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− | + | These are all possible ways you can get [[food]]: | |
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− | == | + | == [[Farming]] == |
− | + | In financial terms, [[farming]] will be your zero-coupon bonds, your fixed deposit account, your high yield, high duration account. This will normally be your main source of dwarven nourishment, and unless your map has a craptonne of [[animal]]s or you have 200 or so fisherdwarves, this is how you will feed your dwarven economy. | |
− | + | It is important to remember that when you invest in [[farming]], you are sacrificing a minor amount of resources ([[seed]]s, [[labor]], and land) for large future gain. So if your fortress is in crisis where every single breadcrumb can save a life... you might not really want to go into [[farming]], at that moment. | |
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− | + | But normally, you can afford to sacrifice a minor amount of [[seed]]s (15 should be enough to get started) and minor amount of [[labor]] (1dedicated [[planter]]) to reap large benefits. | |
− | === | + | === [[Farming]] Techniques === |
− | + | * If you are relatively in a crisis and need [[food]] urgently, plant low cost, high yield crops that don't need additional talent to bring to bear. So avoid those [[pigtail]]s and quarry leaves and get that [[plump helmet]] [[farm]] operational. | |
+ | * It doesn't take a large field to feed an army. In DF, a 6x6 field and two [[planter]]s should be enough for... forever. | ||
+ | * It's not really necessary to use an aqueduct to water an underground field. A bucket brigade and a designated pond (which you convert to a field later) can create tillable land in no time. | ||
+ | * It's better to train one legendary [[planter]] than allow 5 unskilled ones to do the job. Higher [[planter]] skill means that plants will grow in bigger stacks (harvesting dwarf's skill doesn't count) which means that more [[booze]] will fit in barrel and stockpiles won't fill as quick | ||
− | + | == Trading == | |
+ | Trading for [[[[food]]]] will produce a large yield with relatively high cost. It's possible to have a fortress that imports all of its [[food]] without producing any of its own. To do this embark with enough [[food]] to last until a [[Caravan]] arrives and then produce enough trade goods to trade for the [[food]] the [[Caravan]]s bring. If you need more then prioritize [[food]] and drink with the [[Caravan]] Liaison. | ||
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+ | === Tips === | ||
+ | - There's lots of stuff that can get sold well. I personally favour the "kill all [[merchant]]s and take their stuff" approach, but people like trading prepared [[food]] (contradictory?), crafts, weapons, [[cage]]d [[animal]]s, and various other stuff that you really can't be bothered to use in your own fortress. | ||
+ | - Watch your [[food]] supplies carefully though, it's possible you don't have enough. Not likely, but possible with really, really large forts. | ||
− | == | + | == fishing == |
− | + | This is just a dedicated stream of low yield income. It's practically guaranteed, but the return to cost is quite low. It's nice to supplement the dwarven diet with it, and turtle and lobster shells are important for moods. | |
− | The | + | The thing about fishing though is that the catch is not immediately edible. You need to process it at the fishery first, which marginally increases the time taken to get from rod to plate. |
=== Tips === | === Tips === | ||
− | * | + | * Actually, unless you love to roleplay, the only reason you ever want to [[fish]] is to get shells. But sometimes, you realize that you're not getting any shells, just lots of shads and trout and cave [[fish]]. Here's a tip: dig out a channel some distance away from a main water source and channel a water source into that. Then designate that for fishing. You should only get turtles from that. |
− | * | + | * I find that a good combo is that for every three dedicated fisherdwarves, one dedicated fish cleaner is needed for the highest efficiency and every fish cleaner should get his/her own fishery. |
− | * "there is no [[fish]] left in X body of | + | * "there is no [[fish]] left in X body of warter" can be safely ignored. Your dwarves will either use another fishing spot until the [[fish]] respawn or idle about until said [[fish]] respawn, which is when the season changes. |
* If you don't have a river on your map but only murky pools, they may dry up in summer and never refill, leaving your map with no water at all. So there is a (low and avoidable) risk of fishing being a dead end. | * If you don't have a river on your map but only murky pools, they may dry up in summer and never refill, leaving your map with no water at all. So there is a (low and avoidable) risk of fishing being a dead end. | ||
− | * You still need a [[farm]] | + | * You still need a [[farm]] or trade for [[booze]]. |
== Hunting == | == Hunting == | ||
− | This is almost like fishing, except | + | This is almost like fishing, except the returns are usually higher but the risk is higher as well. With hunting, you will also get bones, tallow, and leather. fishing just gets you bones and shells. |
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− | + | Basically, it's like this; if you are on any map where you yourself are afraid of the [[animal]]s roaming about, hunting is out of the question. If you're on any evil or savage map, hunting is a good way to get rid of dwarves. | |
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− | + | So the only time you would use [[hunter]]s is when the game are rabbits, bunnies, groundhogs, gnomes, or the like. | |
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=== Tips === | === Tips === | ||
− | * | + | * Try to train your [[hunter]]s with [[Marksdwarf|marksdwarvenship]] first. It helps A LOT. Hammerdwarf is good too. But if you're going to do all that, ask yourself if it would be more viable to just make him a marksdwarf and station him outside? |
* [[Hunter]]s sleep outside. They can sometimes be slaughtered by wandering wolf packs while snoozing away. | * [[Hunter]]s sleep outside. They can sometimes be slaughtered by wandering wolf packs while snoozing away. | ||
* [[Hunter]]s that have no bolts will chase their prey and club them with their crossbow, which is about as effective as it sounds. | * [[Hunter]]s that have no bolts will chase their prey and club them with their crossbow, which is about as effective as it sounds. | ||
− | * Make sure you have a [[tanner]], and [[butcher]] before you get a hunting job. If not, it's a total waste and you're better off fishing. | + | * Make sure you have a [[leatherworker]], [[tanner]], and [[butcher]] before you get a hunting job. If not, it's a total waste and you're better off fishing. |
* You can also make an axe-[[hunter]] by putting [[wood cutting]] and [[hunting]] on the same dwarf - won't be catching the fast creatures, but has a better chance against a predator, and doesn't need ammo. | * You can also make an axe-[[hunter]] by putting [[wood cutting]] and [[hunting]] on the same dwarf - won't be catching the fast creatures, but has a better chance against a predator, and doesn't need ammo. | ||
* You still need a [[farm]] or trade for [[booze]]. | * You still need a [[farm]] or trade for [[booze]]. | ||
* Lastly, [[hunter]]s are usually the first to die in a [[siege]] or [[ambush]]. | * Lastly, [[hunter]]s are usually the first to die in a [[siege]] or [[ambush]]. | ||
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== Livestock == | == Livestock == | ||
− | + | Using livestock as a sole [[food]] source may be an unviable and stupid way to survive. [[animal]]s don't reproduce fast enough to feed everyone and their only useful byproducts are [[bone]], [[fat]], [[leather]] and for intruder detection. | |
− | + | If you really want to try this, learn to micromanage caging so that baby [[animal]]s are kept in [[cage]]s. There exists no more than one male of each species, and female [[animal]]s are slaughtered after they reproduce once or twice. | |
− | + | Alternatively: If you bring pairs of [[animal]]s right from the start, happen to be on a map where you can catch (lots) more with [[cage]] traps and buy all [[animal]]s traders bring, you will get a substantial return after, say, 3 years at the latest. But the cost in starting points, time, work and micromanagement make this ''really'' uneconomic. Try it as an experiment perhaps? For the first years you will need a different [[food]] source anyway, so why not stick with that? You could however limit the number of dwarves until everything's set up.<br> Advantages of [[animal]]s is that they are a meat reserve that will not rot. | |
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− | If you bring pairs of [[animal]]s right from the start, happen to be on a map where you can catch (lots) more with [[cage]] traps and buy all [[animal]]s traders bring, you will get a substantial return after, say, 3 years. But the cost in starting points, time, work and micromanagement make this ''really'' uneconomic. Try it as an experiment perhaps? For the first years you will need a different [[food]] source anyway, so why not stick with that? You could however limit the number of dwarves until everything's set up. Advantages of [[animal]]s | ||
[[Tame]] female [[animal]]s that are left to roam can apparently become impregnated by wild male [[animal]]s of the same type. The new [[animal]]s produced will be [[tame]]. | [[Tame]] female [[animal]]s that are left to roam can apparently become impregnated by wild male [[animal]]s of the same type. The new [[animal]]s produced will be [[tame]]. | ||
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− | + | === Details === | |
− | + | * Some [[animal]]s are reproducing faster and more consistently than others. You will have to try out. But really, you will take what you can get. | |
− | * Some [[animal]]s are reproducing faster and more consistently than others. | ||
* [[Mule]]s ''are'' sterile. | * [[Mule]]s ''are'' sterile. | ||
* You still need a [[farm]] or trade for [[booze]]. | * You still need a [[farm]] or trade for [[booze]]. | ||
− | == | + | == Cooking == |
− | + | An important way to hugely increase your [[food]] output without really doing anything. All you need is one dedicated cook and a kitchen as well as cookable [[food]]. Basically, it turns a few stacks of [[food]] into a lot bigger stacks of [[food]] that give a happiness bonus depending on cook skill. It also turns unedible [[food]] into edible [[food]] (tallow, flour, lots more) If you're in a crisis, you can cook [[seed]]s too (after some time you will be happy to get rid of some, especially ones that you gathered with herbalists and do not plan to plant. [[Hide root]]s are perfect example). | |
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− | + | Remember that cooking, other than brewing or eating raw plants, destroys the [[seed]]s, so you might want to be careful about that. | |
=== Tips === | === Tips === | ||
− | * | + | * To train chefs, have them only make easy meals in the beginning because it's the fastest to prepare. |
− | * | + | * Make sure there's enough storage space because if masterpiece meals rot... you're in trouble ([[Tantrum|tantrums]]). |
− | + | * Prepared [[food]] sells for obscenely high prices. Makes for a brilliant trade good in a pinch, even to the [[elves]] (as long as they aren't in wooden barrels). | |
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− | [[ | ||
− | == | + | == Gathering == |
− | + | This is the best you can do when you have a [[food]] shortage. It has the best returns to time value of all. Just, you won't get that much and you better invest in another method before you run out of harvestable bushes. Not much to say about it other than you can also [[farming]]most plants you gather. The higher your gatherer skill, the more and faster you get. Unskilled gatherers will find frustratingly little. Gathering also allows to start [[farming]] above ground plants you can't buy on embark screen. | |
− | + | == [[Vermin]] trapping == | |
+ | Free [[food]] in dire circumstances. You get an unhappiness bonus, and it's usually a sign your fortress is doomed. You can also manually catch [[vermin]], which your dwarves can snack on by using [[animal]] traps with bait. I don't know why you would want to do that since the bait is usually worth more than the catch... but, it's up to you. | ||
− | + | === Tips === | |
− | + | <blockquote>Heck, you don't even need bait as far as I can tell. Just make a bunch of [[animal]] traps, make sure someone has trapping enabled, then set up a Kennel with a repeating "Capture Live Land [[animal]]" task. The trapper should pick up a trap and run around chasing [[vermin]], sticking them in the trap. Just make sure there's an [[animal]] stockpile to put them on. | |
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− | + | Even if there's plenty of normal [[food]] available, dwarves will occasionally come by and eat the [[vermin]] raw, live, and wriggling! | |
+ | </blockquote>-Thanks Nesoo | ||
− | == | + | == Spawns == |
− | + | After you discover certain map features spawns, like [[tower cap]]s and [[bush]]es, will pop up in your fortress. These are an additional way of getting [[food]] (and [[seed]]s). | |
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[[Category:Guides]] | [[Category:Guides]] |