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Difference between revisions of "User:Mixtrak/Strategy"

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[[User:Mixtrak/Strategy/part_1|Part 1]]: World, site and embark
 
[[User:Mixtrak/Strategy/part_1|Part 1]]: World, site and embark
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[[User:Mixtrak/Strategy/part_2|Part 2]]: Get inside, get secure!
 
[[User:Mixtrak/Strategy/part_2|Part 2]]: Get inside, get secure!
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[[User:Mixtrak/Strategy/part_3|Part 3]]: Defence and self-sufficiency
 
[[User:Mixtrak/Strategy/part_3|Part 3]]: Defence and self-sufficiency
  

Revision as of 04:05, 3 March 2017

This strategy is based on a fairly nice location - not too hot or cold, not too dangerous, useful temperature, flora and fauna, flowing water of some kind, fair expectation of caravans and migrants, no aquifer, all the metals and flux you could desire, and so on. There are plenty of resources on the wiki to help you achieve this kind of beginning scenario, which I'll briefly revisit in the next section.

First, a word to the overconfident. Such an embark constitutes the easiest way to learn how to manage a fort - a task sufficiently complex that you should certainly not hasten to make further challenges for yourself. The basic gameplay provides quite sufficient fun for most beginners. Do not scoff at making things a little easier for yourself at first.

The main reason to start (relatively) easy is the complexity and interconnectedness of the different facets of fortress management. An Overseer must simultaneously manage, among other things, the security, industry, happiness, military, administration and diplomacy of the fortress, and do so based on a solid understanding of the underlying game mechanics. Learning all these things and their interactions at once is extremely difficult, so tilting the scales a little in your favour at the start makes sense. Based on that fact, this guide assumes a "nice" embark.

The other focus of this guide is basic strategy and, crucially, the underlying reasons and thinking. Information on the game mechanics is not generally covered here since it is so comprehensively covered in the wiki - it's easy to find out how to catch a fish - and so I focus on higher-level question such as whether, when the time comes to strike the earth, you should catch fish (generally not, in my opinion). These strategies integrate a lot of moving parts - various and context-dependent costs, risks, needs and benefits - so it's best to initially learn them in a somewhat formulaic way. Consider this a kind of "worked example", which should help you develop a more flexible understanding of the fundamentals, so you can begin to generalise and adapt them to more challenging embarks. However, you should ideally first go read, at minimum, the quickstart guide, and probably also the starting build pages. Some of this guide may contradict them, but they're an important orienting read. Don't worry if you don't retain everything - it's a slow process of immersion.

Finally, a disclaimer about prescriptivism: as the old Overseer curse goes, "have fun". There are innumerable ways to play the game, so if you're not enjoying something in this guide, go ahead and try something different. The guide should produce a secure and durable fortress so you can fully explore the core game mechanics (military, economy, sociology, exploration etc.), but some players have more esoteric goals. Whatever powers your minecart, friend.

Part 1: World, site and embark

Part 2: Get inside, get secure!

Part 3: Defence and self-sufficiency

Mixtrak (talk) 03:55, 3 March 2017 (UTC)