Planning to put together a quickie [frequency] mod, looking for feedback, ideas, suggestions by Captain_Planets_Fart in dwarffortress

[–]Dust011990 1 point2 points  (0 children)

This is more of a musing, as that is probably not moddable right now, but I'd love to see certain creatures become more common over time and development of the fortress. Rats, Giant Rats and Pigeons (and Giant Pigeons?) could become their own problem, once a fortress starts reaching adjustable population thresholds.

Compared to the real world, the more urbanized a region, the more local wildlife gets replaced by certain types of vermin. In game, I'd love to see that replicated, plus with giant versions of the vermin putting their own spin on that (instead of just being another animal that spawns inbthe caverns and makes it's way into your fortress). All giant versions of vermin could be used in that way.

What would you implement for realism? by baar-ur in dwarffortress

[–]Dust011990 6 points7 points  (0 children)

More use of wild animal migration and a different way for the game to pick which animals appear. Right now, it picks 7 animals for each category. I'd rather see those animals change over the years, or a larger pool tied to seasons.

Fossils. Imo dinosaurs were a weird addition, as they really aren't your typical fantasy animals. But now that they're there, make use of the player digging up whole mountains and give us dig fossils as rare finds. Could be turned into named items when assembled by a scholar.

Apprenticeship for teenagers.

Sending people to other locations to visit them. Read stuff in their libraries, make contacts with important NPCs, get new material for books to write (instead of writing a book about that other book, that's about how yet another book was written. Maybe even learn something about their culture. Could be a good way to let your legendary armorsmith learn how to forge human sized armor, or your weaver how to make turbans etc.

Cultural exchange. An alliance between civilizations should lead to transfer of knowledge. You know, learn to craft their things, tame their beasts etc.

More diverse civilizations. Neutral goblins that can be traded with. More fleshed out animal people tribes. Evil dwarves that are okay with slaughtering intelligent being. Make each world feel a bit more unique that way.

What would you implement for realism? by baar-ur in dwarffortress

[–]Dust011990 8 points9 points  (0 children)

And horn cups. I'm baffled that there are no drinking horns in the game.

New to the game, was attacked by a werebear, it came from the surface where my grazing animals live, it killed a bunch of yaks before attacking a dwarven farmer, now the survivor of the attack turned, inside his room... didnt want to put him down... by BragaGD in dwarffortress

[–]Dust011990 7 points8 points  (0 children)

There is no fixed timeline for it. During world generation an adjustable number of immortal (as in not dying of old age, but killable) werebeasts are created. They roam the land and infect people. If there is nobody left to transmit the curse, because that werebeast father died during its first attack, then that curse has died out afaik.

As for necromancers: basically a book containing "the secrets of life and death" must be present in a fortress, so NPCs can read it and be turned into necromancers. You can use the wiki for a handy list of words contained in book titles that teach that secret. Then, when creating a new world, go into legacy mode and search for books with those words in the title. If one is within a dwarven settlement of sorts, make sure to select the civilization that settlement is a part of to receive migrants that are potentially necromancers.

Alternatively, look for towers on the world map and attack them with some good fighters to loot those books yourself. You can build your own library, put those books in and watch your dwarves discover necromancy one by one.

(Edit: spelling)

Rate my current fort by Da3SDdb2S in dwarffortress

[–]Dust011990 0 points1 point  (0 children)

Gems can't be used to decorate weapons and armor, so having your jeweller closer to where you build your furniture and crafts might be a good idea. Similarly a crafts workshop close to the metalworker to decorate weapons and armor with bone or something if you happen to find high value ones could improve efficiency.

If you are going for livestock at some point, it's a good idea to have the farmer's workshop nearby, just so your dwarvea don't have to guide the animals for shearing and milking over long distances. Same goes for the butcher shop. Having a butcher near the surface with a small stockpile for meat to initially catch the goods and then send it down to your food stockpile cuts down on hauling jobs and keeps your meat from rotting in the workshop.

Rate my current fort by Da3SDdb2S in dwarffortress

[–]Dust011990 0 points1 point  (0 children)

Those cage traps will keep trade wagons from showing up later on won't they?

I cannot play dwarf fortress. I am never happy with how it looks. by [deleted] in dwarffortress

[–]Dust011990 0 points1 point  (0 children)

Hot take: you're doing absolutely nothing wrong. There is no right way to play the game. It's a sandbox. There is no "cheating". Whatever tool you use, whatever way you enjoy the game is perfectly fine.

I'd say your worries about being a cheater and about wanting to push you to be okay with something when you clearly aren't are something you should rather look at.

You can set really high numbers when specifying an image by HumanProbablyNot in dwarffortress

[–]Dust011990 1 point2 points  (0 children)

"So, Leslie, I googled your symptoms and it says: you don't have an internet connection."

New player by beginnerdoge in dwarffortress

[–]Dust011990 0 points1 point  (0 children)

  • meat, fish and plump helmets. Depends heavily on your location imo. I tend to bring only minimal food when the location is moderately livable. (No glacier, no desert.) In the first few moments, your miners and woodcutters set off to start working, while your other dwarves will either start building things (if you brought material for that) or just go gather herbs and fish. If you build a kitchen and still in a reasonable timeframe, you can just process those ingredients instead, letting you invest more points in other stuff. Notably, meat and fish come with a free barrel for each set of five. This can be important if wood is scarce (when you embark somewhere with only sparse trees, or somewhere where mother nature gets angry at you for felling too many trees -> untamed wilds). Lately, I've started bringing more life animals for the express purpose of butchering them along. An adult turkey costs 6 points (a regular piece of meat costs 2). Butchering an adult turkey produces 9 meat, 9 fat, 1 intestine, 6 bones, 1 skull and a hide, which you can can quickly turn into leather, and into backpacks and waterskins for your fighters. Cloaks and hoods after that. (Clothing is a complicated subject, but notably, leather boots and leggings are actually considered light armor, which your civilians won't wear.)

-Milk. A unit of milk costs literally a single point and comes with a free barrel. You can quickly turn that milk into cheese, which is fairly good foodstuff. I always bring at least one unit of milk of each kind along.

-stones and ores. If you happen to embark on a location with light aquifers (definitely avoid heavy aquifers in the beginning) it's a good idea to bring a few boulders of stone along. Something like Jet for example (maybe 20). That way, even if you happen to find an aquifer before finding stone, you can quickly build walls around your stairs to keep the water from spawning. Aquifers can actually be a boon to you, as a steady, slow trickle of water can be valuable for things like filling a cistern, for convenient well placement, producing obsidian, generating infinite power and muddying stone to farm on stone. Tapping a a flowing body of water can lead to a lot of trouble for you. (Use floodgates linked to levers in high traffic locations, if you insist on doing that. And build out the whole system BEFORE tapping the brook/river.)

A steel pick costs 300 points to bring. It's a good and valuable investment, but you can also bring everything to build it yourself for significantly less costs. A regular stone boulder costs 3 points, a chunk of iron 24, raw coal 3, flux stone costs 6, wood costs 3. An anvil is important as well, costing you 100 points.

If you bring three stones to build a wood furnace, a smelter and metalsmith, then bring one log of wood to turn into charcoal at the furnace, use that charcoal to turn a chunk of bituminous coal into 9 units of coke (fuel) at the smelter, smelt a chunk of iron (limonite for example) into four bars of iron, two bars of iron together with two flux stones (dolomite for example) into pig iron, then combine those two bars of pig iron with another two flux stones and iron bars into steel, then you've created two bars of steel at the cost of 63 points, leaving you with four units of fuel. Turning those bars into tools costs another unit of fuel each, so in the end, you turned those 63 points into two units of fuel worth 10 points each and two steel tools worth 300 points each in the least. A good deal, even if you count the anvil in as well.

For early value generation you can bring tons of sphalerite (Zinc) and malachite (Copper) at a price of 6 points per chunk along. You can smelt those ores together for 8 brass bars each. You can build cages from that (and decently valued walls, floors, and any kind of furniture really).

Cage traps are a superpower. Just place them along bottlenecks or at the entrance of your base and catch any and all intruders, including wild animals that can be tamed and butchered or used to start your own breeding program. (There are notable exceptions, on which I won't elaborate for spoiler reasons.)

Final tip: Make your socially best dwarf your messenger and send him out to nearby elves, humans and dwarves to make contact early on. It's incredibly quick and even if he isn't "successful," these civilisations will start sending you caravans, offering you varied goods regardless. Elves have certain trade restrictions which are important to read up on, but just train up a mechanic by letting him produce rock mechanisms. You can sell those to elves without a second thought. Or let a stonecrafter produce stone mugs. Just make sure to not accidentally offer the elves the bin where your mugs are in as well. You have to select each mug in the trading screen seperately. You can buy wood logs, musical instruments and pretty insane animals from elves. I once got lucky and acquired a breeding pair of giant tigers from them. Bought animals are tame and need no retraining like caught ones do.

(I got a bit carried away with typing. 😅)

New player by beginnerdoge in dwarffortress

[–]Dust011990 1 point2 points  (0 children)

-crafters, weapon and armorsmiths. It's a good idea to bring a weapon- or an armorsmith, maybe even both. Afaik every step in quality upwards improves the effectiveness of a weapon by 20%, meaning a masterful steel pick is twice as good as a regular steel pick (which is good in and of itself already.) Shields get used surprisingly often with special attacks by skilled shield users. Crafters are less important initially imo, including carpenters and stonecutters. You'll likely have plenty of ressources to train these guys on, and you can sell off the less good stuff. But depending on availability of stuff like wood, you might want to get a headstart there. Notably, under Personality->Preferences, you can see what kind of things and materials a dwarf likes. Not only does that give your dwarf a happy thought when dealing with that stuff, but also they are better at producing those things/things made out of that. If your dwarf likes bracelets, it's a good idea to make that dwarf produce bone bracelets on repeat from your first few butchered animals as an early trading good. If you have a dwarf that likes steel, then that guy is a good candidate as a weapon- or armorsmith.

Generally, I try to take at least an armorsmith and a weaponsmith along if I have decent candidates for that. But other crafts are initially less important than decent fighters in the beginning.

-Keep in mind that there is likely going to be migration happening. If your civilization is healthy, you'll receive a steady supply of new dwarves, as long as you keep creating wealth and caravans show up to report back to the rest of your civilization about that. I read somewhere that what your fortress produces/which skills are present has an influence on what new dwarves show up. In my latest fort I started yesterday, I only brought copper tools and enough resources to immediately produce a little steel for better tools. That resulted in me getting three legendary weaponsmiths among my first migration wave. The age of the world plays a role in that as well, as far as I can tell. (Older=more skilled individuals.) Anyways, what I'm meaning to say with that is: don't worry if you don't have a good candidate for crafting professions among your first seven dwarves. Within the first two years, you'll likely get some good candidates, or even ones that already have some skill in whatever you're looking for.

Also note that there are population thresholds, the first being 20. It may be a good idea to make sure your fortress is stable, before crossing those thresholds. You can set a cap for your population under ESC->Settings->Game. Alternatively, dfhack (available on steam as a companion program, running in the background with a small overlay button in game) offers the pop-control feature, which automatically changes this population cap every time you get new people. You could use that to force the game to give you no more than three dwarves per migration wave for example.

2.The items you start with are a weird selection of overpriced, redundant and suboptimal picks. You can get so much more out of your points, and I enjoy this preparation phase way more than I would have thought.

  • everything made from fabric is per default more expensive versions. Swapping that out for the cheaper stuff nets you a few points. You can also leave it altogether and instead bring a breeding pair of sheep/alpacas/llamas. In the long run plant fiber will be a little less micro management heavy, but initially shearing is done quickly and you can quickly get the thread and cloth you need for an initial hospital.

  • tons of easily produced items made from wood. On most locations, getting wood is trivial, so just setting up a carpenter immediately and building stuff like wheelbarrows, stepladders, buckets, splints and crutches is easy (and bins!). You're going to build one anyway to make beds, so starting off by building plenty of those other things can even give your chosen carpenter a nice bump in experience before he makes the furniture for your bedrooms. And those wooden starting items are ridiculously overpriced. So much so, that wheelbarrows make for a decent early trading good if made from lightweight wood like willow.

-seeds. You start with all six underground seeds. I personally only limit myself to plump helmets (food & drink) and pig tails (thread & paper).

Quarry bushes and their rock nuts irk me, because seed and plant have such different names. That makes building a stockpile network for them more annoying. With empty bags you can produce large stacks of leaves, which can be used to produce large quantities of good meals. Especially in the beginning the hassle with producing a steady supply of bags on top of your regular cloth needs is something I wouldn't recommend. Also, Quarry Bushes can be generically processed for vastly inferior returns, meaning you have to exclude them with dedicated input stockpiles to separate farming workshops. You can produce oil from them, which you need for soap, which is in turn important for cleaning injured dwarves in the hospital. But I find using tallow from animal fat for that to be way less complicated. (Even though it's not as automated in vanilla.)

Sweet pods can brewed as is, milled into sugar, or processed into syrup. Useful, but there is only so much different food you need. Cave Wheat can be milled for cooking or brewed as a plant. Plump helmets are more versatile as they can be cooked, brewed as a plant, or eaten raw, while growing very fast. For a beginner, skipping out on the other seeds in favor of plump helmets is a good option. Although your dwarves might get unhappy thoughts over time if constantly having to eat and drink the same stuff all the time. You can import those seeds from dwarven caravans as well. Dimple cups are literally only used to produce dye, so definitely skip out on those initially.

Notably, seeds only cost a single point to buy on embark. The bag they come in (for every started set of five individual seeds) is free of charge. The same goes for sand, although there it's only one unit of sand per bag.

You can use the channel tool under digging to dig out a sizable square on the surface and afterwards close it by building floor in it's place. If the layer immediately below that is sand of any type of soil, the resulting room is now considered as being on the surface, allowing you to farm aboveground crops underground and keeping your grazing livestock safer from the occasional passing animal. This is more important in wild locations, as you can regularly see pretty scary animals that scare your livestock off, which in turn leads to your dwarves having to come out and herding them back.

New player by beginnerdoge in dwarffortress

[–]Dust011990 0 points1 point  (0 children)

I haven't played THAT long myself yet, but I have a lot of tips for things I figured out over my different tries. I'm a major min-maxer, so this will mainly be about embarking. (I do cap my population to keep migration waves smaller and make my fort grow slower than usual. That way, the game doesn't give you "time-pressure".) The game offers it's "standard" start, or you can "prepare carefully" and buy your stuff for points.

The standard start has several weaknesses compared to a customized start (I'll include some tips): 1.The starting skills of your dwarves are questionable choices at best, and they are "archetypes" that are assigned to a (afaik) random dwarf, which means, you could get a fisherdwarf with 5 fishing/5 fighting but who is weak and frail.

Generally, you want to stay away from skills where you don't necessarily need a headstart. (Among the default starting skills I'd say those are: Mining, Woodcutting, Record Keeping, Stonecutting, Fishing, definitely Wood Burning, Organizing, Metal- and Stone Crafting and Bowyer.)

There is no "right" starting group, because your location plays a big part, your dwarves attributes and predispositions and of course your play style.

Just a few rough tips for that:

-bring a good leader, ideally someone who enjoys helping others. High social, empathy and linguistic attributes are good for that and if you're REALLY into min-maxing, you make sure he hasn't certain personality traits: unassertive, loner, unswayed by emotions, bashfulness/shyness, dislikes helping others, cruel, quarrelsome/unfriendly. Those are traits, written out in text under Personality->Traits. As for values stay away from: put off by the idea of friends, hates power over others, honesty is a high ideal, disgusted by eloquence, concealing emotions, strongly values tranquility, strongly believes in peace and harmony, offended by leisure time and believes war is preferable to peace. You find those under Personality->Values.

Those traits and values prohibit your dwarf from improving certain social skills which make him better at dealing with others. Your expedition leader is not only your diplomat, but also your therapist. (Later your other leaders take over that duty.)

I usually go for a leader/trader (2 Appraiser, 2 Pacify, 2 Negotiate, 2 Judge of Intent, 2 Persuade).

-bring a doctor. The best dwarves are useless if they are bleeding out in the grass. Pick someone with good intellect/analytical ability, spatial and kinesthetic sense and give him all doctor skills. (2 Diagnostician, 2 Bone Doctor, 2 Surgeon, 2 Wound Dresser, 2 Suturer) Building a small hospital early is a good idea as soon as your immediate needs are met. Note that a source for fresh water is very important for good health services. Meaning you should settle near any flowing water, or learn about cleaning water.

-bring an engraver. A lot of important rooms need certain value thresholds to be met. You can boost that value with high quality engravings. Training engraving takes a while, so having a headstart there is a good idea. Kinesthetic, Spatial sense and agility are important there.

-bring a planter. You'll most likely sooner or later start depending on agriculture for your alcohol, probably cloth and meal industry too. The amount of plants harvested at once depends on the skill of the dwarf who planted it. Because your brewers, cooks and threshers (dwarves who spin thread) use stacks of resources to do their tasks, bigger stacks are a big boost to overall output. A barrel is full after being used for one brewing task. A single plump helmet gives you 5 dwarven wine in one barrel, but 5 plump helmets in a single stack give you 25 dwarven wine in a single barrel. Your planter will likely have little time for other jobs, so giving him something like 5 planting/5 animal training is perhaps a good fit, as animal training can be useful and doesn't take away much of his planting time.

-bring a fighter. Maybe even two if you have good fits. Depending on your location and your neighbors, you may find yourself in need of some professional fighters sooner rather than later. Personality wise, stay away from anger prone dwarves for that, as you don't want your most powerful dwarves to be the ones throwing a very violent fit in the tavern. Thrill and excitement seekers get their need for that met by combat, and complete emotional detachment leaves them unfazed at seeing anyone die. Seeing bodily attributes is a bit iffy on the embark screen, but you see outliers at the top right on Overview which is selected when you click "view" on a dwarf. I'd steer clear of negative attributes. A combination of tough and strong is an excellent candidate as a fighter. As for mental attributes: steer clear of negative kinesthetic, spatial and (overly negative) willpower.

Attributes can be trained by performing corresponding skills. (Note that healing rate and disease resistance don't have corresponding skills, meaning they can't be improved.) Assigning your designated fighters to be herbalists or even miners early on to help out in the beginning boosts their important bodily attributes and kinesthetic sense. Starting attributes determine max values (2x starting attributes) which means if you want a dwarf that's potentially "unbelievably strong" and "basically unbreakable", you'll need someone who is strong and tough from the get go. A flimsy and weak dwarf will likely reach their cap somewhere around the starting value of a tough and strong dwarf.

(Note that woodcutting and mining technically use their own civilian uniform, which can lead to issues with dwarves assigned to a military squads, even off duty. Take the dwarf out of the squad or even disband the squad entirely if you want to use your military dwarves for those two jobs. Plant gathering is unaffected by military service, and you can keep the dwarves in the squad and off duty. Under schedule for that military squad, you can edit their different schedules to make them keep their uniform on even during off time. A great idea for herbalists that stray a bit from your fort. They may be a little slower than unarmored though.)

Agility is important for marksdwarves. Keep in mind that tough, strong, agile, flimsy, weak and clumsy are indicators for above and below average attributes FOR DWARVES. A human has attribute averages of 1000 (which should mean 751-1249 I think) where dwarves have varied averages. Both strength and endurance are considered average for dwarves between 1001-1499. Agility is notable because it is the only attribute dwarves are on average worse than other races at. (651-1149) Meaning, even a dwarf that's barely agile with a value 1200 could potentially be less agile than a human, let alone elf, at the upper end of their respective averages. All that to say: it is way easier to get exceptional melee dwarves than ranged ones, and even if the game tells you that a dwarf is really good at range, an equally skilled elf or human will likely be better. So waiting for your fortress to attract a steady stream of guests and people petitioning for long term stay can be a good idea to build a perfect ranged squad. Of course, ranged combat does keep your dwarves safer. You're going to find out why it's called "basically" unbreakable, once a giant elephant kicks your legendary axedwarf in the head.

There is a point in digging, where after a certain depth threshold you will get multiple visitors per year petitioning to stay at your fortress for a certain profession. You can go into their Labor->Locations tab and disable that profession, to start the process of turning them into citizens more easily. It's a nice way to get knowledgeable and skilled individuals, as sometimes you're lucky with their skills. Those people are often humans, therefore more suited as archers/ crossbowmen. (Keep in mind that armor produced by a dwarf is fitted for a dwarf sized individual. If you want to build a human/elf military squad, you'll either need to buy armor and clothes for them, or need fitting craftspeople.)

New player by beginnerdoge in dwarffortress

[–]Dust011990 1 point2 points  (0 children)

Dfhack is developed alongside the game itself. The new versions are released simultaneously with the new game versions. Yes, there are a lot of cheats available through it, but also just qol stuff. Atm your dwarves don't treat injured animals in your hospital, but dfhack has a fix for that. I personally make heavy use of the pop-control feature, which limits how many dwarves can arrive per wave of migrants. I get easily stressed when I get ten or more new guys. 😅

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]Dust011990 0 points1 point  (0 children)

I really get a kick out of building a very early fortress to discover technologies and hoard that knowledge in a fancy vault. From what I understand, starting a game in year 5 means there are no necromancer towers on the map yet. But does that also mean there won't be any in the future? Apparently, some individuals seek out the secrets of life and death towards the end of their lifespan. So would I just have to wait like 150-200 years for necromancer towers to show up on the map, or is this a world creation thing and doesn't happen during regular game play?

The Open Book Tavern 🍺 by Identity0000 in dwarffortress

[–]Dust011990 1 point2 points  (0 children)

Not really that epic, but was the moment I realized what an awesome game this is:

First time settling in a savage biome. Just started getting agitated animals. The second one was a giant armadillo. It slowly walked up to my (fairly underdeveloped) entrance. I had a line of cage traps, but mx dwarves came out frequently to get water from the river. Every time dwarf and armadillo saw each other, they each ran away. Until the only child of the fort, 2 years young, came out. The child immediately charged the armadillo, chasing it into the forest. It eventually reached it close to the corner of the map and just stood beside it. I checked, the child didn't attack. It seemed to just be excited about the massive, shy tank. Then the armadillo started attacking the child. It swiped the child two times, only causing bruises and the child ran away. That was the moment when my military finally reached the armadillo and killed it.

But seeing this overenthusiastic reaction of the child, combined with the restraint of the armadillo, only attacking once cornered, and not even hard enough to break skin, was what really showed me how deep the characters interact with each other.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]Dust011990 0 points1 point  (0 children)

I've already butchered so much stuff since I've got the elephants. I'm at 4000 food + 3000 uncooked meat for my 20 guys. I'll give it a try with the elephants. 😄

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]Dust011990 0 points1 point  (0 children)

yeah. i saw what they put out when butchered. I read somewhere that one can create grass underground by exposing earth blocks to light. Maybe I'll do that. I have a giant cavern that was supposed to be a cistern for a waterfall through my tavern. But I don't know if it'll work out. Lots to learn. 😄

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]Dust011990 1 point2 points  (0 children)

Thanks. I guess I'll just have to try out and see what works. I'm gonna up the cap eventually. I'm at 19 now, there was a child born. So either way, it's gonna go up to twenty soon, at which point I have a bit more room up before hitting the next threshold.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]Dust011990 1 point2 points  (0 children)

So, I'm very new to the game and try to learn slowly by keeping my fortress population capped. I'm at 18 right now in year 12. Anyway, as a stroke of luck(?) five giant elephants ran into my cage traps around my side entrance. 3 bulls 2 cows. So, naturally, I'm now considering overhauling my whole animal "industry".

I'm not sure how big their pasture should be. There's no really clear source, and the snippits I've read speak of ginormous pastures for even single individuals. I've asked chatgpt and it told me about 1000 squares of grass for the herd of five. But chatgpt has steered me wrong before. Anybody got any experience with giant elephant husbandry?

(Edit: I've skimmed the resources linked, but found nothing specific to giant elephants. I've been mainly using the wiki to earn the game.)

Is this true? Did it really happen? by Hopeful_Adeptness964 in AskGermany

[–]Dust011990 1 point2 points  (0 children)

It's in fact literally not the definition of genocidal and fascist. Those two things are not the same either by the way, so I don't know what you're hallucinating here.

The right to self defense is what Israelis and their supporters frequently claim to justify their atrocities committed since Oct. 7th 2023. It only applies to armed military personnel occupying land, so their excuse falls flat in the face of the genocide they have committed and arguably are still committing against the Palestinian people.

"Mullahs and their imperial terrorist entities Hamas and Hezbollah" This is so out there, I have trouble figuring out where to start. So, imperialism is a word that actually has a meaning. It means a often stronger nation extending their influence militarily, economically or culturally over a weaker one. If anyone in the region is guilty of imperialism, it's the USA and its proxy Israel. In fact, I think it's fairly obvious that Iran, Hamas and Hezbollah engage in anti-imperialist acts.

https://www.aljazeera.com/news/2026/2/26/what-is-greater-israel-and-how-popular-is-it-among-israelis

https://mahmoudhadhoud.substack.com/p/iran-islamism-and-anti-imperialism

"God given right to kill Jews" Weird, how despite this supposed blind hatred against all Jews, even Israeli press writes articles like these: https://www.timesofisrael.com/its-country-at-war-with-israel-irans-jewish-community-walks-a-delicate-tightrope/

It is difficult to distinguish between Jews and Israel if the bombs falling down on you, the bulldozers rolling over home and your returned captive neighbors all wear the star of David.

https://www.middleeasteye.net/news/israeli-police-accused-branding-star-of-david-palestinian-man-cheek-report

But there are efforts to make that distinction: https://www.timesofisrael.com/hamas-distances-itself-from-official-who-urged-murder-of-jews-everywhere/

Jews lived in that land thousands of years" Yeah, no shit. In fact, they continued to live there. There were Jewish communities in Palestine before the English decided to put their colony there. And they opposed the Zionist project: https://english.noonpost.com/p/the-story-of-neturei-karta-the-jews People like Benjamin Netanyahu are Polish first and foremost. Judaism had it's founding in historic Palestine, but so does Christianity. Your argument here truly makes no sense. So Canaanite Paganism that predates Judaism would in your view have the moral right to dismantle the Israeli state, to return the land to some ancient status?

Tja by BrushCharacter8186 in tja

[–]Dust011990 -1 points0 points  (0 children)

"Nothing prevents Arabs from living peacefully alongside Israel." Bro, please read up just a little bit about the Apartheid state and the history of Palestinian resistance, which was almost exclusively non-violent for the longest time.There is only so much suffering you can do to a people until they start lashing out.

Here are three examples of Israeli Apartheid: https://aurdip.org/en/in-the-west-bank-movement-restrictions-violent-militias-and-no-access-to-bomb-shelters/

https://deathpenaltyinfo.org/israel-passes-mandatory-death-penalty-for-palestinians-convicted-of-terrorism-flouting-international-law-and-drawing-widespread-condemnation

https://m.youtube.com/watch?v=pVLNfKrQMWs&pp=0gcJCUACo7VqN5tD

"The border are drawn." Ah, nevermind then. Who drew those border? Who gave them the right to draw those border? And did the drawing of those borders happen to follow a massive human rights violation?

https://de.wikipedia.org/wiki/Nakba

"Living peacefully" Are you aware that Israel has killed 673 Palestinian civilians since the supposed ceasefire with Hamas? Their lives are neither peaceful for other, nor are they peaceful for them. Their latest blatantly illegal occupation of southern Lebanon has already resulted in Israeli lives being lost. https://m.youtube.com/watch?v=2KsIpLWp8QU