Best Lines From The Finale

Best lines from the Finale

(mostly out of context of course)

“Hey! Even in a sack I still look better than you!”

“Larry King’s disembodied wax head wants num-nums.”

“I listen to a lot of AM radio so I knew what this meant–the end of the world.”

“We’ll meet again. Don’t know where, don’t know when. Oh, I know we’ll meet again some, sunny day.”

“You know that couch is made from living human skin?”

 “What’s an “anime”?”

“These scribbles are a bunch of cockamamie balderdash! Excuse my French.”

“I keep accidentally flexing through my sweater.”

“Your hyperflamable merchandise is the only thing keepin’ me going.”

“I have butchered millions on countless moons.”

“He’s been forcing me to do cute dances in this cage for all eternity. I’m so tired of being cute!”

“This experience will forever scar Tad Strange.”

“I’ve tried forgettin’. Maybe I should try forgiving.”

“No, a prophecy. Although it would be a pretty fun game of hopscotch.”

“Destiny hoodie.”

“Hey Achilles! Nice work with the heel!”

“Do the one thing no one in our family has ever done–Touch the hillbilly.”

 “I’ve never held hands this long and I’m very uncomfortable.”

“Grammar, Stanley.”

“I know that hurts because I’ve accidentally done it to myself–multiple times!”

“I’ve got some children I need to make into corpses!”

“Like Grunkle Stan always says, when one door closes choose a nearby wall and bash it in with brute force.”

“I think I’m gonna kill one of ‘em now just for the heck of it!”

“Hey, look at me. Turn around and look at me you one-eyed demon! You’re a real wiseguy, but you made one fatal mistake: you messed with my family.”

“Guess I was good for something after all.”

“He saved the world. He saved me.”

“Hey, just cuz I have amnesia don’t go tryin’ to give yourself a raise, Soos.”

“He told us a lot about being a business man in the '80s and seemed happy when we pretended to listen.”

“Robbie, would you be a dear and get us the sawed-off shotgun?”

“Zap! Zap! We’re mad with power! And love!” 

“You’re only going to have one pony now.”

“Wa–oh! Woo! I’m bustin’ a move on this skatin’ board!”

“You know, on my first day here, if you had asked me what I wanted, I would have said adventure, mystery, true friends. But looking here at all of you I realize that every wish came true. I have everything I wanted.”

“If I had only one wish it would be to shrink all of you with the shrink ray and bring you home with us in my pocket!”

“I now officially declare you technically teenagers. Welcome to angst and acne forever.”

“I don’t just want someone to come with me Stanley, I want it to be you. Will you give me a second chance?”

“Like, this mermaid. It’s not just a dead fish butt sewn to a monkey carcass. It’s a marvelous creature that makes us believe that anything is possible.”

“You’re Mr. Mystery now, Soos. Try not to burn the place down.”

“I hate my dumb heart for making me feel things.”

“Kids, you knuckleheads were nothin’ but a nuisance and I’m glad to be rid of ya.”

 “If you’ve ever taken a road trip through the Pacific northwest, you’ve probably seen a bumper sticker for a place called Gravity Falls. It’s not on any maps, and most people have never heard of it. Some people think it’s a myth. But if you’re curious, don’t wait. Take a trip. Find it. It’s out there somewhere in the woods. Waiting.” 

More Posts from Thesassymarquess and Others

1 week ago

This is interesting coming from a post-expansion perspective. I do feel Space Age in some ways tried to approach this problem, and succeeded in some ways. Ultimately someone else pointed out very well that this isn’t a problem inherent to Factorio. It’s a problem that stems from how humans approach problem solving as a whole. We like to find one-size fits all solutions that we can apply over and over again. Ultimately what the expansion tried to do to solve this problem was to introduce new mechanics to act as new constraints. Spoilage is a constraint, constraining your throughput by time. So is Aquilo’s increase power draw for bots. Likewise Fulgora’s inverted crafting tree and Vulcanus’ lava do force you to rethink how you approach certain problems and they don’t reward a one-size fits all solution. Sure, a bot base WILL WORK for EVERY planet, but…

Spoilage will cause a lot of unnecessary bot work, and bots do NOT take freshness into account, which I think is intentional. Aquilo requires a lot of bots to get anything done in a timely fashion and they drain power like crazy too. Fulgora’s biproducts likewise introduce more jobs for bots. They end up becoming very unscalable on 3 of the worlds, and I think that’s a good thing. Ultimately it won’t stop you from just building huge bot bases on them, but it definitely works to discourage that. Each planet tends to have different optimal solutions, and we’re currently in a time where we’re free to explore those. Admittedly there’s still some of the old problem as the “LDS Shuffle” presents a new endgame homogeneity for solving the Legendary production problem, but something like it would evolve regardless. I admit… I also turned around and went to modded playthroughs after finishing the vanilla game for similar reasons. And I still am doing that, but now it’s less of to explore the fun of the base game, and more to explore new mechanics because I like seeing how people try to create their own challenges for mods. Like I’ve been meaning to do a playthrough of Ultracube myself

there's something kind of amazing about this. that you can take an obviously terrible design approach on purpose as a challenge and then on some level it turns out there's still a one-size-fits-all solution that is... maybe not 'optimal', who knows, but, highly optimised? the whole factory is in large part the same basic building block stamped one time after another. the design constraint prevents the already-existing standard solutions from working but then you find there's a new kind of standard solution, even more uniform.

and on some level you'd think that was an artefact of this run, but no. i've seen this guy's other challenge runs, like the beltless one and the all-burner one. they all end up with 'yeah turns out there's a standard solution i am just going to keep implementing over and over'.

i am reminded of what @definitelynotplanetfall was saying about how the main bus architecture and more broadly the factorio 'meta' of standard arrays for doing things means it's very easy to just take The One Tool That Solves The Problem and implement it and it feels... a bit like drudgery? idk i don't want to put words in their mouth that's the impression i got from what they were saying. and like at the time i pushed back a little because, like, i am having fun playing.

which i am, but. idk. there's something there. it seems easy sometimes to take the tools that simplify your life in this game a little too far and simplify the fun away. but at the same time it's also the case that i hate it when i grow used to a tool and it goes away, like when i started a vanilla playthrough for reasons a while back and noticed how much lacking simple things like module inserter and autodeconstruct was annoying me.


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9 years ago

So I added a cipher to VFD

So the story called VFD actually needed an end cipher to it, and since I forgot it, here it is:

Omht xdt fv jsh ytrm hojxhn, fqjykzw gjtu juhix.

So happy solving. Or if you’re lazy here’s the key:

VFD

Not cool dude, but I understand, it was a hard key.


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8 months ago

So glad someone had the same thought on seeing this. Makes me wonder if it works similarly to the current planepacked bug? Were either of these cooked in a guild hall or other location?

the most expensive single[-ish] item in my current fort is a TWELVE-HUNDRED-SERVING persimmon roast that has so many ingredients it takes three full scrolls to look at them all

The Most Expensive Single[-ish] Item In My Current Fort Is A TWELVE-HUNDRED-SERVING Persimmon Roast That

it's worth five and a half million dwarfbucks


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8 months ago
OH!

OH!

OH!

I WAS WONDERING WHAT WAS CAUSING THIS. THANKS DFHACK FOR THE ANSWER


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8 months ago

I did something similar with a friend the other day while showing him the game. We set it to Adventure Mode, made him a mantis woman (Gelder of course) and set up all their skills and spent their money. We then turned around and made a worm man so we could spawn on the main continent, and while trying to pick equipment… we saw Pet Worm… and we had about 600 or so spare points. We spent them ALL ON WORMS. So a mantis woman and a worm man and his worms.

At this point I figured I’m probably just humoring him to even see if we can leave character creation like this. But the game loads, sticks us in an Elven retreat, and I check and we’ve got a fuckton of worms crawling on our worm man, who is stuck in a tree… after an impromptu climbing lesson, we’re out of the tree, and ready to travel to our Dwarven fort of choice to settle down for some Fortress mode shenanigans. So we open the travel menu and *then* the game crashes. But climbing a tree with 100 worms on my shoulders and head was fine lmfao

Trying Out The Dwarf Fortress Adventure Mode Beta Finally, I Rolled Up A Black Bear Man With 40 Pet Turkeys.

Trying out the Dwarf Fortress Adventure Mode beta finally, I rolled up a black bear man with 40 pet turkeys. He's from the same civ as Fort Bowloar but on a different landmass, I guess it couldn't be selected because it's on a different continent from the rest of the civilization.

Trying Out The Dwarf Fortress Adventure Mode Beta Finally, I Rolled Up A Black Bear Man With 40 Pet Turkeys.
Trying Out The Dwarf Fortress Adventure Mode Beta Finally, I Rolled Up A Black Bear Man With 40 Pet Turkeys.

Having this many turkey followers seems to be a bit of an issue (for some reason), every step they're going prone and standing back up as they enter and exit each others' spaces, generating a message that needs to be clicked through.

Trying Out The Dwarf Fortress Adventure Mode Beta Finally, I Rolled Up A Black Bear Man With 40 Pet Turkeys.

I experienced a bug where I was up a tree after exiting the travel screen, and I could climb down but my 40 turkeys were stuck up there. Thankfully traveling again brought them down.

Trying Out The Dwarf Fortress Adventure Mode Beta Finally, I Rolled Up A Black Bear Man With 40 Pet Turkeys.

We found a goblin site but it was populated by neutral dwarves and goblins, for some reason. Maybe we conquered this site during world generation? Still couldn't travel or make a campfire until leaving. Also Bowloar mention!

Trying Out The Dwarf Fortress Adventure Mode Beta Finally, I Rolled Up A Black Bear Man With 40 Pet Turkeys.

After leaving the goblin site we were attacked by dingoes! Until this exact moment I had not realized that my turkeys have natural predators.

Trying Out The Dwarf Fortress Adventure Mode Beta Finally, I Rolled Up A Black Bear Man With 40 Pet Turkeys.

It's pretty gruesome. A quirk of mass combat in this engine when you're controlling a single unit is that things tend to move into adjacent spaces when they dodge attacks, which means they ping-pong around a bunch when being attacked by 40 turkeys simultaneously. It was very hard to get into melee range. I got two hits in on one dingo. (they were pretty good hits, though)

Trying Out The Dwarf Fortress Adventure Mode Beta Finally, I Rolled Up A Black Bear Man With 40 Pet Turkeys.

The turkeys won with three dead and a lot more grievously injured. Perhaps from this humble beginning there will emerge a scarred and battle-hardened uber-turkey who will be the perfect adventuring companion. Or, possibly the rest of them will bleed to death.

To honor the dead I must respond to this tragedy in accordance with the customs of my people.

Trying Out The Dwarf Fortress Adventure Mode Beta Finally, I Rolled Up A Black Bear Man With 40 Pet Turkeys.

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8 months ago

I can add a small bit of info on her. I believe she’s lived in my fort since 106-107, but I’m not exactly sure, I’ll try to crack open legends later to search for her & Kulet later. I’m pretty sure the 2 other older kids are also born in the fort?

As for the small potrait/fort sprites, in my experience DF Premium only generates a dwarf sprite for a creature if it visits one of your forts or is encountered in adventure mode. In my experience I can’t say I’ve seen a creature in adventure mode and then checked them in a fort without them being there, like a relative. As far as I know all my “living relatives” for my dwarfs that have sprites all migrate with them.

Ustuth has a few relatives and such that are historical figures without sprites, and I’ve never seen a creature in fort mode that wasn’t a historical figure, only in Adventure Mode have I encountered non-historical figures with sprites. Presumably because all figures at a Fort automatically get names in case you click them and therefore are saved as historical figures

Did you find your missing baby?

Not yet. Kulet is still missing. I admit my schedule has been rough for playing DF as of recent, and my most recent time has been spent on a new fort (The Sea Adventure, a Sinister Ocean/coastal embark). Kulet is from my 4th Fort (Idk the name it was too long). Short summary of my forts though:

1st Fort, Bustmoment: -Tutorial embark. Went fine initially, set up large bedroom complex, good dining hall, and food/alcohol production. Decent traps for surface entrance. Lack of understanding of how Fortifications work lead to bad usage of them, and ultimately made the surface defenses scary to operate. Meanwhile I breached the first cavern layer and only the first, and got involved in a nasty war on Olm people, that kept dragging my dwarves into the lake. Eventually after losing a major military engagement, I dropped the save and made a new world. (I didn't know about Retirement at the time)

2nd Fort, Steelfortress: -The infamous war on birds started here. Embark was a neutral badlands with high savagery & a light aquifer. Aquifer posed no challenge and I was within a year having settled with all three caverns pierced, and a decent magma forge set up. Traps and such were more aggressively deployed, and there were more than a few battles (Internally referred to as the "Great Cavern Wars" against Ant-People) to carve out certain areas underground for farming. Ultimately what drove me to abandon this fort was a 9 month long battle against giant flying agitated wildlife. During that I built up a decently large and armored military, which while incapable of fending off the birds, was apparently itching for World Domination. (More on that later. Though also on another post of mine)

3rd Fort, "Lake of Something" (Name forgotten again): -Having felt a High Savagery was too much & Light aquifers too easy, I searched for a heavy aquifer and got a lake location I liked. After starting the first year, and trying to dig down, I almost immediately hit the heavy aquifer and got stuck for over a year trying to get things stable, and set up a method to pierce the aquifer before beginning to build the fort proper. Unlike the previous forts which had surface trading depots, I decided to move this one underground. Like other forts before and after, I then began to quickly dig towards the bottom, and set up small areas within each cavern to work in, or blocked them off after discovering them. Ultimately nothing particularly notable happened that sticks out in memory, but the fort was ultimately abandoned due to the Cave Adaptation fix update rolling around. Knowing most dwarves had likely developed it in this fort, I decided to take a break from Fortress mode, and play some Adventure mode.

(Which I decided to retire my second fort, as my save of it was in the worst condition of the three, and I originally wanted to retire the fort by "Succumbing to internal invaders" or similar but a standard retirement was an option and I viewed as more desirable)

4th Fort, Desert Mines of Good (or something): -After playing around in Adventure Mode in the 2nd fort's world, I got an itch to start a new fort again, and was talking with my brother. We ultimately came to pick a fort in a Good and Neutral biome cross between "Desert?", badlands and Grasslands. Among world history, as it shares a previous fort, I decided to embark from that Civ again. Just to find out when the Liason came by, that 2 of my 3 dwarven neighbors were at war with me. Going through Legends mode further told me it was my Civ that seemed to have started the war, with all attacks coming from my prior fortress after I retired it. The whole time I was trying to rescue kidnapped children from Goblins in Adventure Mode, it turns out my fort was just attacking EVERYBODY. I played this one until around 1-2 weeks ago, when I began wanting to try messing with some mods for the first time.

4.5th fort, Some volcano Fort I think?: -I had a friend over and I was talking about DF, as you do, and he got curious about the game and wanted to see what it was like. So I booted the game up, showed world gen, we picked an embark, and then retired it to go to it in Adventure Mode. We then made an ideal character for him, and then foolishly rolled up a Worm Man with over 100 pet worms, and crashed the game. I haven't talked with said friend yet, and was gonna play in that world when talking with them.

5th Fort, The Sea Adventure: -That leaves us with our current fort. It's a sinister oceanic embark, and I brought a few adventurers there, including a Dwarf-me, a dwarf-version of my brother, and an anomalocaris (one of the mods) woman of one of my roommates (And their cat as a pet cat, who died to Goblins). Originally the plan was to grow Sliver Barbs & catch Precambrian Arthropods for an aquarium, but I don't know how to do the later half. The Roc attacks have been on this fort.


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5 years ago

This is so cute! If only this was how they’d done villagers in Minecraft, it’d be so adorable

Been In An Equal Minecraft And Animal Crossing Mood So Here’s Some Animal Villagers Designs For Minecraft
Been In An Equal Minecraft And Animal Crossing Mood So Here’s Some Animal Villagers Designs For Minecraft
Been In An Equal Minecraft And Animal Crossing Mood So Here’s Some Animal Villagers Designs For Minecraft
Been In An Equal Minecraft And Animal Crossing Mood So Here’s Some Animal Villagers Designs For Minecraft
Been In An Equal Minecraft And Animal Crossing Mood So Here’s Some Animal Villagers Designs For Minecraft

Been in an equal minecraft and Animal Crossing mood so here’s some animal villagers designs for minecraft I thought would be fun!


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8 months ago

Honestly one of my favorite Sonic Games. Each one of the Advance trilogy games feel extremely different and hit a different aspect of Sonic. Sonic Advance 1 is the best platformer of the three, but Sonic Advance 2 feels the fastest. There’s a constant emphasis on speed in a way neither 1 or 3 hit. It rewards flying through the stages and has less speed traps than most of the other ones, though I admit Hot Crater Zone’s speed trap got me a few times when I was younger. Sure “Just hold D-Pad right to win” but there was more to it than that. It still holds up to me imo, and I’m lucky enough to still have two working GBA’s and a Battle Connector. The Boss fights are also unique in a way I haven’t seen except in a few final fights in the Boost era. I admittedly was surprised but quickly got into the swing of them, and find them quite fun. In addition the physics of the trilogy were my favorite, and the only physics I like as much are either classic Sonic, or Mania.

My only complaint with the game itself is how hard it was to unlock Amy, and her control scheme. Get all 7 chaos emeralds 4 times as all characters was way too hard for me when I picked it up, it took me until 2020 or so to FINALLY unlock her, and… I found I preferred her control in Sonic Advance 1…

I think the whole series is underrated and overlooked by the rest of the fandom. I’m pretty sure it’s “Adventure Era” but I rarely see anyone talk about them, especially weird since I see a LOT of talk about Sonic Rush, which is essentially Sonic Advance 4, and while I love Rush… the Trilogy plays better and I personally loved being able to play as Sonic AND his friends.

Tl;dr: This is one of the Sonic Games of All Time, and matches with the Classic Series energy in the Adventure Era

Opinions On Sonic Advance 2?

Opinions on Sonic Advance 2?


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4 years ago

Forget the question of...

"is Azula truly evil?"

"Is she sympathetic?"

And focus on...

"is she compelling?"

"Is she well-written?"


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3 weeks ago

Yes actually! That was part of 51.08 I think? It was a very recent change like 2-3 minor updates ago, I think it was 2 months now? It’s significantly more balanced, and I’ve got a 5 year fort and find it really isn’t that profitable to sell food anymore. Like the only meals that sell well are masterworks with huge serving numbers, and my cooks don’t make many of those. They make plenty of masterworks, and even use stuff like flour & cheese, which used to guarantee expensive meals, and my typical prepared food barrel is like 300-500 value. A far cry from the 3000-5000 days. I still make the meals and occasionally sell 1-2 of them, but you can no longer just buy out a caravan from meals alone. As much as it hurt my early game economy, it rewards diversifying your economy, and ironically I find it’s much easier to manage my forts when I can’t use food to explode the fort’s value for huge migrant waves. It took 5 years to grow to a duchy, and I still only have a population of 140 or so dwarves, and the goblin sieges are much smaller too. Granted I do get more titans and semi-mega beast attacks, but I feel a lot less strain on my military and fort. I still only really have one squad of half-competent axedwarves defending the fort, and they’re clad in a mishmash of junk. Too busy actually building the fort than having to focus on building a strong army to defend… fancy food.

It’s ironic how much I like that change despite having definitely abused the system historically. Nowadays I run like five different industries for my economy, chief among them a “distressed” clothing chain. I just really like setting up the whole tailoring and dyeing chains

Playing Dwarf Fortress, and so are a few of my friends now, so I figured I’d document some common pitfalls I know of, and how to avoid them.

Strange Moods:

-Best way to handle these?

First, build one of each of the following workshops: Craftsdwarfshop, Carpenter’s, Stoneworker’s, forge (either kind), jewelers, glass kiln (any kind), kiln (any kind), bowyers, mechanics, leatherworks, & clothiers. This is all the different types of workshops a dwarf may claim. Don’t worry about fueling a workshop, moods don’t need fuel.

Second, ideally try to keep a supply of at least one of the following items: A boulder, a log, a block, a bone, a cloth, metal bar, an uncut gem, a tanned hide, raw glass, and a cut gem. This is roughly all materials a dwarf may demand for their artifact. Tbh, you *can* cut gems (or polish stones) when a mood occurs, but it’s easier to keep a few on hand prior. Generally they need one item based off the workshop type they claim, then the rest seems to be somewhat random/based on their likes. Each time they collect an item for their artifact, it resets the timer for insanity. Generally in my experience dwarves really tend to grab boulders a LOT. But that’s based off my total experience, my recent experience has been a lot of bars, so it depends on what the dwarf’s workshop chosen is. I’ve been having a lot more metal required because most of my artifacts have come from my metalsmiths

If they’ve been standing at the workshop for a while, bring up their menu and see if they’re crafting the object, or shouting. If they’re shouting, it will cycle through hints or outright stating what the dwarf wants for their artifact. Generally artifacts are WORTH getting a hold of because it gives the dwarf a significant skill boost & a high value item. Worst case you put it in a display case somewhere to boost room value

Animals:

-My animal starved to death!

This only happens to grazers. You need to set up a pasture somewhere with some kind of growth on the soil. At the beginning you’re going to be limited to the green surface grass. If you want to keep them underground, you’re going to have to dig into one of the caverns, which will trigger some sort of fungal growth on underground natural tiles within your fort. Surprisingly as it may seem, this is perfectly safe for your farm animals to eat. Generally a rule of thumb is, if it is egg laying, or smaller than a dog, it is not a grazer, and does not need soil/some grass like substance to survive.

-My animal starved to death in a cage. Why won’t my dwarves move it!

So, going with the above, a pasture zone must be marked, and then animals must be assigned to those areas. After setting up a pasture, click the icon with a plus over a horse to assign animals to it. Any semi-domesticated animal can be assigned to a pasture.

-Why won’t my chickens lay eggs

They need a nest box to lay eggs in. Generally place a pasture somewhere (I like to do it underground as I have yet to find a grazing egg-layer) and build nest boxes there. Dwarves will automatically harvest eggs from the boxes, including fertile ones which may make farming for leather/meat harder. You can seal the room and forbid entry until the eggs hatch, and then forbid them, or have no stockpiles accepting eggs. Then eggs will only be taken by cooks, and only when they’re cooking.

Migrants:

If you are struggling attracting migrants, a major factor is your exports. Basically fortress wealth, and wealth exported are two of the factors that determine your migrant waves, the last factor is the health of your civilization, which is basically just the population. Weirdly enough, migrants are built different, as I’ve played in dying civs (one SURFACE fort with 20 dwarves, this was the only NPC settlement for my Civ) and had migrant waves of 30+ dwarves. Basically the more high value goods you make, and the more you trade them, particularly with the home caravan, the more migrants you’ll get.

Children:

Dwarves only produce children if they’re married, and the parents have time to… get intimate. Fortunately the getting intimate is more “having idle time in a bedroom together” at which point, if it’s a married male/female pair, the female will become pregnant. The game does not display information on pregnancy at all, and all pregnant creatures will just carry on their normal business until they give birth, at which point a dwarf will abandon her current task to “seek infant” at which point they will pop out a baby, you will get a notification of this, and they will pick the child up and go back to doing tasks. Dwarves are capable of having multiples, and I have seen twins, triplets, and even a very weird case of quadruplets… which is its own story.

Trading:

Of the four types of civilizations that exist, you can trade with 3 of them. Elves trade in the spring, humans in the summer, and dwarves in the autumn. Each offer different advantages… mostly… to trading with them.

-Elves:

Generally the most annoying and least useful trading partners. Trading them anything made from wood or an animal product upsets them, instantly ending the trades, and sending them home. If this happens enough, they will declare war and begin sieging your fort. Generally elves are great for selling low-quality stone, (green) glass, or metal objects to. Silk and cloth can be safely traded, but yarn cannot. Generally it’s best practice to only trade rock, green glass, and metal objects to avoid offending them. Due to elves not sending merchant nobles to negotiate, they have no export requests for better trading, and you cannot request imports from them. Despite this, they can make an excellent source of exotic animals, cheap barrels, or offer a way to trade rock crafts for food.

-Humans

Humans know a good deal, and actually care about trade. Humans tend to reach out among the first outsider civs to trade with you. They don’t always send a merchant nobles, but once you have a baron or higher, they tend to much more frequently. Humans are amazing trading partners as they offer unique trading resources from dwarves. They have no offendable rules either, but they actually do defend their goods. They can be reliable for exporting in rare crops, seeds, or other materials, and they will happily trade you pretty much anything they have access to. So while you can’t get steel from them, you can get surface crops, more varied animals, and bladeweed dye and other fabrics.

-Dwarves

Without player intervention, you will only usually receive a Dwarven caravan from your home Civ. You can by contacting other Dwarven civs get other civs to send merchants to your fort as well. Dwarven caravans are much like human caravans, but carry steel. They also only carry crops and items unique to their Civ, which is usually pretty much exactly the same as yours. Dwarves do also send merchants to negotiate import/export deals as well, notably the outpost liaison being your factions representative.

-Getting new trading partners

Send a squad out to an uncontacted Civ and set the mission to “demand one-time tribute” civs either pay the tribute, or reject it, and it seems to have little impact on the civ’s opinion of you/your fort. Once this is done, they can start, and often do, sending caravans your way when the correct season starts.

-Getting better trade goods/merchant nobles

Traders bring more goods the more profitable trading was with you historically. So the more you trade, the more they bring. So if a trader brings nothing of interest to you, you buy nothing, and they leave, next year, they are likely to bring even LESS. So to prevent this, it can be a good idea to buy things even if they aren’t that useful. I commonly try to buy all the food I can from the merchants, as I can usually use it, and it encourages the merchants to take more items, which can end up being items like codexes/scrolls that I really want. Likewise the more successful the trades are, the more likely they are to send a noble for trade agreements. They don’t always send them though, so it is possible to miss them for a few years, even when trading seems to be going fine.

Hospitals:

-You will need a hospital before you think you do. But you do not need a Good one really. A basic hospital is something like a few beds & tables in a room together. You should also have a water source, some buckets, a textile industry, and some splints/canes. The only specialty thing you really need is a single traction bench. Just make a table, rope and mechanism, and combine them for a traction bench at a mechanics. Soap isn’t strictly necessary early on, nor is having security in the hospital. Bleeding out on the hospital floor is a major improvement to bleeding out anywhere else.

-Soap

It reduces infections and will lower mortality rates, but generally a hospital itself will do a more significant job at that. Still if you need to make it, you need at least 5 buildings roughly. Soap needs lye, which needs ash and needs to be made in an Ashery and a wood furnace respectively. Soap also needs either an oil, or a tallow. Oil is made at a screw press from certain plants, tallow is made at a kitchen from roasting fat. Fat is gathered at a butcher from butchering (animal) corpses

This is it for part 1. If there’s other questions or tips, I can do a part 2


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thesassymarquess - The Sassy Marquess
The Sassy Marquess

A blog about colony management simulators apparently nowadays. Used to do some fan stuff back in the day, but haven't in a long time. Mostly about Dwarf Fortress right now. Might also feature Oxygen Not Included or Deep Rock Galactic

135 posts

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