Dwarf Fortress

Dwarf Fortress

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Sif Muna's Guide to Kobold Kamp
By Sif Muna
Kobold Kamp's starting to grow into having a fair bit of systems and reactions, so I'm gonna detail how it works here.
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The Absolute Basics
Kobold Kamp is my take on a mod that's been around in many iterations for quite a long time in Dwarf Fortress' history. I've decided to take them into a direction where they range from anywhere between total primitive stone age to the early inklings of working iron and bronze. Most ores aren't of much value to you (but still make for nice crafts to sell) and overall you're at a disadvantage compared to standard dwarf living.


Some facts about Kobolds:

Kobolds are small, smaller than a dwarf. Stuff that'd be a minor annoyance to a dwarf can be a legitimate threat to a kobold. It also means that most sets of armor from foreign civs won't be able to be used without first refitting it.

Kobolds live (relatively) fast and die (somewhat) young. With a maximum age of 50 and reaching adulthood at 5, a few sets of kobolds in love can help populate your kamp if you live long enough.

Kobolds struggle with a lot of attributes. They're somewhat stronger for their size and rather nimble, but many of their mental attributes have an average below the human range, from a small malus to serious handicaps (don't go to a kobold music session.)

Kobolds are a little more mundane. They don't need alcohol to be happy (but water or some other drinkable is still a requirement to live.) They also lack the capacity for strange moods, and lack the innate ability to enter a martial trance.

Kobolds aren't exactly high tech, and miss out on several sorts of labors for it, including:
Regular smelting and making coke
Regular metalworking
Soap
Siege engines
Some other more tech-heavy reactions

Kobold values differ from Dwarves in a few ways. For one, the only crime that warrants capital punishment is breaking an oath. Murder's punished by exile, and things like slavery or making trophies out of sapients is simply unthinkable. Things like vandalism or lying are personal matters.
Kobolds are also more inclined as a culture towards smaller communities with little organized structure, holding a general disdain for law and those who seek power while valuing loyalty and merriment.
Kobold Technology
Here's the real meat of the matter, how kobolds use tools and tech in their own bold manner.

THE KILN:

Abstracting primitive smelting methods such as pit kilns and campfire smelting, the Kiln is going to be where you get your hands on metals. Clay's an important resource gathered through Kiln orders as well. It's used to cast bronze items if you've got tin and copper, plus factors into a form of writing material and building blocks.

THE CRAFTS SHOP:

Where most of your other reactions are gonna take place. Includes carving wood, bone, and cold hammering copper/silver along with primitive ironworking. Fairly straightforward, you just need the prerequisite materials to knock stuff out. Wood and bone make for poor weapon and armor materials, but they are lightweight plus cheap. You need to make blooms from meteoric/bog iron in a Kiln before you can work them here. You can also refit outfits here, though I'd be wary about refitting items you can make natively without linking workshops first since reactions might just pluck up armor you've made. You can also make weapons, some armor and tools out of various strong stones like obsidian, chert, basalt, etc.


THE CLOTHES SHOP:

Has some options for primitive clothing plus some really bad armor like cloth or woven straw if you're pressed. You can also make cloth beds.

THE LEATHERWORKS:

You can make leather cord (rope) here. Now, you can also make leather beds.

THE CARPENTRY SHOP:

Has some craft options, like wooden mechanisms.

THE KITCHEN:

Has some simple reactions at the moment, one for Muckroot Tea (10% buff to endurance and willpower, plus a happy thought) and bone broth (just stretches bones into a drink which can then be made into meal products.) Note that making broth will consume an entire stack of bones!

THE STILL:

Here's where you can make brewed tonics for stat-affecting enhancements to your citizens. Each tonic requires one plant and one inorganic stone component, and you may need to trade for each if you're trying to cook these up. The effects of the tonics are as follows:

Restorative Tonic: +50% toughness and recuperation
Invigorating Tonic: +50% strength and agility
Enlightening Tonic: +50% kinesthetic sense, spatial sense, creativity
Endearing Tonic: +50% social awareness, empathy, musicality

Each of these tonics lasts over a year, the effects being weakest at the very beginning and end of their lifespan. As such, ~6 months is when you'll have the most powerful effect of the tonics present.