FITH Dwarf Fortress - Succession Fort

Discussion in 'General Games Discussion' started by Drunk_Sensual_Pop_Tart, Jul 11, 2023.

  1. Drunk_Sensual_Pop_Tart

    Drunk_Sensual_Pop_Tart Forum Member

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    [​IMG]
    Welcome one and all to the FITH Succession Fort in Dwarf Fortress!
    What is Dwarf Fortress?:
    -Dwarf Fortress is a colony sim game where you take care of a population of dwarves in their attempts to survive the elements and monsters of their world. Each dwarf's likes, dislike, personality and history is randomly generated with the world, along with the monsters, demons and civilizations.​

    What is a Succession fort?:
    -A succession fort is basically the Dwarf Fortress musical chairs where we pass along the save file each year, taking turns to play the game. Leading to mighty hijinks where we pass along our problems to the next guy. !!FUN!!
    How do I sign up?:
    -Pass me a message and I will add you to the list, everyone is welcome to give it a go, especially new players.

    Rules & Guidelines (subject to change):

    1. Follow standard FITH Rules

    2. Each turns lasts 1 in-game year, you have a week to complete it. When it is done, put the file in the thread

    3. Note down events and relevant things that happened in a .txt document to help the next in line.

    4. If you are unable to complete your turn, you may pass it off early to the next person in line.

    5. At the start of your turn you must rename a dwarf as your stand-in

    6. Posting major and minor events in the thread is encouraged. :)

    7. Players are chosen for their turns via a random name picker (To be determined)

    If you have suggestions for rules please pass me a message, I will be happy to add them to the board.
    Fortress Goals:
    -To be determined
    Current Players:
    -Yesrod
    -Thalass
    -Drunk Sensual Pop-Tart

    The game will start on the 1st of September and the map will be picked via vote between here and then. The version used will be the current up-to-date steam version (Currently V.50.09)
     
    Last edited: Aug 11, 2023
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  2. Thalass

    Thalass Active Forum Member

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    I'll be on another continent for basically all of august. But once I'm back I'm game.
     
  3. yesrod

    yesrod Well-Known Forum Member

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    Thanks for putting this together Poptart! You've done a great job.
     
  4. Drunk_Sensual_Pop_Tart

    Drunk_Sensual_Pop_Tart Forum Member

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    I'm going to be creating 3 maps for us to vote on, one will be 100 years old, the other 250 and the last one 500 years, just to see what happens. Medium world, frequent minerals and medium wilderness. Should we get Abundant minerals?
     
  5. Drunk_Sensual_Pop_Tart

    Drunk_Sensual_Pop_Tart Forum Member

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    Also i propose we have the mods Audible Alerts and see through smoothing designation, both on the workshop.
     
  6. Drunk_Sensual_Pop_Tart

    Drunk_Sensual_Pop_Tart Forum Member

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    Here are the 3 worlds I generated:

    1. "The Everlasting Planet"
    Age: 100 years (Age of Myth)
    Size: Medium
    Overview: A young world with a low population, the main population center of dwarves is at the South-East where the Neutral Slings live, in a concentrated area near a volcano, the dwarves happily coexist with the world's population of elves (sadly), a few Kobold strongholds are strew about here and there with a human outpost. The amount of goblins is few and there is 1 tower though it looks inactive.

    To the South-West is human Territory, though not much is know about them we know they're friendly but keep out of the northern wars.

    To the North-West: The Northwest is a place of war, inhabited by the Dwarven of Civilization The Lash of Gliding and formerly The Spears of Smoke who have now been wiped out by the goblins and elves that reside there, 4 survivor remain in the northern Mountain Homes. The Dwarves and goblins there are in constant conflict and though the dwarves have a truce with the elves, that is sure to change any day now.

    The North-East is completely uninhabited, it is a wild land of beasts and titans.

    Images:
    South-West: https://pasteboard.co/SGFshPythf1w.png
    [​IMG]
    North-West: https://pasteboard.co/opFJkC4SeKok.png
    [​IMG]

    Goals Suggestions:
    • Settle the Volcano
    • Settle the Wilderness
    • Revive the Spears of Smoke and take back the North

    2. The Absolute Realms
    Age: 250 years (Second age of Legend)
    Size: Medium
    Overview: The Absolute realms is a world at war. The entire population of goblins, dwarves and humans are concentrated on the East side of the continent, in and endless cycle of war and strenuous peace. To live in this world one needs to have the sharpest sword or the fastest bolts. The only ones spared from this are the elves, who reside in the peaceful northern jungles, only encountering the occasional goblin. The humans of The Confederation of Curiosity have also escaped the Chaos and have settled an island in the north where they have settled every corner of it into an Utopia cut off from the outside world.

    Images:
    East Battlefields: https://pasteboard.co/sa3GNoWrv8t5.png
    [​IMG]
    Northern Jungles: https://pasteboard.co/alWpWxZTBFch.png
    [​IMG]
    The Confederation of Curiosity: https://pasteboard.co/uXKmPzWdWk3m.png
    [​IMG]


    Goals Suggestion:
    • Join the Fray and Build basically the spartans of the dwarven world.
    • Escape the Chaos and settle the wilderness.
    • Join the humans, topple their civilisation :)

    3. The Planet of Visions

    Age:
    500 Years (Second age of Myth)
    Size: Medium
    Overview: At some point in this world's history, a demon came into power in the East, uniting the goblin tribes and started a devastating war on the civilizations of the eastern region, The Human Kingdoms have fallen with only a few sparse castles remaining. The Mortified Paint, one of the most highly regarded of the Dwarven kingdoms has been devastated with now barely a few forts remaining. In the present day, the Goblins have turned their war to the Dwarves of the Salve of Gripping and the Arrow of Gliding. The dwarves resist as best they can, however futile it is.

    Behind the Arrow of Gliding is a small group of fortresses who go by the banner of the Salve of Lulling. They have seen the chaos and the destruction of their brothers and are settling fortresses as far west as they can, in hope of one day escaping the war, though they are sure to butt head with the elves and the Eternal Confederacy, the last true human kingdom.

    The North-West tells a different story, as it was unaffected by the growing corruption of the East. There lives the dwarven kingdom of the Books of Weakening and the elven civilization of the Berries of Sorcery who live in semi harmony, as best as dwarves and elves can anyhow.


    Images:
    The Northern Lands: https://pasteboard.co/5Tuq0Zgj2ISa.png
    [​IMG]

    The Southern Lands: https://pasteboard.co/npT6O4KMo2lv.png
    [​IMG]

    The Peaceful Continent: https://pasteboard.co/SmUhGZD1EMam.png
    [​IMG]


    Goals Suggestion:
    • Try as best we can to push against the Corruption in the east (really hard)
    • Help in the Salve of Lulling in their exodus by making a fort in the west and having the King and his entourage move into the fort. (medium)
    • Go live in blissful ignorance in the peaceful continent. (easy)

    The Vote on which world you'd most like to pick will be up shortly in the next thread response
     
  7. Drunk_Sensual_Pop_Tart

    Drunk_Sensual_Pop_Tart Forum Member

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  8. Thalass

    Thalass Active Forum Member

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    Okay, my first turn is done. I don't think anyone died? One went loco. There was a miasma incident, and we ran out of food because I forgot that was a thing. But it should be sorted now? I included a log file called DF_Log.txt in the main folder.
    https://easyupload.io/l5wvd1
     
  9. yesrod

    yesrod Well-Known Forum Member

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    From Thalass's DF_log.txt:

    Code:
    Year 500,
       Early Spring.
       Some idiot forgot to pack axes. This is a bit of a setback.
    
       Mid-Autumn.
       Sadly the traders only have training and toy axes, but we will make our own from the copper they have!
    
       Late Autumn.
       Things are settling down. The axe dilema is resolved, and the trees drop their leaves in fear. Or maybe it's the weather.
    
       Winter.
       Had a bit of a food shortage. Still kinda do. It's ok, though.
    
     
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  10. Drunk_Sensual_Pop_Tart

    Drunk_Sensual_Pop_Tart Forum Member

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  11. Drunk_Sensual_Pop_Tart

    Drunk_Sensual_Pop_Tart Forum Member

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    New goal to the fort!:
    - Every necromancer must be treated on the same level as nobles, meaning that each of them needs
    • Fine quarters
    • Fine Dining Room
    • Fine Office
    • Fine Tomb
    Take note that the quality is the least you can do, you can go higher.
    Also, since they are necromancers and can't be fully trusted, a district apart from the main fort shall be made for them. It will include a mechanism to flood the district without affecting the rest of the fort, if they ever decide to do some shenanigans, we also need to be able to drain it safely into the river.
     
  12. yesrod

    yesrod Well-Known Forum Member

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    Download:
    https://dffd.bay12games.com/file.php?id=16833

    Year 502
    Spring
    Inspecting the industrial area... there is room for improvement. Carpenter and forge workshops are crammed together in the top right, smelter and wood furnace together in center, and no feeder stockpiles to be seen. I'll have to do a bit of rearranging.
    [​IMG]

    But first, to lay my claim on the workforce. It is disturbing how accurate this dwarf's personality is, really.
    [​IMG]

    While I'm rearranging the industrial area, the farmers decide to unionize. I feel the most efficient way to get them a meeting hall is to designate the existing farming area, because I am lazy. I'll build them some statues and stuff later. [​IMG]

    This promises to be an eventful spring, we get a migrant wave with EVEN MORE NECROMANCERS...
    [​IMG]
    ...and we hit the upper cavern level, a narrow slot canyon mess.
    [​IMG]

    A decision is made: we will create a "shadow government" complex where all the necromancers live and plot their nefarious deeds. Did I mention Thalass is also a necromancer? Remember that, because it will be important later...
    [​IMG]

    Another distraction: a blacksmith strange mood. We end up with an artifact door, which could be a very valuable tool later (artifacts can't be destroyed, though I think they can still be disassembled by building destroyers).
    [​IMG]

    Our new master blacksmith.
    [​IMG]

    Remember that breached cavern? Lolor Kemsormedtob does. While carving a fortification below a set of stairs, dipshit here goes flying off into the abyss.
    [​IMG]
    It does not end particularly well for him.
    [​IMG]
    Luckily judicious use of burrows allows me to send a miner to poke a hole so Urist McDumbass can limp out, then send a peasant to wall the caverns back up. I don't want any expeditions right now until I can make a checkpoint.

    Between all this excitement, I get the industrial area organized. Orders are going through much faster now, because dwarves don't have to wander for raw materials.
    From top center, clockwise:

    • Wood furnace and carpenter's, with a wood feeder stockpile
    • A general goods stockpile - armor, weapons, furniture, etc.
    • An "artifact jail" in case we get artifacts we don't want to display - we need secure storage or they'll get stolen if no one is watching
    • Smelter and forge next to a bars and charcoal feeder stockpile
    • The craftsdwarf area didn't need a lot of changes; it can mooch off the three existing feeder stockpiles
    • A new stoneworkers area, with a stoneworker's and a mechanic's next to a non-economic stone feeder stockpile
    [​IMG]

    More in the next post...
     
    Last edited: Sep 4, 2023
  13. yesrod

    yesrod Well-Known Forum Member

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    Summer
    Hopefully the summer will be less exciting. Speaking of excitement, we probably need a hospital, especially with Urist McGravity bleeding all over the fort. Alas, right as I get that set up... dumbass bleeds out in the new hospital.
    [​IMG]
    Oh well, dwarves grow back. (And bring two new miners!)
    [​IMG]
    And humans too, apparently. I trade some trinkets for cloth and leather, both to keep the humans happy and to get much-needed cloth for the clothing pipeline. I also disable cooking and drink-making for rope reeds and pig tails, so they can be made into cloth.
    [​IMG]
    Work on a graveyard begins. I prefer entombing average dwarves in a mined-out ore seam, since it brings them closer to the earth from which they sprung, or some such horseshit.
    [​IMG]
    Another strange mood! Sadly, this one is a possession, so no master blacksmith. We do get a neat little figurine, though.
    [​IMG]
    [​IMG]

    Autumn
    Another migrant wave. Just a few this time.
    [​IMG]

    I get to work on the shadow government suites. I figure an inverted cross is the right symbolism for a bunch of scheming necromancers intent on converting the rest of the fort into rotting flesh puppets.
    [​IMG]

    And here comes the dwarf caravan. All in all, I think autumn might be a boring season...
    [​IMG]

    Someday I'll learn not to open my mouth. The werebison dies, but not before biting (and thus infecting) five of the dwarves. Time to create a quarantine hole... except a few of the dwarves are too injured to move to the new burrow. We must wall off the hospital as well. It's probably fine, right?
    [​IMG]

    ...it's not fine.

    [​IMG]

    Thalass dies (my bad dude, at least you don't have to live as an undead hellcreature) as well as a dwarven child and another dwarf who were in the DANGER ZONE when the walls were completed. Interestingly, the dwarven child is raised as a zombie that transforms into a werebison every full moon, which is strange.

    Hey, at least we got a mayor (who is, of course, a necromancer). I start working on quarters for the nobility.
    [​IMG]


    Winter
    I need to clean up and prepare to hand off the fort. First step: make a new hospital, since the old one is full of werebison now. Here we can see the new hospital, as well as the mess infesting the old one.
    [​IMG]

    Thalass also gets a fancy final resting place. Lots of platinum, engravings, and symbolism.
    [​IMG]
    [​IMG]
    The mayoral suite is complete, enough. There's room for improvement, but at least the necromayor won't tantrum and start raising skeletons. The official government gets an inverted version of the shadow government's quarters, because symbolism.
    [​IMG]


    And that's it! Looking forward to you poor bastards having to clean up after my mess.
     
    Last edited: Sep 4, 2023
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  14. yesrod

    yesrod Well-Known Forum Member

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    Writeup placeholder 2 (just in case)

    Edit: I didn't need this and I can't figure out how to delete posts. Deal with it.
     
    Last edited: Sep 4, 2023
  15. Thalass

    Thalass Active Forum Member

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  16. Drunk_Sensual_Pop_Tart

    Drunk_Sensual_Pop_Tart Forum Member

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  17. yesrod

    yesrod Well-Known Forum Member

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  18. yesrod

    yesrod Well-Known Forum Member

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    Writeup overflow placeholder
     
  19. Thalass

    Thalass Active Forum Member

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    Hey yo, here we go! https://dffd.bay12games.com/file.php?id=16875
    Didn't do much of a log this time. There were a bunch of entertainers and such that came to the fort over the year, and there are three monsters rampaging around the caverns below. I started working on some guild halls that were requested. I may have taken up some room where some temples are located, but feel free to wall up those areas for the temples. I got a bit enthusiastic for digging big squares.
     
  20. Drunk_Sensual_Pop_Tart

    Drunk_Sensual_Pop_Tart Forum Member

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