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User:Calite
A creature fond of contributing to communities, writing, and silliness. He is chaotic good.
Please take a look at my Gloss Guide, which provides a quick overview of the major concepts of Dwarf Fortress.
Forts
I guess I'll follow the trend of immortalizing my fortresses for once, maybe I learn something from it.
Zarethgeshud
Technical
DF 34.10, Dwarf Therapist, Bisasam's 20x20 ASCII tileset, no mods or raw file changes.
Init settings changed to make priority ABOVE_NORMAL, GFPS 20, Fluids shown as numbers. Changed keybindings to make spacebar work like escape does (IE how it used to).
125 Year World Gen (But the fort starts in 127 because of two embarks that I instantly abandoned), large world, slightly more than average civs, all other settings default.
Fortress Activity
Year 1
The aptly named Zarethgeshud, or Desert Fortress, is situated deep in the desert, with no vegetation of any sort nor any bodies of water. This outpost was founded by 7 dwarves whose only real skills were in archery. Clearly life in the mountain homes was not exciting enough for these intrepid survivalists. Within a season farms had been established and hunting had proven a good source of meat, as strange Giant creatures and creature men seemed to enjoy the desert. The only problem that has so far faced Zarethgeshud is the lack of wood, preventing brewing any more than a certain amount of alcohol or storing food efficiently. Nonetheless 8 migrants had arrived by Mid-Summer and progress looks like it will be steady. By Mid-Winter the alcohol situation had come to a head due to poor micromanagement of the few barrels the fortress had. Two people died of thirst, one went berserk (and was quickly killed luckily. The caravan is approaching only now, hopefully we can buy enough drink from them to get everyone to calm down. Armok save us.