![]() Id hope that this would come along with embarking at a cavern underground instead personally as a compromise, with your civ making a tunnel to you so you can still have some contact with the aboveground world in impassable biomes with a guranteed trade/visitor path cutting through cavern terrain. Same argument is made for surface ocean starts, which beside from megaprojects is just a rafted bit of dirt created by the DFhack. ![]() Quote from: FantasticDorf on December 23, 2022, 05:30:40 am I think its mostly a concern about unit movement and elevation, if you actually look at the additional screens, mountain elevation differences are extreme and lack any sort of consistent plataeu's even though they're pretty much perfectly livable like DFhack demonstrates to ensure a nice and balanced gameplay embark. Building a Atlantis/peaked mountain mountain-hall fort, with a connecting bridge to be met by another normal site would be very cool though, because the game does allow realised site connections (using bridges mostly which can actually cross the border tiles of the map) Then the last dwarf is most points in Appraisal / Judge of intent to become a great broker. ![]() Stone craft (with wood craft / bone craft) - nest boxes / pots / bolts. Id hope that this would come along with embarking at a cavern underground instead personally as a compromise, with your civ making a tunnel to you so you can still have some contact with the aboveground world in impassable biomes with a guranteed trade/visitor path cutting through cavern terrain. Armorer (with weapons & blacksmith) - everything and lots of it so they rank up fast.
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