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Editing Masterwork:Orcish Quickstart guide
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{{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.}} | ||
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− | + | So, you want to play '''Orc Fortress''', but you have no idea what to do. That's understandable; in Orc Fortress you can really do anything you like. It is huge, complex, and there's nothing on this page to help you yet. | |
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__TOC__ | __TOC__ | ||
− | ==Choosing Masterwork | + | ==Choosing Masterwork Settings== |
{{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. |
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− | 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 | + | When it comes to other civilizations, Humans, Dwarves, Elves and Drow, and Automatons will be powerful enemies. Fortress Defense races will attack you too; note that the "medium" tier are about a match in raw size and strength. |
− | + | Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friends and have unique crates and blueprints to sell you. Goblins, Wild Orcs, and Frost Giants can be trade partners too. | |
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== Embark == | == Embark == | ||
− | + | Link to the boreal plants and animals; talk about not needing an anvil so badly. | |
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=== Skills and Equipment === | === Skills and Equipment === | ||
− | + | Check your castes! You probably don't want to make an Olog the weaponsmith, and an Artisan the maceorc. | |
− | + | This might be a nice place to link to some embark profiles, both the bundled ones and maybe ask people to share some others too. | |
== A New Camp == | == A New Camp == | ||
=== Food and Shelter === | === Food and Shelter === | ||
− | + | Basically same as Dwarf mode. Hunt and ranch more. | |
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=== Security === | === Security === | ||
− | + | Serious attacks early in year two! Talk about options to gear up. | |
− | + | Tribal warcrafter and fletcher. | |
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== A Growing Stronghold == | == A Growing Stronghold == | ||
=== Orcish Industry === | === Orcish Industry === | ||
− | + | Molten Pit and Factory | |
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− | + | Mass production, economize on coal, burn saplings, resize looted gear | |
=== Corsair Raiders === | === Corsair Raiders === | ||
− | + | Get migrants and caravanserai | |
− | + | Ramp up raiding as you can support it | |
− | + | Schemes for getting enough coins, weapons, and ships | |
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=== Migrant Camps === | === Migrant Camps === | ||
Discuss from a macro view what the camps do | Discuss from a macro view what the camps do | ||
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=== Warband === | === Warband === | ||
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Choose a strategy to gear up. | Choose a strategy to gear up. | ||
* Plenty of bronze and iron -> Mass production at factory? | * Plenty of bronze and iron -> Mass production at factory? | ||
− | * Plenty of gold | + | * Plenty of gold -> Caravanserai for bronze/iron/weapons? |
− | * Plenty of | + | * Plenty of agriculture/hunting -> Labor camp? |
* Plenty of wood for ships -> Double down on raid docks? | * Plenty of wood for ships -> Double down on raid docks? | ||
* Mithril or wolfram and the alloy mats -> hurry for Damasc forge? | * Mithril or wolfram and the alloy mats -> hurry for Damasc forge? | ||
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* 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 === |
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=== Caravanserai === | === Caravanserai === | ||
− | + | === Outlander Tech === | |
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− | + | == A Dark Citadel == | |
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=== Looted Barbarian Tech === | === Looted Barbarian Tech === | ||
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=== Spellcasting and the Arcane Forge === | === Spellcasting and the Arcane Forge === | ||
=== Warrior's Societies and Weapon Kits === | === Warrior's Societies and Weapon Kits === |