v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing Masterwork:Orcish Quickstart guide

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.


The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 11: Line 11:
  
 
{{TipBox2|float=right|titlebg=#00a|With friends like these...|
 
{{TipBox2|float=right|titlebg=#00a|With friends like these...|
WARLOCKS don't always make good allies, due to their unstable ethics and dangerous relationship with magic.  Be warned, when visiting they are likely to attack other traders or diplomats!
+
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.
  
The Orc Fortress custom workshops and reactions are generally balanced assumed Harder Farming and Harder Smithing being both ONOther than that most any combinations should work fine.  Orc fortress has it's own implementation of slag (only at the Molten pit) so you might want to turn off the Slag option, but either way is OK.
+
When it comes to other [[Orcish Civilization|civilizations]], Humans, Dwarves, Elves and Drow, and Automatons will all be powerful enemiesThe cavern civs and Fortress Defense races will attack you too; note that the "medium" tier are about a match in raw size and strength.
  
When it comes to other [[Orcish Civilization|civilizations]], Humans, Dwarves, Elves and Drow, and Automatons will all be powerful enemies.  The cavern civs and Fortress Defense races will attack you too; note that the "medium" tier are about a match in raw size and strength. 
+
If enabled, Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friendly and will have unique crates and blueprints to sell you, along with a nice selection of other goods.  Goblins, Wild Orcs and Frost Giants can be trade partners too, although they have less unique stuff.
 
 
If enabled, Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friendly and will have unique crates and blueprints to sell you, along with a nice selection of other goods.  Goblins, Wild Orcs and Frost Giants can be trade partners too, although they have less unique stuff.  Just like in dwarf mode, if you choose a lot of allies in a given world, the game will be a lot easier.
 
 
 
There are no particular recommended parameters for world gen, Masterwork Advanced world gens are great if you like them, but default or other custom world gens work fine as well.
 
  
 
== Embark ==
 
== Embark ==
Line 54: Line 50:
 
Elves and Drow will strike from ambush, while Dwarves and Humans may siege and wait you out for several months at a time.  Also, Dwarves and Drow are fairly likely to bring building-destroying monsters from the depths.   
 
Elves and Drow will strike from ambush, while Dwarves and Humans may siege and wait you out for several months at a time.  Also, Dwarves and Drow are fairly likely to bring building-destroying monsters from the depths.   
 
}}
 
}}
Assuming your world has all of Dwarves, Humans, Elves and Drow enabled, your Orcish stronghold should prepare for serious attacks that could begin in the early part of Year Two!  At a bare minimum you should have some orcs prepared to join a warband, shields, and any fighting pets trained.  Some kind of palisade is useful even if it doesn't completely enclose your stronghold, to break the line of sight of enemy ranged units.  If your base is in the low ground beneath a hill or ridge, be sure that you have a plan to survive if elvish archers gain the high ground on you.
+
Assuming your world has all of Dwarves, Humans, Elves and Drow enabled, your Orcish stronghold should prepare for serious attacks that could begin in the early part of Year Two!  At a bare minimum you should have some orcs prepared to join a warband, shields, and any fighting pets trained.  Some kind of palisade is useful even if it doesn't completely enclose your stronghold, to break the line of sight of enemy ranged units.
  
 
If you happen to have goblin allies in your world, you can easily craft a few trinkets and trade with the runts for some rusty iron shivs or other cheap weapons.  These are basically trash, but may be better than nothing if elvish assassins strike before the camp is really prepared.  
 
If you happen to have goblin allies in your world, you can easily craft a few trinkets and trade with the runts for some rusty iron shivs or other cheap weapons.  These are basically trash, but may be better than nothing if elvish assassins strike before the camp is really prepared.  
  
Get some decent weapons for your warchief and any other valuable orcs.  Besides the normal path of smelting and forging metal, you can get the '''tribal warcrafter''' (along with an '''ashery''' and '''tanner''') and make a few ironbone or bloodsteel weapons.  Uruks are strong enough to do damage even with a crude stone club, in a tight spotShields and a bit of defensive skill are invaluable, so try to get your key warriors paired up and sparring a bit.
+
Get some decent weapons for your warchief and any other valuable orcs.  Besides the normal path of smelting and forging metal, you can get the tribal warcrafter (along with an ashery and tanner) and make a few ironbone or bloodsteel weapons.  Uruks are strong enough to do damage even with a crude stone club.  The fletcher workshop is also a good choice if you have some snaga, or other skilled archers.  This shop can make powerful composite bows and save on fuel by crafting arrows in batches.
  
The '''fletcher''' workshop is also a good choice if you have some snaga, or other skilled archers.  This shop can make powerful composite bows and save on fuel by crafting arrows in batches.  Orcs have a variety of weapons that can be used in both a melee and a ranged mode.  Early on you can make some thrown weapons:  Tomahawks (with throwing tomahawks as ammo) or bola throwers (with bola).  These weapons are inferior to regular axes or bows, but give some flexibility in how you deploy a small warband.  They're good as melee sidearms too, for a civilian militia who might occasionally defend themselves from thieves or animals.
+
Orcs have a variety of weapons that can be used in both a melee and a ranged mode.  Early on you can make some thrown weapons:  Tomahawks (with throwing tomahawks as ammo) or bola throwers (with bola).  These weapons are inferior to regular axes or bows, but give some flexibility in how you deploy a small warband.  They're good for sidearms too, for a civilian militia who might occasionally defend themselves from thieves or animals.
  
 
== A Growing Stronghold ==
 
== A Growing Stronghold ==
 
=== Orcish Industry ===
 
=== Orcish Industry ===
Assuming you defended your camp in suitably orky fashion, you should now have some new resources:  a pile of elf or drow corpses, and some quality arms and armor that may or not actually fit.  This is a great time to add on extra '''butcher shops''', '''tanners''', '''kitchen'''' and '''tribal warcrafters'''.  Use a couple tribal crafters shops to harden and laminate leather.  Lamellar leather is a quality material and can be made into armor at either the warcrafter or standard leatherworker.  From ash, bone, and (optionally) blood you can keep crafting ironbone tribal weapons, or use a '''Boneyard''' to make bars and bone furniture too.
+
Molten Pit and Factory
 
 
If you have some quality but wrong-sized gear, like Elven small mithril armor, use the '''Molten Pit''' to resize it into wearable makeshift mail.  This processing is very material efficient, but the makeshift gear doesn't provide 100% coverage so you might want to layer it with some other armor.  If you have weapons made from heavy but soft material like a gold dagger, you can also refit it into a maybe more useful flail.  The Molten Pit also gives options for batch smelting ore and destroying unwanted junk.  The molten pit wastes some material relative to Dwarven batch furnaces, but is still fuel-efficient and recovers some useable scrap too: rusty iron, malachite, and dolomite.
 
  
An '''Orcish Factory''' is useful for production once you have some metal or clay industry starting up.  Churn out great masses of blocks for above ground building, decent gear to arm and armor the grunts, or even masses of cheap weapons to use at the Raiders drydock.  The Factory can also support your growing metal industry too, by burning farmed or harvested tree saplings to charcoal.
+
Mass production, economize on coal, burn saplings, resize looted gear
  
 
=== Corsair Raiders ===
 
=== Corsair Raiders ===
 
{{TipBox2|float=right|titlebg=#00a|Economizing on Raiders' Gear|
 
{{TipBox2|float=right|titlebg=#00a|Economizing on Raiders' Gear|
Exchanging bounties at the Freelancer's guild is usually the best source of coins, but you might also mint coins from rusty iron bars you get from Molten Pit or Goblin trading partners.  If you are short on wood but have plenty of cloth and pulleys, consider sail-powered Xebecs instead of regular Longboats.  If you don't have junk weapons laying around, forge weapons with the smallest materials requirement like daggers, or save on materials by batch production at the Orcish Factory.  
+
The Raiders Drydock is used not only to strike back at the 'Free' Peoples and grab some loot, but also to round up goblins, steal blueprints and codexes -- things that unlock more powerful buildings or abilities for your Orcs.  To support the Drydock you'll need a source of rusty iron coins, ballista parts, plenty of wood, and also Weapons.  Exchanging bounties at the Freelancer's guild is usually the best source of coins, but you might also mint coins from rusty iron bars you get from Molten Pit or Goblin trading partners.  If you are short on wood but have plenty of cloth and pulleys, consider sail-powered Xebecs instead of regular Longboats.  If you don't have junk weapons laying around, forge weapons with the smallest materials requirement like daggers, or save on materials by batch production at the Orcish Factory.  
 
}}
 
}}
  
The '''Raiders Drydock''' is an important building for a thriving Orcish base.  It is used not only to strike back at the Free Peoples and grab some loot, but also to round up goblin laborers, steal blueprints and codexes -- all things that unlock more powerful buildings or abilities for your Orcs.  To support the Drydock you'll need a source of rusty iron coins (usually from exchanging totems, booze, or other bounties at the '''Freelancers Guild'''), ballista parts from a '''Siege Workshop''', plenty of wood, and also weapons.
+
Get migrants and caravanserai
  
A good first mission for your Raiders is to Round up some Goblins.  These missions are cheap and have a high chance of success.  The goblin migrant will be stored as a "tool" until you're ready to deploy him as one of the Shanty workshops.
+
Ramp up raiding as you can support it
  
Once you have a few weapon kits, longboats, and coins saved up you can start hitting more dangerous targets.  The dwarves are a good choice, as from a successful raid you can score weapons grade metal, solid weapons, and other useful wargear.  Or raid merchant shipping to acquire gold and silver, caravanserai blueprints so that you can establish your own trade bazaars locally, and valuable captives.  Target different enemies for other various goods.
+
Schemes for getting enough coins, weapons, and ships
  
Depending on how organized your raiding materials stockpiles are, If you plan to use raiding as a major part of your economy, you might want to add a second drydock and Freelancer's guild to especially to speed up crafting new ships.  Try storing coins in stockpiles without bins to avoid job cancellation.
+
Target different enemies for different goods
  
 
=== Migrant Camps ===
 
=== Migrant Camps ===
Line 105: Line 99:
 
* 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?
  
== Midgame Clanholding ==  
+
== A Powerful Clanholding ==  
 
=== Artisan Crafting ===
 
=== Artisan Crafting ===
 
Damasc (mithril, wolfram, cobalt); Tinkerer (brass, lead)
 
Damasc (mithril, wolfram, cobalt); Tinkerer (brass, lead)
Line 122: Line 116:
 
=== Outlander Tech ===
 
=== Outlander Tech ===
  
== Late Game Dark Citadel ==  
+
== A Dark Citadel ==  
 
=== Looted Barbarian Tech ===
 
=== Looted Barbarian Tech ===
 
 
=== Spellcasting and the Arcane Forge ===
 
=== Spellcasting and the Arcane Forge ===
  
 
=== Warrior's Societies and Weapon Kits ===
 
=== Warrior's Societies and Weapon Kits ===

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)