Fath Woodpot has stopped off at the city/town of Largesounded which feels like it's set at the very top of the world. Maybe this is because it's just below the ice cap, well west of the dwarven enclave he's from. It's at the end of a peninsula surrounded by the sea, not all that different from his civ set on a stretch of forest, surrounded by tundra. The north has always been a place of solitude.
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Just the region1 map, cropped for reference:
Then a few shots of the area of town he's in:
At night there's higher lag with all the animals milling around the outskirts, and Largesounded has a backwater quality about it. No weapon or armorsmiths. No furniture shops. Abandoned houses and shops litter its neighborhoods.
Fath ends up settling into one of the abandoned buildings and lays all his items out before repairing his woolen clothing. Everything is new again except for gloves and mittens. They were given armor lvl 1 to nix the tick count wear.
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He uses the ruined shop as a place to set up his blast furnace and wood furnace, each requiring 20 granite blocks to build. Here he makes an apple wood shop sign and begins weaponsmithing.
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More silliness:
He makes 8 copper war hammers of varying quality, and about 5 from silver before producing a silver masterwork. If he ever makes it back home to Pillardikes, that silver one'll be the return gift for Lokum Gripcobalt the sheriff, a dwarf he's known his entire life.
This Fath Woodpot run probably doesn't get better than this. The most aliveness in the DF world seems to come from towns. In particular, coastal towns surrounded by freezing seas. You tend to get the highest variety for weather along frozen coasts.
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Almost like having Adv Mode pets...
Also, a town needs just enough abandoned shops/houses so your character can settle in.
Did a quick fort check on a duplicate save to read his thoughts. Generally I try to steer a character's traits and values toward producing consistent AI behavior.
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Causing trouble is kind of a necessary trait/need mainly from the perspective of your character being able to accept conflicting opinions. A lack of cause trouble I've found results in a character rolling his/her eyes when in disagreement with other dwarves, despite being an extreme stoic and being completely tolerant of differences. Avoidance of physical confrontation which removes the need for fights, makes your character a flight risk in low end brawls, despite being fearless to the point of idiocy and immune to stress. It also produces lowers eyes while speaking. And no matter how close-minded a dwarf is, you can still alter values strangely enough.