☼Battle of the 8 Armies☼ - 1 Year Comparison

☼Dwarves☼

The dwarves have done well for themselves. Surprisingly they dug out much of the soil of the hill and live in a relatively horizontal fortress. Not many z-levels are used, and they are closer to the surface than most people would assume. They have indoor and outdoor farms, lots of pets and a highly efficient minecart-track system for their stockpiles. A small courtyard is walled off, giving access to their fort and trade depot. There is even a small metalworking area, which is huge for the first year.



The wealth of the fort is rather low, a good tactic to avoid early attacks. Yet, 1 dwarf died of unkown causes, while the rest remained very pacifistic, killing only 3 animals.

Spoiler: Dwarves (click to show/hide)





The overview:





Quote Dwarves

---------------------------

1 Losses.

3 Wildlife Kills.

0 Enemy Kills.

0 Prisoners.

19 Citizens alive!

9 content, 9 happy, 1 extatic.

6 Pets

26559 wealth

9414 imported wealth

2808 exported wealth

482 food stores The fortress:The overview:

☼Kobolds☼

The kobold tribe has settled on the surface near the river, leaving access to fresh water and fish. They seem to mostly rely on their massive amount of pets and the butchery products from animal farming. They have a similar courtyard area, compared to the dwarven one its a little bit larger. It does lack a way to be secured though, and the trade depot stands outside. Living arrangements are not shown on the sketch, but all kobolds have their own little room in the first soil level, presumably dug with shovels.



The kobold tribe managed to stockpile more food than any other race by far, more than 3 times the food that the next highest race has.

Spoiler: Kobolds (click to show/hide)





The overview:





Quote Kobolds

---------------------------

0 Losses.

22 Wildlife Kills.

0 Enemy Kills.

0 Prisoners.

23 Kobolds alive!

10 content, 13 happy.

51 Pets

60526 wealth

8852 imported wealth

0 exported wealth

1390 food stores The fortress:The overview:

☼Gnomes☼

The gnomish expedition was beset by bad luck. Overestimating their size and combat prowess, they suffered the heaviest losses of all races.



Only six Gnomes are currently alive, but safe. Their laboratory stretches across 2 z-levels, in its design it is similar to the dwarven fortress. Farms, rooms for each gnome, long straight corridors in the soil level. No courtyard though, because of the lack of workforce. Considering how few Gnomes there are, the food stocks of 240 units will last a long time. Not much in form of gnomish tech has been assembled yet, mostly because they were busy fighting for their lives, burying their dead, and agreeing to disagree on the decisions of their leader, Noodles. Now dead and buried.

Spoiler: Gnomes (click to show/hide)





The overview:





Quote Gnomes

---------------------------

7 Losses.

12 Wildlife Kills.

0 Enemy Kills.

0 Prisoners.

6 Citizens alive!

5 content, 1 happy.

5 Pets

?? wealth

?? imported wealth

?? exported wealth

242 food stores The fortress:The overview:

☼Orcs☼

The wild folk of the Orcs has been fighting. A lot. They are leading with the most wild-life kills, 31 helpless animals have been slaughtered by their hunters. They are also the wealthiest race, with almost 100k urist in the first year.



A few fighters might be injured, but the camp lost not a single Orc. This is good, because the high wealth of this orcish encampement will soon be noticed by rivals, coming for pillage and plunder. One can only assume that this is exactly what the Orcs want. The camp itself uses a strange fusion of kobold and dwarf fort. They have an outer wall streched till the river, giving access for a raiding dock, fishing and wells, while at the same time digging deep into the hill for their fortified sleeping arrangements, dining/mead hall and ore stocks. For barbarians, these orcs are curiously orderly, using massive stockpiles for all kinds of things.



Spoiler: Orcs (click to show/hide)





The overview:





Quote Orcs

---------------------------

0 Losses.

31 Wildlife Kills.

0 Enemy Kills.

0 Prisoners.

20 Citizens alive!

2 fine, 10 content, 7 happy, 1 extatic.

17 Pets

94898 wealth

8391 imported wealth

3670 exported wealth

287 food stores The fortress:The overview:

☼Humans☼

The human town has the happiest inhabitants of all forts.



A wooden fort has been build, housing all citizens in one large communal dormitory, with only one additional building for a noble. Otherwise all workshops and the first guild, the carpenters, are outside. Surrounded by a wooden wall to keep of attackers. The area looks perfectly peaceful, with many farms and domestic animals. Five merchants have set up shop, ready to supply the growing town with resources. In exchange for gold of course. Not surprisingly the humans keep to the surface, since they are slightly claustrophobic, but one can only wonder if the view from the hill might not one day spell their doom. Lots of open space for arrows to rain down from.

Spoiler: Humans (click to show/hide)





The overview:





Quote Humans

---------------------------

1 Losses.

8 Wildlife Kills.

0 Enemy Kills.

0 Prisoners.

18 Citizens alive!

2 content, 16 happy.

14 Pets

?? wealth

?? imported wealth

?? exported wealth

~400 food stores The fortress:The overview:

☼Warlocks☼

The Warlocks of the teal murder used a rather peculiar technique to establish their dark tower. Butchering their prisoners, they build an ethereal gate to summon free building materials. Weightless and with no value, but unlimited in supply. These blocks allowed them to build a floating fortress directly over the massive river. Separated by a lockable bridge, they live and study in relative safety, except that any attempt at dodging will lead to an early and wet grave.



Due to every floor, wall and roof being build by hand, they hold the currently smallest fort.



A trade depot has been build in the center of it, which is another peculiar thing, as Warlocks dont trade with anyone. Slightly cut off from the mainland, it will be a challenge for the Warlocks to get the raw amount of resources that a succesful Warlock tower requires.

Spoiler: Warlocks (click to show/hide)





The overview:





Quote Warlocks

---------------------------

0 Losses.

8 Wildlife Kills.

0 Enemy Kills.

0 Prisoners.

22 Warlocks alive!

1 unhappy, 16 content, 4 happy, 1 extatic.

1 Pet (Fire Mephit)

?? wealth

?? imported wealth

?? exported wealth

465 food stores The fortress:The overview:

☼Succubi☼

The demonic dungeon of the Succubi is build deep into the hill. Its by far the most vertically aligned fort, and the sketches shown only show the surface. Many more z-levels are used below, each one for a different industry.



Curiously enough, the Succubi are the most succesful traders so far.



The entry is heavily secured by traps, war beasts and a bridge. A thin tunnel leads invaders to the roof of the cave, designed as a killing floor with a waiting Succubus squad. Unfortunately, they dont have any military or metal at this moment, so the trade depot on the square is rather defenseless. Only some copper has been made in the metalworks below, for which Succubi use their own bodyheat as fuel, allowing for cheaper production. They had a lot of luck digging up old fossils and relics, but wasted much of their time smoothing their rooms, spending thought and work on interior design, not on hard labor that brings the dungeon onwards.

Spoiler: Succubi (click to show/hide)





The overview:





Quote Succubi

---------------------------

0 Losses.

8 Wildlife Kills.

1 Enemy Kill.

0 Prisoners.

17 Citizens alive!

1 content, 14 happy, 2 extatic.

12 Pets

68618 wealth

15387 imported wealth

16485 exported wealth

317 food stores The fortress:The overview:

☼Hermit☼

No man is an island. Except this glorious bastard of a hermit. Living alone in the wildnerness, the Hermit has converted four levels of the cave into a nice and comfortable looking home. Smoothed walls and floors, an exotic parrot in a cage, self-made furniture, everything one might need.



The discovery of a legendary deep bronze sword, restored from the same relics the succubi so succesfully traded away, helps him secure his position; as do his many cage traps. Who knows? Maybe he will outlive all those glorious civilizations that embarked to create massive settlements. He just wants to live his life, untroubled by the world.

Spoiler: The Hermit (click to show/hide)





The overview:





Quote Hermit

---------------------------

0 Losses.

3 Wildlife Kills. (12 caged)

0 Enemy Kills.

0 Prisoners.

1 (all) Citizens alive!

1 happy.

4 Pets

~42200 wealth

~2837 imported wealth

0 exported wealth

~200 food stores The fortress:The overview:

Save with all races in year one: http://dffd.wimbli.com/file.php?id=10325

Since the settlement of the Testy Jungles, one year has passed. Eight different races from the 8 corners of the world have come to this place to claim it in the name of their civilization. Here are their results.