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Like a good kommunist I will vote they way the party intends me to. Also I have the utmost trust in the primary secretary Grimwulf will leads us to prosperity!
Fuck's sake, Redlabored needs to appoint someone to count them votes. Someone trustworthy, like Nut-Kin. I think I've counted them right, but given my current hangover you might wanna double-check it, considering every "I CHANGE MY VOTE" post.
Agenda 1: The Gates. Kodex Kommunistic Konsensus decided to open the gates (11 votes against 10 for keeping them closed).
Agenda 2: Spigot's Punishment. The bear-dwarf is sentenced to one year of hard labor (14 votes) in the mines OR one year in the military in case the Kommander conscripts him.
Agenda 3: Political Stance. We stay independent (16 votes).
Elections:
Kommander - Kalin (15 votes), decisive victory
Manager - Sukhavati (8 votes), also decisive, since no other candidate gained more than 2 votes
Broker - Lithium Flower (6 votes), close call - Reinhardt had 5 votes for her
General Secretary - Sqeecoo (14 votes), no competition
Kommanding Physician - Azira (9 votes), almost lost to Bliblablubb (7 votes)
As I stated before, I cannot resume the LP before January, 12th due to ongoing self-induced alcohol coma. While I'm contemplating my higher purpose, you should make yourselves useful and find a way out of this arse.
You are the manager now, whether you want it or not. Yes, "manager", not "Kaptain of Kutting Kultists"
If ye want some fancy-ass profession name, just say it.
Now. This entire fortress depends on your decisions. These are the chosen facilities that komrades demanded to construct a year ago.
For whatever godfarted reason Helly decided to start with Wood District, then SUDDENLY realized we have no use for it at the moment, and THEN decided to use it for storage space. It's a goddamn mess at the moment.
Might as well forget about it until we build a proper Metal District and Textiles district, then move Helly's shit there. To clarify: you cannot use Wood District for Wood Industry until you clear out the storage space. We have no means of clearing it out at the moment.
Food District is half-excavated. The actual construction wasn't even started yet.
It's CRUCIAL we make it work ASAP. Our population is growing, and the outpost's excuse of a kitchen can't provide for our needs anymore. We need several kitchens, several stills, a proper big-ass farm, a fishing industry, quern/mill, cheesemaking - you name it.
But there is another problem you might notice - all those goddamn BOULDERS lying everywhere. Being a smart dwarf, you realize the problem here is not the lack of haulers, but rather the slowgoing stone cutting. Our stone industry suffers a lot.
We have 4 masonries and 5 dedicated masons, but just like all other komrades, they have too many unsatisfied needs.
Kommunalka would solve the issue to an extent, but it's currently just a project, because Helly.
Another MAJOR problem you must address is booze. There is no booze in Redlabored.
What's even worse, we have barely anything to brew.
Pig tails are forbidden for brewing because it's more useful to create pig tail threads and weave pig tail cloth out of it
And if that wasn't enough, komrades voted for sentencing our best brewer to work in the mines. Fortunately, we still have Eryfkrad and Nut-Kin, they would suffice for now.
You have zero experience with leadership and organization. However, you're one of the smartest dwarves in Redlabored. Ideas and plans are gnawing on your mind, some of them will probably solve our problems; other ones will only make things worse.
1. Appointing Head Miner.
Something they should have done a long time ago. Head Miner is a lifetime honorary title that can only be assigned or revoked by the current manager. It gives no privileges - Head Miner can be conscripted into the military, he makes no administrative decisions of his own, he is completely under your command. But he organizes the mining process in Redlabored, leaving you more time to focus on other things. Also, you can blame him for any mining-related fuck-ups.
Choose the Head Miner among our best:
1.1. Tindrli - The Power of Dedication. He is a shitty leader of dwarves, just like you, but he's GUD at what he does. If appointed as Head Miner, Tindrli will lead a small band of 3 (+ whoever is sentenced to work in the mines) dedicated dwarf miners with all other labors disabled. Tindrli's miners will be fully focused on digging, and digging alone. No distractions. He will fully focus on Redlabored until it's excavated enough, then dig for useful ores and gems in the bottom levels. He will not dig deeper unless you order him to do it. He has the ability to recognize potentially rich layers, and will only dig for ores, stones, and gems that we need. However, not every miner shares Tindrli's passion. Keep them down there for long enough and they will become unhappy, especially when you refuse to let them work on more creative things or just take it easy.
1.2. Givi - The Freedom of Choice. Givi will assign as many male dwarves as he can to mining, but he will also make mining optional. Other labors will be enabled, and whenever a dwarf is in the mood for mining - he will do so. Such leadership will make your miners less miserable, increasing their general content and your popularity, but it might also result in a drastic slowdown of progress. Givi will be mostly focused on Redlabored, but he will frequently dive into the caverns. There are valuable gems and uncovered mysteries down there. Givi might dig deeper without asking for your permission at some point. He is less predictable than Tindrli.
1.3. Mustawd - The Rational Approach. If you appoint Mustawd as Head Miner, first thing he'll do is put down his pick. He will lead the miners, but he will not dig himself. He will only assign newcomers (new arrivals) to the mining job, because he thinks it's fair. Also volunteers (Tindrli) and those sentenced to mining (Spigot). Mustawd will not under any circumstances dig deeper than the fortress level. He will fully focus on Redlabored, and seal the entrance to the mines.
1.4. Sukhavati - Assuming Direct Control. Since you are fourth-best miner in Redlabored, nobody will question your decision to organize the mining process personally. You may choose specific dwarves for mining, mining priorities, etc - just state your desires, I'll make them work.
2. Setting up a temporary tavern.
Some komrades need to socialize. While you can't personally relate to that particular need, a tavern might improve the general workflow of Redlabored in the long run. Or make it even worse.
The Grand Hall is a long-term project, but we can turn our current dining room into a tavern.
A shitty tavern, that is. Tiny, with not nearly enough space for dancing, no musical instruments, and only a scarce few tables. Keep in mind that a tavern increases booze consumption significantly.
2.1. Yes. Make it a tavern, but only for komrades and long-time residents (diplomats, monster hunters, etc). Lazy dwarves will spend more time drinking and chatting than doing actual work, but a hard-working dwarf who will listen to poetry while taking a drink, will get back to the job with a greater focus and productivity.
2.2. Yes. Make it a tavern, and keep it open for everyone. Redlabored will start receiving visitors. Dwarves, humans, elves, goblins and weird creatures will all come here with one goal or another. Some will dance, sing, entertain. Others will aid in battles. Some might steal our stuff and artifacts. Other might start bar fights and go killing spree. Racist komrades will be enraged with your decision, but more tolerant dwarves will praise you for it.
2.3. No. We need to drink responsibly and focus on the matters at hand. If we don't build a proper Grand Hall in the foreseen future, the lack of socialization and merriment will become a huge problem, leading to tantrums and mental breaks.
3. Resolving the stone situation.
Those boulders need to be processed FASTER. Much faster.
3.1. Leave it as it is and hope for the best. Redlabored needs the dwarfpower elsewhere.
3.2. Set up more masonries, assign more masons. A direct and practical solution. Grimwulf would approve. Besides, we need more stone blocks.
3.3. Set up craftsdwarf workshops in addition to current masonries. This will start the production of rock crafts.
Basically it will result in random rock item each time a rock crafter processes a boulder. Rock crafts would make for great trading good, accepted even by elves, except not a single dwarf in Redlabored has any experience in rock crafting (stoneworking and masonry are two separate skills). So they are almost worthless until some komrades git gud at it, or we receive a new migrant wave with actual stoneworkers.
Rock crafts serve another purpose, though - komrades might claim them as their property. Greedy dwarves will be especially happy acquiring new stuff. HOWEVAR, since nobody has private rooms because of Helly, no dwarf has chests/cabinets to store their personal belongings. Well, at least they can put on some random rings and wear them at all times. Fun fact: you can put up to 11 rings on each dwarven finger, which means 110 rings in total for every dwarf. Fashion. Fun.
4. Resolving the Booze Situation.
Not much brewable stuff around. What's your solution?
4.1. I see no problem. The gates are open. Just drink water, wait for the merchants and grow stuff on the farms. Besides, we have enough ingredients to brew for the time being.
4.2. Start foraging. Even though it's risky to keep our gatherers outside, not to mention the sheer dwarfpower it takes to gather plants fast enough. Keep in mind that we're establishing Gulag outside, so our foragers will be competing with Helly for food and berries.
5. Setting up additional goals.
Food District and Kommunalka are pretty important, but other concerns need to be addressed as well. You may choose additional goals from the list below, or leave them for later. The more goals you choose - the less chance anything gets done before the end of Winter.
5.1. Start massive wood crafts production. Same shit as rock crafts, except wood. Can't be sold to the elves, but we have a few low-experienced woodworkers at least. Takes away some dwarfpower for cutting trees, hauling logs, and processing logs into crafts.
5.2. Start gem-cutting on a large scale. We got over a hundred rough gems, might as well give them some love.
Cut gems can be sold as is, or used to decorate almost anything, increasing its value and aesthetic beauty. But gem cutting and gem setting is slow and skill-demanding. Sadly, we have no jewellers in Redlabored. Accomplishing this goal will require several jeweler's workshops and dedicated dwarfpower.
5.3 Construct a water system. Waterways, wells, reservoirs, drainage, lever-operated floodgates - yes, it will take a lot of time and effort, possibly slowing down general progress on Redlabored. However, wells are essential for a proper hospital or any kind of medical treatment for that matter. Water is also useful if we find ourselves out of booze. You might argue that having a river on the surface is more than enough, but what if we seal ourselves again? What if the river freezes, like it usually does in Winter? What if a particularly thirsty dwarf is limping like Baud and won't make it to the river before dying of thirst? What if we run out of buckets and nobody will be able to fetch water for legless dwarves? Besides, water system can be expanded into an intricate trap, like drowning chamber or water gun. Redlabored needs it, the only question is - does it need it right now?
5.4. Expand temporary metal industry. We could use more smelters and smithies, even though we lack experienced dwarves for the task. But look at all those raw ores and gold bars:
Lizzurd and Andnjord should be able to equip our military in copper armor by the end of Winter. They should. And yet we might need additional dwarfpower for smelting, coal-making and forging.
5.5. Surface farms. As crazy as it sounds, this could solve our brewable stuff shortage at the cost of putting our farmers to great risk and permanent miserable mood (spending time on the surface is traumatic). But we might put those seeds we've gathered through foraging to use. It might pay off in the long run, but farmers will hate you.
As always, you can conscript/disband any dwarf at any time, except for children and administrators - can't touch them.
Here is the full list of Redlabored's citizens, including our most recent migrant wave (they are still outside, fighting for their lives with wild animals):
Wish I could provide more insight on each dwarf, but I'm too busy surviving New Year. Maybe on the weekend. No promises, though.
Meanwhile, there you go with current combat skillz of your squad AND Brother Frank:
Most of them are useless as always.
- Storyfag got somewhat gud at dodging, basically at your level. Even better than you with shields. So he could serve as an enemy distraction at least.
- Lagole Lon is better than most at discipline. Whatever you did to him made him more obedient, so keep it up.
- Merc can swing his axe (axedwarf and fighter skills) at the intended target. Alas, his axe is wooden, and his shield+dodging skills are trashy at best.
- Stukos, Bobr and Kalarion are unremarkable: decent at some fields, bad at others. If it wasn't for Citizen and Reinhardt, I would call them shitty fighters.
- Reinhardt and Citizen are the epitomes of shitty fighters, though. Nothing works. Maybe the time has come to give up on them?
- Brother Frank is still your best fighter somehow, even though you disbanded her months ago.
Just a reminder, Reinhardt is carrying a dorf baby everywhere she goes, just like Brother Frank. You might wanna consider replacing her.
The schedule is currently FULL DETH DRILL year-round. Tell me if you want to change it.
Now for the KEY CHOICES.
1. Second in Command.
Unless you're planning to conscript Brother Frank again, appoint your lieutenant. This dwarf will receive second-best equipment (you'll get the best) and will lead your squad in case something happens to you, or in case you won't feel like drillin'.
2. Position/Profession Names.
This needs some explanation. Due to whatever reason, DF combat engine only states the profession of the fighter in combat logs. Not his name, second name, nickname - none of it, just profession.
In case you'll find yourself in yuge battle, alongside with your full squad of "wrestlers", "axedwarfs", and "recruits", it will be hard both for me as a player, and for you as a reader to make sense of things. We can fix this by customizing profession names. How do you want to do it?
2.1. Wot? Leave it as it is. Only the KOMMANDER matters, the rest is cannon fodder.
2.2. Sheesh. Make profession names the same as nicknames, I dun' care.
2.3. FEH! Let them call themselves however they want. Assigned dwarves in your squad will choose profession names for themselves, I will come up with something for the unassigned ones like Stukos.
2.3. Hold. Mah. Beard. You will assign a professional name for every squad member personally. It can be anything from "Spearmaster" or "Penetrator" to "Pussybearer" or "Private Cuckold". Just in case - no more than 39 symbols for each name.
You will be able to choose what exactly to buy once the merchants arrive, I'll make a pause during an update for you to do it. Although it's unlikely we'll see caravans during Winter. But what are you going to sell? Random trash and unclaimed dwarven crafts (in case Sukhavati orders to start crafting) are obvious, what else?
1. Food.
2. Booze.
3. Azira's medical supplies.
4. Stone blocks.
5. Gems.
6. Metal bars.
7. Clothing.
8. Armor.
9. Animals.
For each category specify % or something like "half of our current stock", "3/4", whatever suits you. Or don't choose any of the categories, we'll stick with selling crafts and assorted trash in that case.
In case you decide to sell animals, select which ones do you want to sell:
Remember, selling someone's pets will make them hate you and possibly suffer a mental break.
Your hospital is supplied to some extent, but some things are still lacking:
Blobra cannot make powder for casts, because it requires certain stones like gypsum, which we couldn't find so far. Making soap is also a long and complex process requiring a huge deal of dwarfpower. Placing a few tables and a traction bench is doable, though. Your intern will probably manage to convince Andjord and Sukhavati to provide the necessary materials (chain, mechanisms, etc) to craft you a traction bench. Then you're golden. But still, you need a proper Hospital, no this half-arsed piece of
Let your intern worry about supplies. Meanwhile, I need you to roll a d6. Kind of hard to explain why. We received a, hrm, curious dwarf in the last migrant wave. You feel like there is something fishy about him.
6 - critical success, the mystery will be fully revealed in the upcoming update.
5 - success, your initial guess was right, you've managed to reveal some details about the dwarf.
2,3,4 - failure, must be your imagination.
1 - critical failure, the dwarf is possessed by a demon. This is your official diagnosis. Banish him to Gulag, where he'll pose no danger to the komrades.
Time to turn the manager's life into living hell. Because only YOU know what Redlabored REALLY needs.
Choose any number of options or none at all:
1. AMMUNITION! Order production of 50 copper bolt stacks (one stack = 25 bolts)
2. BARRELS! Order production of 100 barrels.
3. BINS! Order production of 100 bins.
4. BEDS! Order production of 50 beds.
5. COFFINS! Order production of 50 coffins.
6. COINS! Order production of 100 gold coin stacks (one stack = 500 coins)
7. MECHANISMS! Order production of 50 mechanisms.
8. MUSICAL INSTRUMENTS! Order production of 50 musical instruments.
9. Statues..? Would be NICE of you to specify what friggin' statues do we need? A statue of every failed manager? A statue of lion tamarin, maybe? Because I have no clue. Keep in mind that Baud's statue is already ordered, coming any day now. Statues of Grimwulf and Tobul are also ready and placed where they belong. Alternatively, you can order 50 statues of random design and see how it goes.
Grimwulf (or anyone with a save file for that matter), I've noticed that Nutkin worships Idrath. That god(ass) wasn't described. Who's that?
We also have some other gods in pantheon without descriptions and existing descriptions are hard to lurk. Maybe put them all in OP?
1. Head Miner - Givi
As many as can mine but not pushing them to breaking since we're miserable enough as it is.
2. Temporary Tavern - Open only for komrades and long-time residents
Can't open it for all since we'll plunge into booze deficit, but one has to be opened for happiness as there's too many projects that need to come before working on a grand hall.
3. Stone Situation - Set up more masonries, assign more masons
Set up more masonries and assign more masons for the immediate future. Maybe set up a workshop later if we get a talented refugee.
4. Booze Situation - "I see no problem"
Up shit creek it seems. Since the gates are open we'll just wing it for now rather than risking dangerous and suboptimal foraging.
5. Additional Goals
Increase our temp. metal smithing, definitely want our military decked out.
Additionally surface farms would be helpful for our dire booze situation; can we put some no-name/useless refugees to work the farm as it'll serve us OG komrades (who are first among equals, naturally), and if they start to fling shit it'll be of no real consequence?
Am willing to take things under advisement from other dwarves if they feel it necessary.
And if that wasn't enough, komrades voted for sentencing our best brewer to work in the mines.
You are banished to Gulag - a surface prison. You are forbidden from entering Redlabored OR the Outpost. You were allowed to keep your clothes and copper axe, but that's it. Wayward Son and little Melbil are banished along with you. The only way to earn your pardon is to construct the Skullfort, Grimwulf's Megaproject. Choose your approach:
1. Forget about Skullfort for now and focus on your living conditions. Build surface houses, farms, basic defensive measures like walls and such. Forage for food and plants, brew some berries, get comfy. You are here to stay.
2. Sleep on the ground. Forget about food. Drink water. BUT BUILD THAT FORT AS QUICK AS POSSIBLE!
3. You can't fire me, Grimwulf. I QUIT! (you will leave Redlabored and settle elsewhere - this will remove you, Melbil, and Wayward Son from LP, but not completely so, since I'll be watching your progress in Legends Viewer and post updates on your life)
Additionally surface farms would be helpful for our dire booze situation; can we put some no-name/useless refugees to work the farm as it'll serve us OG komrades (who are first among equals, naturally), and if they start to fling shit it'll be of no real consequence?
We can roll like that, sure. But our more experienced farmers will be out of the game, which means your surface farms gonna take longer to tend to. It's all about experience and skill level.
You are the manager now, whether you want it or not.
Now. This entire fortress depends on your decisions. These are the chosen facilities that komrades demanded to construct a year ago.
Additionally surface farms would be helpful for our dire booze situation; can we put some no-name/useless refugees to work the farm as it'll serve us OG komrades (who are first among equals, naturally), and if they start to fling shit it'll be of no real consequence?
We can roll like that, sure. But our more experienced farmers will be out of the game, which means your surface farms gonna take longer to tend to. It's all about experience and skill level.
I wouldn't want to expose the expert farmers to any danger that happens past nor the blight of exposed day at any rate; it would be a disposable farm for disposable nu-dwarves, which only stands to benefit the greater good. Also a good punishment for any unruly dwarf that steps out of line in the future.
But an argument against that would be an argument to deny us all of more and higher quality BOOZE, and what kind of pointy-eared tree-hugging (((dwarf))) would argue against more and higher quality BOOZE I wonder?
can we put some no-name/useless refugees to work the farm as it'll serve us OG komrades (who are first among equals, naturally), and if they start to fling shit it'll be of no real consequence?
Alright, you got a point, Sukhāvatī. We'll send no-names to tend to the surface farms hoping for the best. Poor farmers will curse your name and the day you were born, but such is the manager's burden.
Spigot will be spared from working in the mines and resume working in the still UNLESS Kalin conscripts him in the military. No dwarf can overrule the Kommander's conscription.
Unless religion is treated like Opium Of The Dwarves, i'd advise designating a temple soon, dwarves who can't pray get bad thoughts from that (there is a bug that dorfs who has several dieties can only pray to the first one on the list and get bad thoughts for others, but that's alpha versions for you)
Unless religion is treated like Opium Of The Dwarves, i'd advise designating a temple soon, dwarves who can't pray get bad thoughts from that (there is a bug that dorfs who has several dieties can only pray to the first one on the list and get bad thoughts for others, but that's alpha versions for you)
We have the Muddy Chapel, though. Small temple in the Outpost dedicated to "no specific deity". It's a temporary solution of course, but it's all we got.
We have the Muddy Chapel, though. Small temple in the Outpost dedicated to "no specific deity". It's a temporary solution of course, but it's all we got.