I haven't played it yet, but from what I've watched and read, it seems like a totally different game within the same world (you can visit your old forts!). Looks almost like a single player game of D&D.

Update: Got the "no migrants" message for my second wave, but I DID get the Mountainhome caravan! Whatever had them scrambled before must have worked itself out.

Further migrant waves post-trading worked just fine (except for one notable refugee from my old fort, who insists she's still in a long-dead squad...her job's stuck at "Soldiering (no access)" or something like that, poor girl).

5

Embarked during (I thought) the first month of the year. Did some grunt work, took ages to get through an aquifer that was deeper than I'd thought, and then noticed it was already the start of August. Weird, I thought, but at least I'll get the caravan soon. Rushed some crafts, built a depot, made sure it's accessible.

The traders and liaison never showed. Not just the "here's the notification, but we'll never actually enter the map" issue I had towards the end of my last fort (which resulted in traders never coming again, since I didn't trade anything that year...), but straight up never came around. No migrants that year, either, which made getting things going an absolute nuisance.

And I wasn't on a weird island or anything - I'd settled little more than a day's travel away from the cluster of forts my civ resides in. There's a few human hamlets in between, but nothing that seems like an obstacle.

I really thought the Mountainhome had abandoned its latest fort to die, but I finally got my first migrant wave in the summer of my second year. Crossed fingers that the caravan just had their map upside-down last year, but time will tell if they get it figured out.

Have any of you had embark issues like this before?

I thought that, but then I started thinking about instances where you might not want powerful livestock - gelding and overcrowded pastures come to mind. I'm wondering if a durable but weak pig might be preferable to one with high strength...I might have to run an experiment of my own.

I've been provoking wildlife on purpose ever since I trapped a giant owl, but now all I get are agitated storks 😷 give me big birds again!!!!

I had a pretty good fort going in a tundra not long ago. It didn't fall to chill, or lack of water, or crankiness, or anything like that - I just didn't account for flying beastmen when making the entrance to my cavern. Batfolk everywhere.

10
Any advantage to "strong" livestock? (forum.stellarcastle.net)

I tend to look for good/bad traits and physical descriptors in animals to see if I should get them fixed (dogs and cats) or slaughter them (cows, birds, etc). Obviously things like strength, endurance, and agility matter for war animals, but is there any advantage to having good (or bad) traits in livestock? Obviously it's better to have a fat chicken than a skinny one, but what about an agile one?

I'd love to hear how you all go about breeding your own animals!

[-] panchill@forum.stellarcastle.net 4 points 2 years ago* (last edited 2 years ago)

If you're playing the Steam version, the tutorial does a great job at telling you the basics! Most stuff you're going to learn through trial-and-error; there's so much depth to the mechanics that it'd be impossible (and overwhelming) to cover everything from the get-go.

Here's how I typically go about it, as well as beginner tips that can be easy to miss:

  1. Get all your supplies underground as soon as you can, right from the start. The very first thing I do is dig out a big room a layer or two down, then create a stockpile spanning the entirety of it. You're gonna set it to All. (You won't keep everything there forever; it's just to get it out of the way of thieves and wildlife for the time being.)

  2. Make another room, this time creating a zone and marking it as a Meeting Area. Dwarves and animals tend to loiter around the wagon by default. Making this zone sets it as the new default area for everyone to bum around, safe and sound within the earth. An important note: Grazing animals (horses, yaks, cows, buffalo, etc.) need to eat grass or moss growing on the dirt to survive. When you set a Meeting Area, they will stay in it even if there is no grass, quickly resulting in their starvation. On the surface, create another zone set as Pasture, then assign your grazers to it.

  3. Farming - both crops and livestock - requires dirt. Your dwarves only have dwarven crops available to them at embark, the most important of which is plump helmets. They MUST be grown underground. These crops can grow in dirt near the surface, but the soil is poor and yields will be low. This is okay for now! As you continue digging, you'll eventually breach the caverns, which have much healthier soil...but much nastier monsters.

  4. Don't worry too much about making a beautiful base at the start. Your main goal for the first year is to survive and hopefully get a bit of industry going. Stonecrafting station for rock blocks, carpenter for beds and barrels, Brewer for booze, and, most urgently, Crafts for trade goods. You need to make as many rock crafts as time, material, and supplies will allow in order to trade for necessities come Autumn. The first thing you're gonna want to make at the Stonecrafting station is hatches, imo. Enough to cover up your entrance. This is the very bare minimum in defense and can be locked in the event of attack. You can't rely solely on this for forever, though - you'll have to go outside eventually, and migrants will need to come in.

That's about it for the start! Make sure you keep a careful eye on your supplies; it's all too easy to get sidetracked with construction and not realize you've only got three pints of booze left.

panchill

joined 2 years ago