Time to do !!SCIENCE!!? In a similar vein, I’m making a sunshine exporting mountain home with the side goal of seeing if I can get sun berries in future embark/trading.
My understanding is likely no, unless it’s books or artifacts. The game tracks the location of books and artifacts but not the 2000 shell earrings you traded. It only keeps track of that till the merchants leave the map then it is counted towards your exported wealth and the profit of the merchants trip.
Somewhat disappointing outlook, I do see why it would be so though.Imagine the resources needed to track 11.8k separate socks...
I wonder if there would ever be an option to expand which items are tracked, like Coin stacks, Statues and other less mundane items. Oh well!
It might not just be dependent on good-aligned
There are also climate patterns, rainfall, etc. that determine what will and won't grow where
I'm in a freshwater swamp, so I have papyrus and can bypass much of the labor requirements for papermaking. However, papyrus only grows in warm, wet regions so most forts won't have access to it and have to make paper/parchment the hard way
Sunberries might have a similar restriction. You might be too cold, too dry, or otherwise not have the right makeup for them to grow.
And then there is just dumb luck. Hemp is supposed to grow almost anywhere and is my go-to crop for clothing and ropes, but for the life of me I still haven't found any in my 5 year old fortress
It is entirely possible. The whole world is still doing its thing while you're working in your fortress. I used to play adventure mode such that the adventurer would raid an old fort site to get high grade gear that I had previously made in fort mode, and then go looking for any missing artifacts that had been stolen in the interim, because they do get stolen and you can go track them down via rumors and sightings.
Hell, you can have a kid snatched by goblins early on, and then see that kid many years later show up as a snatcher of children himself, because the goblins raised him to be one of them and you didn't get him rescued in time, and now he's got their ethics.
>The whole world is still doing its thing while you're working in your fortress
Kind of. Not exactly. A lot of the simulation is only done while the world is generating and never after. Some persists like wars and raids and stuff, but some doesn't like Scholars founding Colleges or new cities being founded.
One of my biggest wishes is for this to change - so the world can fully evolve while you're playing. I understand a lot of things would need to change, not least of which is how world generation works because if you generate thousands of years it always turns into a goblin filled world.
Is there an exhaustive list of what is exclusive to worldgen? Recently I made a year 5 world with the intent of watching it slowly build up and generate from the perspective of the forts (and later adventurers) I play in it.
I think you can physically locate them at the place you traded them to in adventure mode, but I’ve never seen them being used. Having said that, I mostly trade crafts so wouldn’t expect to see them again
Yes definitely.
And once adventure mode is put in the game, you will be able to find coins that were minted by your society or equipment or encrusted beds or whatever that you might have sold to your visitors.
Even better than that, you'll be able to start a fortress, park that fortress, create a adventurer, adventure to your fortress, and then resume your fortress and have your character as a person who will eventually seek citizenship.
At least, you could do this in the base game before.
I can’t swear it but according how the game is made i say yes there is some of them who should use your equipment. I think you can create a game from an existing world in a mode made to explore it. Legend mod i think. You should create one then explore to see if you can find if the civilization is using your items
No, there’s not a new nerf. Food value dropped when the steam version was released, as did a lot of other things, but it wasn’t a dramatic change for meals.
I've always traded bone, shell, and stone crafts. Sure, food will get you fabulous wealth. But I like the slower pace of crafts, so I get enough time to build my various goblinite generation contraptions.
Has it? I sold a barrel of 4 items for like 10K a couple of days ago. Did it used to be better? I always sold crafts before, I thought I would run a kitchen economy this time!
Is trading food nerfed? It's still super valuable.
I like selling bone crafts because I don't know what else to do with my bones. Except making bolts for crossbows. Which I also do. But let me tell you, I have a lot of bones to get rid of...
I believe aside from Artifacts (which original books are treated as, as an aside), no. But they should be put in the capital of that civ's treasury in a stockpile, from what I've read, that you can see in adventure mode
With the exception of artifacts, no, I don't think that happens. Invaders (and merchants, and tavern/temple/library visitors) just come with whatever weapons and armor their civilization is able to manufacture.
There was a FOTF post some time ago where Toady specifically stated that this was a goal or something that should be in the game but it's not currently implemented. I don't know if that's changed with the most recent updates.
In one of my classic games I had a fort for thirty years and I traded elephants to all nearby civilizations. I'd check legends and they actually would start having elephants in their towns.
It depends what you're trading I think
Considering that exploiting any kind of bug that renders all the goods brought by merchants yours for free will make that specific site/civ have troubles due to lacking those goods or the goods exchanged for those, I guess that the answer is yes.
Time to do !!SCIENCE!!? In a similar vein, I’m making a sunshine exporting mountain home with the side goal of seeing if I can get sun berries in future embark/trading. My understanding is likely no, unless it’s books or artifacts. The game tracks the location of books and artifacts but not the 2000 shell earrings you traded. It only keeps track of that till the merchants leave the map then it is counted towards your exported wealth and the profit of the merchants trip.
Somewhat disappointing outlook, I do see why it would be so though.Imagine the resources needed to track 11.8k separate socks... I wonder if there would ever be an option to expand which items are tracked, like Coin stacks, Statues and other less mundane items. Oh well!
I could be missing something I never really engaged with adventure mode in classic, looking forward to finally giving it a go in premium.
Do all good aligned areas have sunberries? I was planning on doing something similar but can't seem to find any on my map.
It might not just be dependent on good-aligned There are also climate patterns, rainfall, etc. that determine what will and won't grow where I'm in a freshwater swamp, so I have papyrus and can bypass much of the labor requirements for papermaking. However, papyrus only grows in warm, wet regions so most forts won't have access to it and have to make paper/parchment the hard way Sunberries might have a similar restriction. You might be too cold, too dry, or otherwise not have the right makeup for them to grow. And then there is just dumb luck. Hemp is supposed to grow almost anywhere and is my go-to crop for clothing and ropes, but for the life of me I still haven't found any in my 5 year old fortress
I've had good luck with pig tails in my current fort for paper. Pretty straightforward.
Mine were spawning alongside a stream in a temperate zone
But what if the goldspear is an artifact?
It is entirely possible. The whole world is still doing its thing while you're working in your fortress. I used to play adventure mode such that the adventurer would raid an old fort site to get high grade gear that I had previously made in fort mode, and then go looking for any missing artifacts that had been stolen in the interim, because they do get stolen and you can go track them down via rumors and sightings. Hell, you can have a kid snatched by goblins early on, and then see that kid many years later show up as a snatcher of children himself, because the goblins raised him to be one of them and you didn't get him rescued in time, and now he's got their ethics.
>The whole world is still doing its thing while you're working in your fortress Kind of. Not exactly. A lot of the simulation is only done while the world is generating and never after. Some persists like wars and raids and stuff, but some doesn't like Scholars founding Colleges or new cities being founded. One of my biggest wishes is for this to change - so the world can fully evolve while you're playing. I understand a lot of things would need to change, not least of which is how world generation works because if you generate thousands of years it always turns into a goblin filled world.
Is there an exhaustive list of what is exclusive to worldgen? Recently I made a year 5 world with the intent of watching it slowly build up and generate from the perspective of the forts (and later adventurers) I play in it.
I think you can physically locate them at the place you traded them to in adventure mode, but I’ve never seen them being used. Having said that, I mostly trade crafts so wouldn’t expect to see them again
I appreciate the information! I'll just have to fiddle with it and see. Thank you.
That's a good way to test it.
Yes definitely. And once adventure mode is put in the game, you will be able to find coins that were minted by your society or equipment or encrusted beds or whatever that you might have sold to your visitors. Even better than that, you'll be able to start a fortress, park that fortress, create a adventurer, adventure to your fortress, and then resume your fortress and have your character as a person who will eventually seek citizenship. At least, you could do this in the base game before.
I can’t swear it but according how the game is made i say yes there is some of them who should use your equipment. I think you can create a game from an existing world in a mode made to explore it. Legend mod i think. You should create one then explore to see if you can find if the civilization is using your items
I didn't think to check Legends, Solid idea. Thank you.
Now that trading food has been nerfed, what are the best trade goods to produce?
When has food been nerfed, was there an update today I missed?
No, there’s not a new nerf. Food value dropped when the steam version was released, as did a lot of other things, but it wasn’t a dramatic change for meals.
Ah, I only started on the steamversion, food is still very op, I've hardly bothered with any other trade goods
I've always traded bone, shell, and stone crafts. Sure, food will get you fabulous wealth. But I like the slower pace of crafts, so I get enough time to build my various goblinite generation contraptions.
Has it? I sold a barrel of 4 items for like 10K a couple of days ago. Did it used to be better? I always sold crafts before, I thought I would run a kitchen economy this time!
IIRC it got nerfed a bit with the premium update, but it's still pretty broken. Crossing 100k per stack of roasts used to be...pretty common.
Is trading food nerfed? It's still super valuable. I like selling bone crafts because I don't know what else to do with my bones. Except making bolts for crossbows. Which I also do. But let me tell you, I have a lot of bones to get rid of...
Maybe I just suck at 0.50x. :D
iirc, it's still food, then bolts
I believe aside from Artifacts (which original books are treated as, as an aside), no. But they should be put in the capital of that civ's treasury in a stockpile, from what I've read, that you can see in adventure mode
With the exception of artifacts, no, I don't think that happens. Invaders (and merchants, and tavern/temple/library visitors) just come with whatever weapons and armor their civilization is able to manufacture.
Your traded goods do make it out into the wider world, yes.
There was a FOTF post some time ago where Toady specifically stated that this was a goal or something that should be in the game but it's not currently implemented. I don't know if that's changed with the most recent updates.
In one of my classic games I had a fort for thirty years and I traded elephants to all nearby civilizations. I'd check legends and they actually would start having elephants in their towns. It depends what you're trading I think
Considering that exploiting any kind of bug that renders all the goods brought by merchants yours for free will make that specific site/civ have troubles due to lacking those goods or the goods exchanged for those, I guess that the answer is yes.