It allows you to set the pace of the game's difficulty, where the challenge comes from trying to make something you want to happen, happen. Once you know the optimal "trick", the a lot of the difficulty comes from self-imposed challenges and goals. Or brew everything and cook the seeds and booze. That and the crazy thought + tantrum spirals due to the bugged stress system. It's part of that last 10% of military needs that is a big pain. Really the biggest existential threat to forts are the werebeast infiltrators like you imply. It's kinda broken, and is really long due for a nerf. A 7x8 farm is sufficient for pretty much any reasonable fort, even without exploits like cooking seeds and beer together. And while maximizing a farm is fairly difficult (due to fertilizers having a fairly long production chain), you can easily compensate for that with a slightly larger farm. Most fortress will have died an FPS death long before a maximized 5x5 farm is exhausted. A maximized 3x3 farm can quench (via brewing) and feed (via seed + drink cooking) 96 dwarves, a 5x5 do so for 265. Running out of food or drink isn't a thing once you know how farm. Then you get a dozen refugees show up and suddenly have a lot more mouths to feed and a lack of plump helmet seeds to expand your farm.
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