v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Editing Masterwork:Orcish Quickstart guide
Jump to navigation
Jump to search
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | + | ||
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!''' If you're a Dwarf. Orcs are out to win. Remember folks, winning is fun.}} | {{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!''' If you're a Dwarf. Orcs are out to win. Remember folks, winning is fun.}} | ||
Line 11: | Line 11: | ||
{{TipBox2|float=right|titlebg=#00a|With friends like these...| | {{TipBox2|float=right|titlebg=#00a|With friends like these...| | ||
− | WARLOCKS don't | + | WARLOCKS don't make good allies, due to their unstable and dangerous relationship with magic. Be warned, when visiting they are likely to attack other traders or even raise corpses from your refuse pile! |
}} | }} | ||
The first thing you will need to do is choose some Orc friendly settings in the Masterwork launcher. | The first thing you will need to do is choose some Orc friendly settings in the Masterwork launcher. | ||
− | Masterwork Settings which affect only the Dwarven entity or creature won't have an effect on Orc Fortress; this includes most of the Workshop settings, and Castes. Masterwork settings which affect the World or non-Dwarf animals *will* impact Orc Fortress: this includes Harder Farming, Mining, Aquifers, Grazing, Weather, all Materials, all Creatures, all Cavern settings, etc. Therapist also works fine with Orcs. | + | Masterwork Settings which affect only the Dwarven entity or creature won't have an effect on Orc Fortress; this includes most of the Workshop settings, and Castes. Masterwork settings which affect the World or non-Dwarf animals *will* impact Orc Fortress: this includes Harder Farming, Mining, Aquifers, Grazing, Weather, all Materials, all Creatures, all Cavern settings, etc. Therapist also works fine with Orcs. The Orc Fortress custom workshops and reactions are generally balanced assumed Harder Farming and Harder Smithing being both ON. Other than that most any combinations should work fine. |
− | |||
− | The Orc Fortress custom workshops and reactions are generally balanced assumed Harder Farming and Harder Smithing being both ON. Other than that most any combinations should work fine. | ||
− | |||
− | |||
− | + | When it comes to other [[Orcish Civilization|civilizations]], Humans, Dwarves, Elves and Drow, and Automatons will all be powerful enemies. The cavern civs and Fortress Defense races will attack you too; note that the "medium" tier are about a match in raw size and strength. | |
− | + | If enabled, Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friendly and will have unique crates and blueprints to sell you, along with a nice selection of other goods. Goblins, Wild Orcs and Frost Giants can be trade partners too, although they have less unique stuff. | |
== Embark == | == Embark == | ||
{{TipBox2|float=right|titlebg=#00a|Above ground & Aquifer forts| | {{TipBox2|float=right|titlebg=#00a|Above ground & Aquifer forts| | ||
− | Don't be afraid of aquifer embarks! Orcs have lots of tools | + | Don't be afraid of aquifer embarks! Orcs have lots of tools available to make strong above ground forts, starting with the arms from the Tribal Warcrafter and Fletcher, and Boneyard for mechanisms. Trade for cheap raw materials from the Goblins. Use the Drydock to raid the Elves for wood, the Dwarves for metal, or the Merchant's Guild to found a caravanserai and expand your purchasing options. Use the Orcish Factory or Goblin Sawmill to stretch your supplies of clay and wood farther. |
}} | }} | ||
Line 51: | Line 47: | ||
=== Security === | === Security === | ||
− | |||
− | |||
− | |||
− | |||
− | + | Assuming your world has all of Dwarves, Humans, Elves and Drow enabled, your Orcish stronghold should prepare for serious attacks that could begin in the early part of Year Two! At a bare minimum you should have some orcs prepared to join a warband, shields, and any fighting pets trained. Some kind of palisade is useful even if it doesn't completely enclose your stronghold, to break the line of sight of enemy ranged units. Keep in mind that Elves and Drow will strike from ambush, Dwarves and Humans may siege and wait you out for several months at a time, and Dwarves and Drow are fairly likely to bring building-destroying warbeasts from the depths. | |
+ | |||
+ | Get some decent weapons for your warchief and any other valuable orcs. Besides the normal path of smelting and forging metal, you can get the tribal warcrafter (along with an ashery and tanner) and make a few ironbone or bloodsteel weapons. Uruks are strong enough to do damage even with a crude stone club. The fletcher workshop is also a good choice if you have some snaga, or other skilled archers. This shop can make powerful composite bows and save on fuel by crafting arrows in batches. | ||
− | + | Tomahawks or bola for combined melee/thrown arms. | |
− | + | Freelancers to buy swords or guns, and prepare for raiding. | |
== A Growing Stronghold == | == A Growing Stronghold == | ||
=== Orcish Industry === | === Orcish Industry === | ||
− | + | Molten Pit and Factory | |
− | + | Mass production, economize on coal, burn saplings, resize looted gear | |
− | |||
− | |||
=== Corsair Raiders === | === Corsair Raiders === | ||
{{TipBox2|float=right|titlebg=#00a|Economizing on Raiders' Gear| | {{TipBox2|float=right|titlebg=#00a|Economizing on Raiders' Gear| | ||
− | Exchanging bounties at the Freelancer's guild is usually the best source of coins, but you might also mint coins from rusty iron bars you get from Molten Pit or Goblin trading partners. If you are short on wood but have plenty of cloth and pulleys, consider sail-powered Xebecs instead of regular Longboats. If you don't have junk weapons laying around, forge weapons with the smallest materials requirement like daggers, or save on materials by batch production at the Orcish Factory. | + | The Raiders Drydock is used not only to strike back at the 'Free' Peoples and grab some loot, but also to round up goblins, steal blueprints and codexes -- things that unlock more powerful buildings or abilities for your Orcs. To support the Drydock you'll need a source of rusty iron coins, ballista parts, plenty of wood, and also Weapons. Exchanging bounties at the Freelancer's guild is usually the best source of coins, but you might also mint coins from rusty iron bars you get from Molten Pit or Goblin trading partners. If you are short on wood but have plenty of cloth and pulleys, consider sail-powered Xebecs instead of regular Longboats. If you don't have junk weapons laying around, forge weapons with the smallest materials requirement like daggers, or save on materials by batch production at the Orcish Factory. |
}} | }} | ||
− | + | Get migrants and caravanserai | |
− | + | Ramp up raiding as you can support it | |
− | + | Schemes for getting enough coins, weapons, and ships | |
− | + | Target different enemies for different goods | |
=== Migrant Camps === | === Migrant Camps === | ||
Line 105: | Line 97: | ||
* Short on metal, but silver, volcanic, or cavern mats? -> Trade for Outlander tech? | * Short on metal, but silver, volcanic, or cavern mats? -> Trade for Outlander tech? | ||
− | == | + | == A Powerful Clanholding == |
=== Artisan Crafting === | === Artisan Crafting === | ||
Damasc (mithril, wolfram, cobalt); Tinkerer (brass, lead) | Damasc (mithril, wolfram, cobalt); Tinkerer (brass, lead) | ||
Line 122: | Line 114: | ||
=== Outlander Tech === | === Outlander Tech === | ||
− | == | + | == A Dark Citadel == |
=== Looted Barbarian Tech === | === Looted Barbarian Tech === | ||
− | |||
=== Spellcasting and the Arcane Forge === | === Spellcasting and the Arcane Forge === | ||
=== Warrior's Societies and Weapon Kits === | === Warrior's Societies and Weapon Kits === |