So, I have decided that my next experiment is going to be to replicate
Morul, The Most Interesting Dwarf In The World. But of course, simply doing what's been done before is boring. So I'm going to build a sort of Tower of Learning, that could, in theory, crank out Moruls.
This'll require a lot of resources. A *lot* lot of resources. So I want to take care of logistic problems before this even starts. So what do I need, in terms of resources, to train for skills?
Stone (for Mining, Masonry, Mechanics, Engraving, Stone Crafter, Siege Operator): Obsidian farm provides unlimited stone.
Plants (Cook, Brewer, Dyer, Grower, Herbalist, Miller, Thresher, Herbalist, Weaver, Clothier): Farms, done. Herbalist is sort of the exception, but simply seems more annoying than anything else -- embark in a non-tundra environment, and gathering should be slow but essentially infinite.
Wood (for Carpentry, Bowyer, Wood Cutter, Siege Engineer, Wood Crafter, Wood Burner, Lye Maker, Potash Maker): Traders, tower cap farms, and/or embarking in a heavily forested area should make this annoying, but doable, much like Herbalist.
Glass (for Glassmaker): Glass is unlimited.
Gems (Gem Cutter, Gem Setter): Glass provides unlimited gems.
So those are the easy ones. Now the come the hard ones that I'm less sure of.
Adamantine (Strand Extractor): The most obvious limit -- HFS simply isn't going to provide for enough adamantine to get two dwarves to legendary strand extractor.
Metal (Armorsmith, Furnace Operator, Metal Crafter, Metalsmith, Weaponsmith): Next to adamantine, shouldn't be a problem. Goblins in theory provide an infinite amount of ore, but it seems that after awhile, they stop attacking?
Fish (Fisherdwarf, Fish Cleaner, Fish Dissector): In theory, fish should be infinite, right? But I've read repeatedly about forts that have been fished to extinction. Is there a known way of avoiding it? A known way of repopulating the fish? As for Fish Dissector, am I correct that the only fish that can be dissected is the moghopper? Any way of guaranteeing there are moghoppers in the embark?
Tame Animals (Butcher, Tanner, Leatherworker, Animal Caretaker, Soaper): Should be infinite.
Wild Animals (Ambusher, Animal Trainer, Trapper, Animal Dissector, Milking): Same question as fish, really: since it seems possible to have forts hunt animals to extinction, how to avoid this, or how to correct it after the fact?
Milk (Cheesemaker): Assuming I can get legendary Milkers, getting legendary Cheesemakers seems to go along with that. Can also be supplemented by the traders.
So the big limitations seem to me to be:
1) Adamantine.
2) Moghoppers. Need to embark on a savage(?) area with ponds?
3) Purring maggots. Need to embark on a chasm.
4) Wild, butcherable animals. So no evil undead areas.
5) Outdoor plants/trees. So no freezing/scorching areas.
Right now, what I'm thinking is this:
Use the orc mod. AFAIK, the orcs *never* stop attacking, unlike the goblins. Is this true?
Mod the orcs to use adamantine instead of iron.
That only leaves the vermin skills -- Trapper, Animal Dissector, Fish Dissector, and Milker. Thoughts?