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40d:Food guide

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Revision as of 04:44, 8 March 2008 by Umiman (talk | contribs) (New page: As requested from http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=7&t=003406. Someone please edit? These are all possible ways you can get food: 1. farming 2. trading...)
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As requested from http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=7&t=003406. Someone please edit?

These are all possible ways you can get food:

1. farming

2. trading

3. fishing

4. hunting

5. livestock

6. cooking

7. gathering

8. vermin trapping


1. 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 animals or you have 200 or so fisherdwarves, this will 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 (seeds, labour, 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.

But normally, you can afford to sacrifice a minor amount of seeds (15 should be enough to get started) and minor amount of labour (1 dedicated 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 pig tails 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 planters 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 (to which you convert to a field later) can create tillable land in no time. 2. TRADING This method will likely give you the largest yield with relatively high cost. It's really possible to actually have a fortress not produce any of its own food and import it all from outside. Basically, all you need is to bring enough food in the beginning, and then produce enough trade goods to buy all food from caravans. If you really need more... then just wait for the liaisons and get them to prioritize food and drink only.

TIPS - There's lots of stuff that can get sold well. I personally favour the "kill all merchants and take their stuff" approach, but people like trading prepared food (contradictory?), crafts, weapons, caged animals, 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.

3. 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 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 - Actually, unless you love to roleplay, the only reason you ever want to fish is to get shells. But sometimes, you realise 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 blablabla" can be safely ignored.

4. HUNTING 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.

Basically, it's like this; if you are on any map where you yourself are afraid of the animals 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.

So the only time you would use hunters is when the game are rabbits, bunnies, groundhogs, gnomes, or the like.

TIPS - Try to train your hunters with marksdwarvenship first. It helps A LOT. Wrestling 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? - Hunters sleep outside. They can sometimes be slaughtered by wandering wolf packs while snoozing away. - Hunters that have no bolts will chase their prey around with their bare hands and can be quite the funny sight. - 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 woodcutting 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. -Thanks Othob Rithol - Lastly, hunting can make your unit list stretch very, very long. - Add. lastly, hunters are usually the first to die to a siege.

5. LIVESTOCK I personally think this is completely and totally unviable and ridiculously stupid to attempt. It's just a last resort or clearance kind of thing. Animals don't reproduce fast enough to feed anyone and don't give any useful byproducts beyond annoyance, lag, and kobold detection.

If you really want to try this, I recommend you learn to micromanage caging so that baby animals are kept in cages, there exists no more than one male of each species, and female animals are slaughtered after they reproduce once or twice.

6. COOKING A nice way to 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 items of food into a lot more items of food that give a happiness bonus depending on cook skill. It also turns unedible food into edible food (tallow, fat, etc.) If you're in a crisis, you can cook seeds too.

Remember that cooking destroys seeds, so you might want to be careful about that.

TIPS - To train chefs, have them only make easy meals in the beginning because it's the fastest to prepare. - Cooking alcohol wastes it. So remember to turn off alcohol cooking in the stocks menu. - Make sure there's enough storage space because if masterpiece meals rot... you're in trouble. - Prepared food sells for obscenely high prices.

7. GATHERING This is the best you can do when you have a food shortage. It has the best returns to time value of all others. 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 farm the stuff you harvest. The higher your gatherer skill, the more and faster you get. 8. 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

-

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.

Even if there's plenty of normal food available, dwarves will occasionally come by and eat the vermin raw, live, and wriggling!

-Thanks Nesoo