Gnomoria > General Discussions > Topic Details
HockieHoar12 Apr 7, 2013 @ 8:09pm
Early defense
No matter what I do early on I end up losing a few people and I dont want to wall myself in it seems like a stupid tactic I do keep it to one entrance but I still get ♥♥♥♥♥
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WIbidog Apr 8, 2013 @ 2:01am 
Well...you could just set it on peaceful and turn up the difficulty later once you have a military, that's what I'm doing, but I'm also terrible at this game.
Keyes Apr 8, 2013 @ 2:11am 
Most goblins arrive shortly after the first migrant wave. Usually I designate one gnom in a squad already, so he can equip himself with armor and weapons already. Give the squad the perk milita so they keep working. When enymies arrive, i just fill the squad up with other miners and woodcutters (old trick from dwarf fortress, cause they already have weappons) and with a bit of luck they wrangle them down without casulties.
Goblin Techies Apr 8, 2013 @ 7:03am 
Goblins spawn unarmed at 3000 kingdom worth and they spawn armed at 5000 KW. When it's still under 3000, you can just rush them with everyone without much trouble. While getting full copper for 2-4 gnomes, you will need bandages because you will start bleeding once they come with weapons. Full copper armor will protect you from everything until goblins start appearing with iron or when mant invasion arrives(you'll want FULL bronze at least).
HockieHoar12 Apr 8, 2013 @ 9:58am 
Ok thx guys i also try to funnel them into a 1x1 or slightly bigger bridge kindof like Sparta i really wish that crossbows were easier to get so i can just gun them down. is there a way to keep then KW low or do i just have to deal? i did also notice that the less gnomes i have the less goblins show up. lastly how do i bring in a merchant and would he sell weapons or just materials?
[SSA] Emil1213 Apr 8, 2013 @ 10:58am 
I must suck at this game. 3rd day winter Year 2. Population: 14. Deceased: 38
HockieHoar12 Apr 8, 2013 @ 11:34am 
lol i never made it to the spring in my first year gnomes dieing was obviously intended but im not sure what the average is
hippiedippydoo Apr 8, 2013 @ 1:57pm 
Dang Emil1213. you dont suck to bad. i havn't made it past fall year 1 haha i get to fall and have 2 gnomes left and no water and i just leave for a restart. After asking and reading for alot of help on here i am just about to hit my first year 1 winter with only 1 death :) Love the game but it's tough.
HaidrGna Apr 8, 2013 @ 3:46pm 
Yeah it can be hard the first few (or dozen) times you start with a new game. Some things I use that really help in staying alive and keeping things managable:

- Start out on normal map for beginnings, smaller maps increase the chance of early run-in with animals, bears can really devastate your tribe. The larger maps have a problem later on, when mants show up, you will have a harder time finding the scout each day, but on plus side there is much more natural resources like food and wood available.

- Plan your settlement in advance, the game starts in pauze so you can look around the map and find a place that is easy to defend with access to materials nearby. You may want to start near water if available, to build a well, this will be your saving grace if you ever run out of drinks.

- Military, you best start out with this right away, I always make a squad for every Gnome in my settlement. I make a uniform that has any on all slots, a position with Militia perk, and a formation with On the Run perk and Avoid Enemies checked. This makes your gnomes run a bit faster and automatically avoid enemies and equip the best weapons/armor available. If you also enable Attack Orders, you can have your entire town jump an enemy if the need arrises. You may also want to create a soldier uniform and position/formation later on once you can spare gnomes for more permanent defence.

- Plan out your building. First dig into a mountain or a few levels down (-5 should be deep enough, dont go deeper at start) to find stone, you need stone. Have your woodcutters chop some trees, preferably of one type of wood, I usually take pine. Build 5 Crude Workshops and set them all to make planks on repeat. Set one to make up to 2 Chisels, one to make up to 2 chairs and one to make up to 1 workbench. Set priority on the workbench and chair stations higher than the rest and above the plank order. Also setup a pasture for your yaks and some farms. This way you can make the workstations you need, first the Carpenter, then the Stonecutter, then the Stonemason, then the Sawmill. If you do it right you can also start making 3 tables at your carpenter and make a Merchant Stall before day 5. Then you will want to make a Kiln to start making clay statues to sell (only make what you can sell, dont make after merchant has left at end of day 7). You also want to make a Butcher shop for bones, Leatherworker, Bonecarver, Loom, Tailor. You need these and a cotton farm to start making Bandages and Bone armor/helmets. Later you can also start crafting other pieces of leather armor for your first soldiers, this will really help in keeping them alive.

- You should know that you are safe until the end of Fall, Day 1, by then you should have made your camp only accesible at one point where you can have your soldier(s) stationed to fight of goblins. Try and have all material hauled in your camp as well so your gnomes do not run off in middle of the night.

- After this you should really keep an eye on your Kingdom Worth. Do not make fancy constructions yet, maybe a good room for your soldier so he sleeps better. If you had the merchant come in year one you probably also traded in some copper ore and you can start making extra tools and a smelter. You will want to smelt all weapons except a sword/axe and one hammer per soldier, having both axe and hammer will make chopping goblins and later mants up much easyer. I always smelt 2 handed weapons and shields, but you can keep whatever you like, though remember the higher your wealth, the more and better equiped the enemies are. Try and make a full set of plate, having armor in all slots really makes your soldier a lot stronger. Under 5000 worth the goblins will not come armed, but you will have a hard time staying under 5000. But your should really try and keep as low as possible and under 35000, unless you want to deal with mants. Also watch your food supplies, dont make to much or you risk early mants.

- If you do reach 35000 at some point, a mant scout will come each day, if you kill him you are safe for that day, if you fail and he gets away you will get attacked by 3 or more mants (assuming normal difficulty). They can rip you up if you have grown to fast.

- Have fun:)
HockieHoar12 Apr 8, 2013 @ 4:34pm 
Originally posted by hippiedippydoo:
Dang Emil1213. you dont suck to bad. i havn't made it past fall year 1 haha i get to fall and have 2 gnomes left and no water and i just leave for a restart. After asking and reading for alot of help on here i am just about to hit my first year 1 winter with only 1 death :) Love the game but it's tough.
lol same here doing much better now
Haidr'Gna ty all of that is very helpfull i did end up chosing the biggest map possible because of the stupid animals early on. Does the merchant bring diffrent things each year? or are we stuck with the same crap? and is there anything you can advise us against doing so we can keep our KW down? thank you
Tarot1970 Apr 8, 2013 @ 4:47pm 
My most recent game, on the 1st of Summer, Year 1, my KW was a little under 3200, and the first goblin appears, a fighter with a sword. Swarmed him with everybody, and I'd already made 50ish bandages, so I didn't lose anybody. But, of course, my KW is now over 3700 with the addition of one copper sword.

Merchants are a good way to dump KW and keep it under control. The merchant charges about 10x the KW of items and pays about 1/10. So, on a trade valued at 3000, you are turning 30000 KW into 300. You can overpay if you need to.
Tarot1970 Apr 8, 2013 @ 5:10pm 
Originally posted by HockieHoar12:
Does the merchant bring diffrent things each year? or are we stuck with the same crap? and is there anything you can advise us against doing so we can keep our KW down? thank you

One merchant on Spring 5th. Multiple merchants on Summer 5th (I have seen as many as seven - each will need their own stall). One merchant on Fall 5th, None in Winter.

I think that the merchants goods are linked to your KW.
Early - copper, tin, malachite, silver ores; any seeds; livestock
Later - add fruit & grain, logs, wine, tree clippings
Later - add iron and gold ores;
I assume that more will come later, my highest KW so far is 250 000ish.

Your Great Hall counts double for gnome recruitment, but only once for what's invading you. So, install statues, etc. there before decorating personal rooms. Build slowly. Smelt extra weapons and armour. Dump goods on the merchant. Get two gnomes in head to toe plate with axe/sword and hammer and start them training preferably before KW is much over 20000. Try to get them into bronze with bronze hammers before 30000.
Wegadin Apr 8, 2013 @ 5:31pm 
Seriously! Wall yourself in! Just make a flatter map and build a big wall. You can make everything you need inside. I have 42 gnomes and have only lost 4 and thats because gnomads appeared right in front of mants. Also, if you have a door, beware of mants as they will most likey crush you with a ridiculously large army. If you don't want your entire town painted red with the blood of your gnomes, then wall off. =)

As you get stronger begin taking the countryside and build an entrance, just put two training camps with squads at them near entrance and they will take care of the enemy.
hippiedippydoo Apr 8, 2013 @ 7:36pm 
I keep seeing people talk about a great hall. What is a great hall and how do i build one. i can't seem to figure that out
Ishan451 Apr 8, 2013 @ 11:51pm 
Originally posted by HockieHoar12:
Ok thx guys i also try to funnel them into a 1x1 or slightly bigger bridge kindof like Sparta i really wish that crossbows were easier to get so i can just gun them down.

Don't do that. Best way to use your Ranged guys is by creating a passage enemies have to travel while you pelt them over a gap with your ranged guys. Have the enemy move along the trench while you can shower them from savety. Maybe later add mechanical doors so you can trap them on that road for your 'Archers'.

Have at least a 2 wide road. Why that is important? So your people can move and dodge. If you funnel them in a 1 wide road, you depend to much on armor. Only include 1wide intersections to set up doors between them. Having a couple of those (especially on the road you will use your archers on) will slow the enemies advance, because they have to break down each and every one of those (they just deconstruct and can be set up again afterwards). Use Stone doors.


Originally posted by HockieHoar12:
is there a way to keep then KW low or do i just have to deal?

Only build the absolute minimum of necessities. Don't build Tables and Chairs (you don't need them) unless its for a workshop. Stick to raw stone walls and dirt for the first year.

Don't mine below Depth 0 without access to a way to create coal for torches (i personally prefer playing without stuff that randomly spawns inside your fortress, bypassing all defenses).

Build a Training Area as the first room anyone has to pass through into your base. You can stick a squad in there and have them train until an enemy shows up. Build their quarters and a small stock of food and drink nearby, so your soldiers will never need to leave far. Put a Hospital close to it as well, so bleeding Gnomes don't run through all of your base (and possibly bleed to death)

And have half of them train in the way of gnome (check the perk requirements) for a season, then change them over to their primary weapon. Why, you ask? The way of the Gnome is a good way to raise Dodge and Fighting skills. Your Gnomes won't be defenseless even if they injured their weapon hand and can't hold a weapon anymore.

Training Gnomes 50% with armor and weapon and 50% without is a good way to deal with things.

Build a distance to your guardpost (the training hall), add stonedoors to it. Add a torch infront of it. Don't go overboard with the doors, they raise your kingdom worth.


Build the Marketstall behind your Guardpost, so your gnomes can labor behind the protection of your Military.

Personally i am going through the first year with 2 dedicated soldiers and 10+ workers. I set 2 Soldiers at the first arrival of Gnomades in the first year. The two of them then train one in plate one as "monk" . By the end of the first winter i am usually having 30ish Stats in Dodge and Fighting on both of them, as well as 30ish primary weapon skill.

Try getting a marketstall up before fall. (ideally before 5th day of summer) and sell the Merchant enough goods for 16 copper ore. I usually do that with clippings, since i clip every tree before i fell it, even outside groves, but since you need a bonecarver for your tailor anyway, crafting that 1 bone needle and the rest of yak bone into statuettes might do the trick. (And don't forget to put your yaks into a single pasture before the end of day 1 so your yak gets pregnant - if the offspring is a male, butcher it, if its a female, lucky ♥♥♥♥♥♥♥ :) )

With the 16 copper ore you have enough to craft 1 Anvil. In the next Spring you then can trade for more copper ore. That way you don't need to dig to deep and risk getting Zombies, Skeletons and all that other stuff.

Selling Bone Statuettes goes for 20ish Tradevalue per Statuette (more or less depending on quality) and it gets rid of bones. Maybe craft a skull helmet from the yak skull. If you start killing Goblins, always butcher them (Goblin meat can be used for sausages) and craft their bones. By the end of the 2nd year, you probably should have enough for 2 full sets of armor and around 15 Gnomes under your command.

Originally posted by HockieHoar12:
i did also notice that the less gnomes i have the less goblins show up. lastly how do i bring in a merchant and would he sell weapons or just materials?

Gnomades are attracted by Kingdom worth. Don't ornament your walls, try to do as little as possible, to slow down the Gnomads. Ideally you only want 1 shipment of Gnomads per year (you should get 2 in the first year bringing you close to 12 gnomes). They are a good way to gauge if your kingdom has expanded to fast. If they keep sending you 5+ gnomes every season you probably will have a big problem with invasions in no time. (Gnomes need time to develop their skills too, not only your fighters. The differance between 2 Builders that labored for 3 years on their own and 4 that shared the same job for the same time as the 2, is huge.. if you only go with the bare minimum for your gnomes all around and spread out their jobs, you will see many stats increases, making them move much faster, work twice or 3 times as fast as a gnomad... having some patience pays off in skills and stats, making a single gnome 3 or 4 times as valuable as 1 gnomad)

Usually if you only craft the bare minimum, you should remain below 3500 kingdom worth, so the worst you will face are simple enemies with weapons, or no weapons at all. The 2 soldiers should be more than capable of handling them. Expand your Great Hall with a few block floor tiles (engraved or not doesn't matter) during Winter. Block Floor tiles add 10 per item worth and it gets a multiplier (sorry don't know from the top of my head how much) for the Great Hall. So don't go overboard. You want just enough to get Gnomads in spring of the 2nd year.

If you focus on mostly Dirt and Rawstone constructions your Kingdom Worth won't increase much either. You will have around 4 Merchants visiting you and 2 Soldiers training for 1 and a half year. If someone dies, you get replacements. By winter year 2.. you should have 2 very beastly soldiers. At which point you can start replacing floors and making the place pretty. Giving people (who aren't soldiers) personal quarters, moving them out of the straw bed dorms, and so forth. Fill up your Squad with soldiers. Arm them, next. That should be year 3. And then you should be ready to expand below 0. Maybe build another Guardpost between your primary fortress and the mine.

Bone Statuettes will provide you with enough trade value (especially if you breed yaks -> 1 male + 6 females in a pasture, means you get 1 yak per day and tons of milk) to fill your copper needs. It will start you out nicely on the tinkering end (have a dedicated doctor gnome that dabbles in tinkering nearby the hospital) before things get to dangerous.

And if things get boring by fall/winter of year 2, you can always speed up the process by giving everyone a nice room and doing all those things that skyrocket your kingdom worth.

Sell excess weapons to the trader. You don't need them and the goblins and skeletons will deliever ample supply anyway once you increase your army.

Originally posted by hippiedippydoo:
I keep seeing people talk about a great hall. What is a great hall and how do i build one. i can't seem to figure that out

A Great Hall is a Dinning Room. When you assign a Dining room you have the option to check a box to make it the Great Hall. The Great Hall is where idling workers will hang out and provides a boost to Kingdom Worth to everything build within its confines.

Building normal block walls (not raw ones) adds 10 for stone per tile (floor or wall) and 50 per percious metal. That is amplified by a multiplyer in the Great Hall.

Also go easy on Tables, Chairs and Beds unless you need them. They add quite a lot, depending on craftsmanship to your kingdom worth. Some stuff even multiplies its worth just for being set up, like a Statue. A stone statue has, iirc a 3x multiplier, just for building it as opposed to having it sit around unconstructed.
Last edited by Ishan451; Apr 9, 2013 @ 12:11am
Tarot1970 Apr 8, 2013 @ 11:52pm 
Originally posted by hippiedippydoo:
I keep seeing people talk about a great hall. What is a great hall and how do i build one. i can't seem to figure that out

Make a Dining room.
Click on the floor of the Dining Room to get the window that says "sandstone (or whatever) floor". Click the button for Dining Room in that window. This will open the window showing the value of the room. There is a tick box for "Great Hall." You may have multiple Dining Rooms, but only one Great Hall.
Last edited by Tarot1970; Apr 8, 2013 @ 11:56pm
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Date Posted: Apr 7, 2013 @ 8:09pm
Posts: 20