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Kobold Camp
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== Challenges == [[Image:Koboldhouse.gif|thumb|Kobold architecture at its finest.]] Kobolds are simple creatures, seeking out primitive but happy lives without the need for massive sprawling stone feats of engineering. Players attempting Kobold Camp should follow these guidelines to keep in the "spirit" of the game and challenge: * Kobolds do not mine. Picks have been replaced with shovels, and players should never dig into rock layers. They should never dig more than one z-level down. If you choose to live in a cave instead of above-ground mud or wood huts, make it look as organic and natural as possible, and do not alter or expand it once complete. Alternatively, you could embark on a natural cave (those with entrances to the caverns) and try not to be killed by the many nasties living in there. Kobolds likewise do not make tunnels or specialized underground room structures. * Kobolds do not smith or smelt. Almost all of their necessary equipment is made out of wood, and some new items have been created to make kobolds playable (e.g. shovel and choppy to replace pick and axe, as picks and axes are too large for kobolds to equip and wield). * Kobold engineering and architecture is primitive. They mostly dwell in above-ground wooden huts only one floor tall, with the occasional two-story longhouse or other larger endeavor. Rarely will a kobold build a structure taller than two z-levels, such as a small guard tower or other highly-specialized structure. Low-tech is key. Mechanical changes and other general information of note include: * Kobolds can eat bones, meaning food lasts longer. This is a good thing, but it also depletes bones which can otherwise be used for armor and trade goods. * Kobolds are very weak creatures, meaning most any kind of combat encounter, even with mild, natural animals, is a life-or-death experience every time until they get some decent skills. * Elves will fuck your shit up 7 different ways and attack on a fairly frequent basis. They're normally very easy to defeat, but kobolds aren't particularly tough, so their weakness is more than compensated for. * The kobolds of Kobold Camp feature different ethics, meaning different interpersonal behaviors than vanilla kobolds. * Names are untranslatable, as kobolds still use the [UTTERANCES] tag, the illiterate bastards. Survival in Kobold Camp depends primarily on making good use of the natural landscape and living off the land. The primary source of food is through plant gathering, hunting whatever isn't too dangerous, and trading. The best option for creating a camp is the "Use Kobolds" option on the pre-embark screen (Play Immediately, Plan Carefully, Use Kobolds), as it pre-selects the necessary jobs and equipment that suit the mod.
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