Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
That being said, generated places are usually pretty dull anyway.
Yes, you can banish dwarves their and ask for dwarves to come back, but that's about it and Is in no way correct to say to the OP "you can already".
actually if you read the original post he mentions invading and occupying specifically. not setting up trade. so my most of you can already was accurate. its the second poster that mentions using the colonies for trade/ new forts.
It is of course possible that OP didn't mean that, it's just that over the years we have seen that kind of thing quite a lot.
If two forts belong to the same civilisation, you can get migrants drawn from any forts not currently being played. If they belong to different civilisations, in theory you could attack your old fort. With the current game systems, this would always be an off-site raid from your current fort targeting the old one, so you wouldn't be able to see it happening, you would just get the usual raid report.
I don't really know how that would work out - the game will have records of actual dwarves, and their skills and equipment, at the target fort, so I think it would use those for the local forces when you raid. Player forts seem to have much higher equipment quality (and much better skill training) than most auto-generated sites, so I suspect the battles would be very hard to win for the attacker. On the other hand, the game probably wouldn't show any effect for traps/turtling/pathfinding defenses, so if the target fort would rely heavily on those while it is the active site, it might be a relatively easy target. I also have no clue at all how the game would deal with switching back to a site that has been raided, especially if the attacker wins and takes over.