - but we can't *cut* gemstones without the jeweler workshop... are there goals in there for 'raw gemstones' (I haven't seen any yet), or do raw gemstones count for the 'cut gemstones' goals? (this one I ask because reading your post it sounded like the cut gemstone goals you selected were achievable despite not pulling the jeweler workshop yet). Oh, and do raw/cut glass gems (or other gems like stone or bone) count if they're the correct rarity tier? (and how do I tell the rarity of other materials if they
are allowed)
7 - And one more tribute goal question - what exactly does 'exact fulfillment' mean for getting the bonus reward?? Like, if it says I have to collect 8 highwood and I chop a tree and get 9... am I busted on getting the bonus? What if I already had more than 8 highwood in stock? Or am I good to get the bonus so long as I deliver exactly 8 highwood to the caravan? (Although, there's no reason to give the caravan extra, so it'd always be exact? idk) I just feel like 'exact fulfillment' might be almost impossible to track, depending on how it's defined.
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Suggestions/Ideas!!
- There are rewards/penalties for creating and losing an artifact -- maybe there could also be rewards for obtaining artifacts elsewhere (e.g. raiding, snagging them off of 'visitors', etc)?
- Also perhaps some reward for destroying an enemy site (conquer/occupy, or raze to the ground)?
I'm sure there'll be more questions/ideas (I apologize in advance) but thanks for bearing with this massive post.