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Drakenbold's Civilisation
   
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22 Dec, 2022 @ 4:12am
25 Jan, 2023 @ 4:42pm
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Drakenbold's Civilisation

Description
Dragon Kobolds

Dragon Mommies Drakenbolds! These are dragon-blooded kobolds with the strength of dwarves.

A matriarchal culture with a low male hatchrate, Drakenbolds often rely on migrants to get started, or build very small forts with only female Drakenbolds. Immigration from friendly foreign civs are important if you far from the motherland of your civ, and your male population must be protected to increase your population. Romances between females are fairly common in the culture due to just how many more females there are compared to the males. This, combined with egg management requirements, make the Drakenbolds a unique challenge for any Dwarf Fortress player.

They also have a good number of advantages due to their culture and biology. They make natural diplomats and traders due to a tendency for strong social skills. They also tend to be decent dancers or singers. They are quite content without alcohol, unlike dwarves, and you will only need alcohol for individuals who enjoy it. You can use this to focus on nest and food management early, and save alcohol production for later. They also have a strong resistance to fire, though not total immunity.

As for their cultural values, think "Lawful Evil, but cute and friendly!" They're vicious toward their enemies, but beloved by their allies. Be sure to deploy near friendly civs or your own if you're newer to Dwarf Fortress.

Mod doesn't touch vanilla kobolds at all.

Doesn't have any issues with Intro's Kobolds.
Keep in mind that Intro's Kobolds currently rename vanilla kobolds. You will have three flavors of kobolds if you use both mods.

Pairs well with the Aves Civilization mod: Birdfolk Civ by Appw!

Give Appw some love for that great mod! The following egg guide is from that mod, as the egg system is the same for any creature that uses it. Permission was given to have the explanation posted here as well in the same format. Still, some of the information is slightly different as we tackle Drakenbolds specifically.

Egg Management for Sapient Egg Laying Creatures

Now with additional spacing for people with dyslexia.

How it Works

  • Drakenbold females will seek out nestboxes if they can lay.

  • If a laying female has a spouse she recently spent time near, the egg will be fertilized and can hatch.

  • They will sit on their eggs during their free time, whether fertilized or not, and will get up to eat, drink, and work.

  • After 3 months exactly, fertilized eggs will hatch, unrelated to whether the mother was there the entire time or not.

What to Do

  • Disable Drakenbold Eggs from all food stockpiles / forbid them from being eaten. Do this for other egg-layers who immigrate to your fortress like Aves.

  • Build a hatchery room with enough nestboxes for all your females, preferably not too far away from general traffic.

  • The hatchery does not need to be a meeting area or any type of zone, but it is likely a good idea to do so for social interaction.

  • A method for females to distinguish between fertile and infertile eggs has not been found, as the egg functionality was not originally intended for sapient species. You can dump infertile eggs after they are laid to prevent the females spending time incubating duds.

  • You could also simply bulk dump all the eggs (or enable them in a stockpile) 3-4 months after the ladies lay them, and immediately again after they lay more. This will let them have a break from sitting on eggs to go party in the tavern, and more crucially, ensure wed 'bolds will have seen their husbands by the time they lay again.

  • Enjoy and protect your little 'bolds that hatch out, to secure the future of your fortress.

  • Drakenbolds have mostly females by hatching rate, but compensate for the imbalance with decently large clutches. Parents should always have multiple hatchlings at a time.

Compatibility

Compatibility patches were included for the following mods:

CREMATORIUM
ARMORY
SET PRODUCTION
SMELT ORE BY PRODUCT
STONEWORKING EXPANDED
GLASSWORKS
PRIMITIVE WEAPONS
BLAST POWDER
MINERAL POWDER
SMELL THE COFFEE
METALLURGY
BULK SEWING
CLOTH QUIVER
DUMP WATER BUCKETS

For two handed weapons you might need this fix:
Vanilla Two Handed Weapons
39 Comments
Fantastic Fwoosh 11 Aug, 2024 @ 1:51pm 
@arcturas, they have [USE_ANY_PET_RACE] which when combined with natural dwarf site depth, means they have the entire cavern in creatures. Using [ANIMAL] tokens for simple editing or removing the offending entity tokens can revert this behaviour to what you'd like.

Not my cup of tea usually, but since the page was so well put together i gave this a look. A nice template race to build ontop of into something more detailed.
Borko 2 Jun, 2024 @ 6:59pm 
Would love a version of this where they aren't mostly female, since there's some unique mechanics such as egg laying not in other mods.
Bwahaha! 17 Jan, 2024 @ 12:58am 
I figured out what it was, the mod was either A Bit of Diversity or A Bit More Diversity, it was creating crazy new stone types when the world updated. I like being rich as much as the rest of us, but 1000~ dwarfbucks per boulder was a bit much. Your mod had nothing to do with it friend. Sorry to worry you
Xenon  [author] 16 Jan, 2024 @ 10:05pm 
There is a chance that after some update, one of the compatibility for other mods broke. If you can confirm that with just my mod the issue persists, without any others, i will check it out. I dont have time to test it myself :/
Xenon  [author] 16 Jan, 2024 @ 10:04pm 
I don't touch those at all so i doubt its on side of the mod :/
Bwahaha! 16 Jan, 2024 @ 9:46pm 
I'm trying to narrow down my mod list to figure out what's going on in my worlds. I've had a strange bug where after creating a world, if I update my mods it replaces many of my stone types with things like "Booming Metal" and "Viscous Frozen Muck". These stones can't be designated in work orders, and count as Coins in the stockpile screen. They're also worth nearly 100x what regular boulders are and increase my fort value way too fast. If anyone else using this mod is having the same experience, please let me know.
Arcturas 22 Oct, 2023 @ 5:27am 
I have a Drakenbold civilisation that appears to have domesticated Ogres, Trolls, Blind Cave Ogres, and Maneras.

It's fine. Fun even. (unbalanced only because Maneras are too cheap at Embark. Free labour!).

Wondering if anyone else has seen this? May be an interaction with another mod, e.g. "More Civilisable Creatures" is installed, which will have added "CAN_SPEAK", "LOCAL_POPS_CONTROLLABLE", and "LOCAL_POPS_PRODUCE_HEROES" to these creatures.

But it's interesting that I have only seen it once. And I was thinking of writing my own civ mod so I am trying to make sense of how and why it happened. (e.g. do Drakenbolds settle evil biomes? is it a fluke and my Drakenbolds just conquered a goblin civ?)
FloofyMomo 25 Jul, 2023 @ 1:50am 
My drakonbolds aren't cutting trees.
Meow Kat 12 Jul, 2023 @ 6:14pm 
It would be nice if they didn't lay their eggs in forbidden nest boxes, something to keep in mind for next update
[+DG+] Sir_Castic 27 Jun, 2023 @ 8:31pm 
don't seem to be able to equip the great axes that "embark now" provides. perhaps a kobold embark could bring something more size appropriate