It’s Fortress Friday! This week, I finish my turn and control of the game passes to @[email protected] (please confirm), with the following players waiting for a chance to leave their mark on Dwarven history.
-
(Beginning Dec. 19) @[email protected]
-
(Dec. 26) (possibly, we’ll try to confirm one way or another next Friday) @[email protected]
-
(Jan. 2) (can move up a week) @[email protected]
-
(Jan. 9) @[email protected]
-
(Jan. 16) @[email protected]
-
(Jan. 23) @[email protected]
-
(Jan. 30) First slot for new players, otherwise second turns begin from the top of the list (Porkroll, Moonworm…)
New players are welcome to apply in this thread. All players and spectators are encouraged to load up the save and see what’s going on first hand.
Files
Season 1: generated world | Ep. 1 (current save)
How to play
Importing the save
Dwarf Fortress saves are not stored in a single file. They are stored as named
directories containing over a thousand individual data files. In order to load
the game, you need to download a zipped archive of the save and place it in your
Dwarf Fortress save directory. This directory can be located in a number of
places depending on which OS you are using and what settings you have enabled.
If Portable mode is enabled (not default), the save directory will be
located in the same directory as dwarfort / dwarfort.exe. If you are using
Steam with the default locations, these are:
On Linux: ~/.local/share/Steam/steamapps/common/Dwarf Fortress/save
On Windows: C:\Program Files (x86)\Steam\steamapps\common\Dwarf Fortress\save
This directory might exist, even if Portable mode is turned off (default), but in that case it will be ignored by the game. Instead, save files are stored somewhere in your user directory.
On Linux: ~/.local/share/Bay 12 Games/Dwarf Fortress/save
On Windows: AppData%\Roaming\Bay 12 Games\Dwarf Fortress\save
Extract the FFSeason1 directory from the archive and place it inside of the
appropriate save directory, then you should see it after starting the game.
Stopping the clock
By using a combination of the “Autosave Frequency” (any setting as long as it is not “Off”) and “Pause after every autosave” options, you can cause the game to pause at the exact moment the calendar ticks over to 1st Granite (the first day of the year).
After the game pauses, you still have the opportunity to do a couple minor things, like designating blueprint tiles to label hazards, noteworthy sources of material, or leaving graffiti. You can also rename stockpiles and rooms, etc. before writing the final save. You should avoid doing anything that will substantially change the behavior of the fort or generate labor tasks (like creating / removing stockpiles, changing which items are allowed to be stored in stockpiles, enabling / disabling standing orders, creating new work orders, or designating new rooms / meeting areas). Military schedules often change at the start of a season (e.g. the “staggered training” preset). This is fine.
Any blueprints left are merely suggestions. The next player is free to ignore them. If you wanted something built there, you should have microed your miners better :P
Exporting the save
When Dwarf Fortress creates auto-saves, or if you use the “save and continue
playing” feature, Dwarf Fortress will write these saves to an alternate
directory (e.g. autosave1 or pull the lever). When you finish your turn,
you need to use the “Save and return to title menu” option and choose “Save to
this timeline.” You need to do this even though the game just created an
auto-save. This will write the save back to the FFSeason1 directory, which you can then
place in a zip archive and submit.
Making your submission.
Save files can be e-mailed to [email protected] ahead of time. Some e-mail services (like Gmail) prohibit sending large enough attachments, but if it works on your end, it should work on mine. Otherwise, the file may need to be hosted using a third-party service. Dwarf Fortress File Depot is the canonical service for this (they have a category specifically for community games), but any service which doesn’t require me to create an account or jump through flaming hoops is acceptable. Currently, the compressed save is about 50MB. It won’t get any smaller with time.
Alternately, submissions can be made as a reply to the following week’s Fortress Friday post, which will be posted in anticipation of a submission. This thread will be posted and used to coordinate the game and get the proper files into the hands of the next player regardless of if the anticipated turn was completed.
Whether or not the file was transferred in advance, The player who just completed their turn should make a top-level comment in this thread describing noteworthy events of their turn. You are encouraged (but not required) to roleplay and continue to spin a fantasy narrative out of it, but you don’t need to write us a Tolkien novel - especially if you are pressed for time and have other shit to worry about. This shouldn’t feel like a homework assignment.
My initial submission will be excessive because I am also covering the results of world-generation, the historical circumstances of the civilization we chose, and the embark. Subsequent posts will mostly be focused on chronicling events in Fortress Mode. You are absolutely not expected to export the world history and spend hours dicking around in Legends Viewer spinning up backstories for every minor goblin who gets turned into dog food.
What if a turn is not completed / running late?
If you anticipate not being able to complete your turn, just let us know (the sooner, the better) so we can make adjustments. Shit pops up. There are more important things in life than a stupid game. We won’t be mad at you.
In case Fortress Friday rolls around and there is no submission, Tentatively, I think we give the player 24 hours to actually make their post before we start openly contemplating passing to the next player, followed by another 24 hours to find out which of the next players is actually available. So if there is no update by mid-Saturday, we find another candidate, and if there is no word by mid-Sunday, they are given the green light to play.
What if a turn is completed early?
You can tease us (it’s reassuring to know progress is being made), but hold on to your spoilers until Fortress Friday. I think keeping this thing on a regular schedule will do a lot to keep everybody looking forward to updates and keeping things organized. If anticipation is eating away at you, try to fill in some lore and backstory.
Rules
There are not many hard rules, but generally
-
You play for one year in-game time. Turns should begin and end on 1st Granite.
-
Avoid using blatant exploits (the game is built of cheese, so this is sort of the pornography rule, “you know it when you see it.”)
-
Try not to save-scum (Do save though. Crashes happen, and named “save and continue” saves won’t clutter the main save).
-
You are free to use DFHack, but do not use any of it’s “Armok” (god-mode) features. Also, try to keep it modest. The fort shouldn’t fail catastrophically if the next player doesn’t have DFHack installed. Right now the only DFHack feature enabled is
seedwatch.
…
If any of you know personally of a minimal file upload server (free software, not a service) that I can run on matapacos.dog, which allows me to generate unique URLs which people can use to submit files directly, I am open to suggestions. Searching for “file upload software” or even “open source file upload server” is not very productive. There are millions of these things and most of them do way too much or not exactly what I need. I’d love to just hand out URLs which include a one-time-use auth key in them which allow players to upload the files directly.


We exchange a bin full of chalk crafts for an assortment of textiles and leatherworks. We requested that the caravan bring coke next year, as we still haven’t found any. In return, they requested cloth, offering to pay double for it. At some point, a few extra dwarves must have arrived because there are a couple extra unfamiliar faces around here.
For the rest of the year, construction in the fortress continues apace, building bedrooms and furniture for the residents - 18 dwarves and 5 human monster slayers.
The miners have just about given up hope of finding any fuel at all. They break the news to Gay King Prince Charles in the year’s final administrative meeting. Gay King Prince Charles thinks in silence for a moment. Without fuel ores, the only way we can power our furnaces is with magma or charcoal, and I don’t see any magma. For coking steel, magma won’t even cut it - charcoal is the only option. She breaths a deep sigh which condenses in the cool winter air. “We might have to go Isengard on this shit.”
State of the Fortress
Population 23 - 18 Dwarves, 5 resident (not yet citizen) human monster slayers
Farming, Carpentry, Stoneworks, Metalurgical, Jewlery, and Tailoring industries established to greater and lesser degrees.
Ores of iron and tin discovered
First cavern level discovered, almost completely explored. No water, no magma. A large chasm leads to Cavern 2.
Large amounts of cave spider silk collected (roughly 200 units worth), in addition to gems, tower caps and fungiwood
18 luxurious bedrooms + a communal dorm room. At this particular moment, you can tell which bedrooms belong to a named player because they have stone cabinets in them.
NO COKE - must burn wood for coal. Magma would greatly reduce our reliance on charcoal and enable things like infinite green-glass / earthenware production.
Breeding pairs of Turkey, Guineafowl, Sheep, Cow, Horse, Cat, Dog (as long as the animals are straight, also this is un-fucking-believably lucky)
An indoor pasture for grazers!
Functional well fed from aquifer
40 iron, 20 tin bars available, 71 cloth, even more thread waiting to be made into cloth (save some for sutures though)
2 bee hives, I guess we need jugs to harvest these
A handful of dimple cup dye
Just over 200 stone block constructions (mostly floor)
Recommendations
We have narrowly crossed the population threshold to become a hamlet (20), which is when strange moods and small raids begin to happen. On the other hand, we have blown past the wealth requirement (5000☼) with 19000☼ created wealth. This will drive a lot of immigration in addition to drawing unwanted attention.
I suggest starting a second living space + workshops deeper down rather than carving dozens of additional bedrooms near the surface. Closer to magma, and ideally below a cavern lake so we can build some water wheels for power. This may take more than one turn to accomplish. Surveying the lower caverns will allow longer term plans to be made without worrying about unexpected entrances for giant cave spiders appearing in the middle of where the tavern was supposed to go.
Security is currently low. With the wrong roll (flying level 2 building destroyer), a beast can break the stone door in the cavern and fly up the well. A climber might be able to go down the well and then take the stairs. Any type of level 2 building destroyer can do the same with the stone door at the surface. We should build alternate trap entrances for unwelcome guests (especially on the surface).
It is your choice whether to take the iron bars and start making armor, or if you should burn considerably more wood to produce steel. There’s plenty of magnetite ore and there are DEFINITELY enough trees, but there are 3000 elves less than a day to the north of us. We haven’t met them yet. You will likely receive their first diplomatic envoy in Spring.
We should at least try to get some bears from them, or some other creatures we can toss into a moat. There’s also a sliding scale between pissing them off and causing them to send a raid (with steel weapons, the only concern would be their trained war animals).
Likewise, we may receive our first diplomatic envoy from the Humans in Summer.
I only played about 15h of Dwarf Fortress (which was barley enough time to get a general idea of the game). Can I say I really like the look of the Fort ? Looks efficent…mine always looked kinda chaotic.
Looks promising! I agree about moving lower, I think that might be a meta decision in the new siege paradigm, make them less likely to tunnel all that distance. But I have no idea if that would really work.
I’m curious how we will manage multi year projects. In previous games I stuck to manageable projects I can get done in a year but some things really cant be done that way.
I think we should prioritize clothing, I think that would be a reliable way to trade with the elves. Doesn’t even have to be their size, I think it might be a kink thing but they love to buy tattered and dwarf sized clothing, as long as it’s not leather. Maybe not silk either? In any case you need the industry eventually. And you can make books wih the by-products as well.
On defense, I think with some training it’s not unrealistic to believe that a couple bolt throwers with wood or bone bolts fully loaded would be up to the task of repelling invaders. Especially unarmored but I think the volume of fire means they’re likely to hurt even armored foes. But training might be an ordeal.
The bolt throwers can probably clear out Hell itself, but only if they are constructed and supplied ahead of time :big-cool:
Oreb looks down at their armor, ‘Thank Armok we’ve found iron.’ There is hope.
The fortress is off to a great start! That indoor grazing pen and the ‘hopefully’ breeding animal pairs are a big deal. Really looking forward to watching both develop (or fail catastrophically). Overall layout is top notch and your write-ups are a great mix of role-playing and information.
Glory to The Emerald Rag!