panchill

joined 2 years ago
[–] panchill@forum.stellarcastle.net 3 points 2 years ago (2 children)

I haven't played it yet, but from what I've watched and read, it seems like a totally different game within the same world (you can visit your old forts!). Looks almost like a single player game of D&D.

 

Embarked during (I thought) the first month of the year. Did some grunt work, took ages to get through an aquifer that was deeper than I'd thought, and then noticed it was already the start of August. Weird, I thought, but at least I'll get the caravan soon. Rushed some crafts, built a depot, made sure it's accessible.

The traders and liaison never showed. Not just the "here's the notification, but we'll never actually enter the map" issue I had towards the end of my last fort (which resulted in traders never coming again, since I didn't trade anything that year...), but straight up never came around. No migrants that year, either, which made getting things going an absolute nuisance.

And I wasn't on a weird island or anything - I'd settled little more than a day's travel away from the cluster of forts my civ resides in. There's a few human hamlets in between, but nothing that seems like an obstacle.

I really thought the Mountainhome had abandoned its latest fort to die, but I finally got my first migrant wave in the summer of my second year. Crossed fingers that the caravan just had their map upside-down last year, but time will tell if they get it figured out.

Have any of you had embark issues like this before?

 

I tend to look for good/bad traits and physical descriptors in animals to see if I should get them fixed (dogs and cats) or slaughter them (cows, birds, etc). Obviously things like strength, endurance, and agility matter for war animals, but is there any advantage to having good (or bad) traits in livestock? Obviously it's better to have a fat chicken than a skinny one, but what about an agile one?

I'd love to hear how you all go about breeding your own animals!