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Editing Masterwork:Orcish Civilization
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Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friends and each have unique crates and blueprints to sell you. Goblins, Wild Orcs, and Frost Giants can be trade partners too. Warlocks are troublesome allies at best. | Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friends and each have unique crates and blueprints to sell you. Goblins, Wild Orcs, and Frost Giants can be trade partners too. Warlocks are troublesome allies at best. | ||
− | The Taiga Orcs are strong warriors, and can handle a lot of powerful opponents. If you enable too many allies you will find that your trade depot gets crowded, and that your allies guards steal some of the glory of battle. | + | The Taiga Orcs are strong warriors, and can handle a lot of powerful opponents. If you enable too many allies you will find that your trade depot gets crowded, and that your allies guards steal some of the glory of battle. Of course, experiment to see what you like best! Here are some suggested grouping. |
== Suggested World Civilization Groupings == | == Suggested World Civilization Groupings == | ||
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===Age of the Taiga-Orcs=== | ===Age of the Taiga-Orcs=== | ||
− | * Still plenty of action, but lower overall difficulty for project forts. One caravan | + | * Still plenty of action, but lower overall difficulty for project forts. One caravan per season. |
Enemies: Dwarves, Drow, Frogmen, Tigermen, Ferric Elves, Trogs | Enemies: Dwarves, Drow, Frogmen, Tigermen, Ferric Elves, Trogs | ||
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TROGLODYTES should not be underestimated; they can be quite dangerous to under-trained Orcs due to their natural skills in melee combat. If you attempt a cavern embark then be prepared, they may siege from the underground fairly early. | TROGLODYTES should not be underestimated; they can be quite dangerous to under-trained Orcs due to their natural skills in melee combat. If you attempt a cavern embark then be prepared, they may siege from the underground fairly early. | ||
− | ANTMEN are quite dangerous in large groups, and of course it's tempting to simply wall them out and ignore them. However they carry a ton of gear, since each warrior has 4 arms, and an intrepid warchief can turn all those rusty iron gear into enough Weapon kits or minted Orcish shillings to keep the raider's drydock in business for months | + | ANTMEN are quite dangerous in large groups, and of course it's tempting to simply wall them out and ignore them. However they carry a ton of gear, since each warrior has 4 arms, and an intrepid warchief can turn all those rusty iron gear into enough Weapon kits or minted Orcish shillings to keep the raider's drydock in business for months. |
− | FOUL BLENDECS feel no pain and avoid traps, making them proof against simple trap corridors that can destroy | + | FOUL BLENDECS feel no pain and avoid traps, making them proof against simple trap corridors that can destroy early enemies Tigermen. Still, they are no match for a reasonably equipped orcish warband. They can be looted for tin. |
SERPENTMEN are slight of build, but they have bronze tier materials and armor and a variety of other advantages. They often have bows or shields, are amphibious, have poisonous bite, avoid traps, and can bring dangerous warbeasts since their civilizations deploy Beast Hunters. | SERPENTMEN are slight of build, but they have bronze tier materials and armor and a variety of other advantages. They often have bows or shields, are amphibious, have poisonous bite, avoid traps, and can bring dangerous warbeasts since their civilizations deploy Beast Hunters. | ||
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FROST GIANTS will bring a basic assortment of goods, particularly those made from wolfram. | FROST GIANTS will bring a basic assortment of goods, particularly those made from wolfram. | ||
− | WARLOCKS don't make good allies, due to their | + | WARLOCKS don't make good allies, due to their unstable and dangerous relationship with magic. |
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