@Oreb@hexbear.net @Doubledee@hexbear.net @PorkrollPosadist@hexbear.net I've been a bit busier than expected the last few days, I've poked around in the save file a bit but I haven't done anything really yet except expel every single entertainer who dared to be unhappy. Are you guys cool if I update a couple days late or would you rather skip?
Games
Tabletop, DnD, board games, and minecraft. Also Animal Crossing.
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No worries! I’d say go for it and post when you can.
I don't see the harm in taking a couple days personally.
Separate from the fort summary, I had a few ideas I think we might want to incorporate into our collective decision making going forward, please chime in with your suggestions or feedback:
1- some sort of consistent trade request that we always ask for, so we can be sure we'll have access to certain important goods every turn. For example if we had a fort with no flux stone we would want to KNOW someone was always asking for more so we could make steel, or if we were dependent on imports for brewing or some other industry etc.
2- an agreed on fort policy for guest residency applications. Maybe this is me revealing that I play the game strangely but I must assume nobody intended for the fort to have 63 poets dancers and musicians permanently on retainer. Maybe it could be by occupation or a blanket -refuse all- that the leader could make individual exceptions for, but I think the visitor policy has fort-wide implications that we might all want to have some say in.
3- Some way to document big changes to layout or work orders that have happened between years? I'm not sure WHEN the clothing industry got shuttered, I don't see a note for it in previous years, but the work orders are gone and some of the workshops as well. I didn't catch the problem until too late. I'm not sure how we do this to everyone's satisfaction though.
4- Maybe a livestock policy? Culling this herd is going to be a monumental task, I'm hoping gelding them and letting them die out gradually works, but in the future we might want more proactive management before it gets to this point?
some sort of consistent trade request that we always ask for,
Not a bad idea, but I think we have all the staples in this instance (sand, clay, coal, steel). Coal is limited, but we've still got some, plus a million trees to fall back on
an agreed on fort policy for guest residency applications. Maybe this is me revealing that I play the game strangely but I must assume nobody intended for the fort to have 63 poets dancers and musicians permanently on retainer.
I agree. Two, maybe three troupes. I rejected ALL of these during my turn, but there are so god damn many already. I still took the soldiers and monster slayers though.
Some way to document big changes to layout or work orders that have happened between years? I'm not sure WHEN the clothing industry got shuttered
That was me, so it hasn't been out of commission for long (sorry). I had chronic problems through my turn of dwarves not taking up urgent labor assignments, so I culled a bunch of work orders. Clothing is the kind of thing where once you satiate it, it can ride for a couple years, so I cancelled many of the orders.
In general, the workshop layout is extremely inefficient. Everything takes ages. Very few of the inputs/outputs are close to the actual workshops where they are needed. I ended up tearing down the walls so at least there is some space around the workshops, but I did not attempt to wrangle the stockpile chains.
Maybe a livestock policy? Culling this herd is going to be a monumental task
I lowkey attempted this during my turn too (tried to sweep this non-vegan enterprise under the rug and decommissioned the butcheries like it never happened). I had two butcheries running around the clock and they each ultimately ended up with hundreds of rotting animal parts in them. There needs to be an ample supply of wood and barrels, as well as LARGE stockpiles to store them before attempting this again.
In general, I think everything located around the top cavern layer is a shit-show (no offence, I love you all, and I am not innocent), and it might not be a terrible idea to begin a clean slate lower down.
In general, I think everything located around the top cavern layer is a shit-show (no offence, I love you all, and I am not innocent), and it might not be a terrible idea to begin a clean slate lower down.
If we expel the troupe and get a few big waves we're basically starting fresh. With a big cemetery. But still.
Thanks for all the work you put in @Doubledee@hexbear.net!
To your points:
- Like this idea. Maybe we include a trade list in the weekly posts?
- Kick them all out. I think keeping a few around can be fun, but we have way too many right now.
- Alongside the trade list, maybe we keep a running list of our niche industries?
- Limiting ourselves to a few breeding pairs might work.
I am behind schedule and over budget. I'll try to get my year done by tomorrow, but it might get pushed back again. I haven't started yet, but I'll keep you updated.
Update: I don't think I'll have time for the next few days. I cede my turn to @booty@hexbear.net if you're willing to play this week.
I can take it over!
Whoop lets go booty!
<3
Hopefully it's not out of turn for me to post the weekly submission, I'm going to be away shortly and won't be able to make a submission if I don't do it now. That said I'll keep this one more informative and brief.
The state of the fort, for the next turn
-Our military has a core of competent fighters who can handle dangerous beasts and invaders mostly. I think we ought to use new migrants to expand, get a few extra squads up, and put them in iron gear for the near term. It's not technically optimum but steel is going to be a long haul, to say nothing of having expert armorers and weaponsmiths. Don't want perfect to be the enemy of good, and all.
-I realized doing my recap checks that the clothes industry has been entirely disabled. I should have caught that and fixed it (the looms are gone, as are the work orders) but didn't until the save was made. Clothes will continue to degrade but we have a ton of cloth. We should start making clothes again. Gives us export goods in addition to good thoughts.
-I didn't remember that fort rules aren't saved per fort, so no migrants came during my run. I would hope we will get a lot once the restrictions are removed with another player taking over. Just be prepared for that.
-I believe one of the poets or dancers is CURRENTLY going berserk as I hand the fort over. It looks like it might be quite bad. Sorry about that.
I strongly suggest we expel or emigrate the enormous cavalcade of pissed off dancers and poets who are eating all our food and drinking all of our drinks and doing nothing to help the situation. But I didn't want to make that decision without running it by everyone. If we like having a fort of angry beat poets and grunge musicians that's fun in its own way.
-Some of the confusion has been sorted as far as hospitals and other zones go. Security is reasonable although if we get building destroyers in an attack we have a bunch of tunnels near the surface where we might have to send the military directly to intervene. Thus my suggestion we expand the squads with iron gear.
Important highlights
Pit garbage disposal

The minecart settings should be tweaked so that it accepts everything, I think that's the reason forgotten beast pieces have accumulated in it. It's just a Quantum Stockpile set up to dump refuse from the top of the pit. I can talk to you if you're having a hard time fixing it, I thought I had it working fine when the year ticked over. Sorry.
The Burial Complex

We are officially unhaunted. And we have coffins to spare.
I requested ore and flux stone from the caravan so hopefully we can get to making more steel even if we have to close the caverns off. The pit has ready access to dolomite which could be mined out in quantity for the same purpose.
I initiated The Geldening because our animals are really out of control.

It is almost done I think as I hand the fort over.
We experienced a goblin ambush that I think also affected the elf caravan. We may pay a diplomatic price if they were harmed but it could not be helped. We also agreed not to cut down more than 25 trees, so abide by that if you feel so inclined.
An artifact was stolen, I was not able to catch the perp, so I pass that mystery along.
We were unfortunately attacked by a flying web spitter, who was able to get into the fort by flying in the caravan entrance. Our military was able to kill it but there were a lot of casualties. Fingers crossed that migrants still want to come. I was able to bury them all. 
I reiterate: We should talk about expelling these pissed off performers. As far as I'm concerned the next leader has my vote to go ahead with that, everyone else has been told, but it's a collective endeavor. They're more than a third of our population and disproportionately the ones starting deadly fights.
Hopefully it's not out of turn for me to post the weekly submission
No, this is COOL.
Our military has a core of competent fighters who can handle dangerous beasts and invaders mostly. I think we ought to use new migrants to expand, get a few extra squads up, and put them in iron gear for the near term. It's not technically optimum but steel is going to be a long haul, to say nothing of having expert armorers and weaponsmiths. Don't want perfect to be the enemy of good, and all.
Steel IS going to be a long haul, but it shouldn't be THIS long. The setup is incredibly inefficient. There are multiple bottlenecks which can be resolved.
As far as the military goes, I basically scrapped it and re-constituted it during my turn. We had multiple squads with a lot of vacancies, I consolidated melee into one squad, and might have created a crossbow squad later as an afterthought. The training routines, barracks assignments, and availability of resources can use a review.
An artifact was stolen, I was not able to catch the perp, so I pass that mystery along.
With the amount of ~~espionage fronts~~ performance troupes we've got, there's basically no point of even investigating this lmao. Artifacts are simply going to evaporate.
Our military was able to kill it but there were a lot of casualties. Fingers crossed that migrants still want to come.
I got a couple decent "despite the danger" migration waves last year. Dwarves live for this shit apparently.
We have no skilled metalsmiths and fuel limits at the moment. I think probably they all died in the carnage but it's a long road to train them all.
Looks like we missed another week, but things are otherwise outta hand, so understandable. <3
Just saw that player tags were only in the post body so not sure if others missed the post. I’m down to jump in/keep following schedule.
What do you all think?
@Doubledee@hexbear.net@PorkrollPosadist@hexbear.net@booty@hexbear.net@gay_king_prince_charles@hexbear.net
Oh shit, I didn't get pinged. I'll try to start work on the fortress soon.
Sorry about that, must be clear I'm not a seasoned poster.
Oh shit, yeah I completely forgot about it this week lmao, yeah people don't actually get pinged by posts
Oh no! That would explain it I guess. I was gone this weekend so I figured it was being handled while I was gone. Sorry for dropping the ball.