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Difference between revisions of "User:HebaruSan/Machinehall"
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== Region 4, Mountainhome Stâkudîton Zustashizkilgostaban Bëmbul, "Machinehall the Ancient Intricate Arch-Construct of Mechanisms" == | == Region 4, Mountainhome Stâkudîton Zustashizkilgostaban Bëmbul, "Machinehall the Ancient Intricate Arch-Construct of Mechanisms" == | ||
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! Settled by | ! Settled by | ||
| Truestrike the Courageous Loyal Rock-Band of Beards | | Truestrike the Courageous Loyal Rock-Band of Beards | ||
|- | |- | ||
! Created [[wealth]] | ! Created [[wealth]] | ||
− | | 3,359, | + | | {{Money|3,359,388}} |
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! Population | ! Population | ||
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* 11 [[Fortress guard#The Royal Guards|Royal Guards]] | * 11 [[Fortress guard#The Royal Guards|Royal Guards]] | ||
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− | I got ambitious and carefully customized the fortress and party [[Name]]s before [[embark]]. | + | <includeonly> |
+ | : ''([[User:HebaruSan/Machinehall|main article]])'' | ||
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+ | </includeonly>I got ambitious and carefully customized the fortress and party [[Name]]s before [[embark]]. | ||
Machinehall was built in two phases: | Machinehall was built in two phases: | ||
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.┼.┼..║..┼................. | .┼.┼..║..┼................. | ||
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Latest revision as of 01:04, 18 May 2010
Region 4, Mountainhome Stâkudîton Zustashizkilgostaban Bëmbul, "Machinehall the Ancient Intricate Arch-Construct of Mechanisms"[edit]
Settled by | Truestrike the Courageous Loyal Rock-Band of Beards |
---|---|
Created wealth | 3,359,388☼ |
Population | 170 dwarves
480 animals |
Deaths | 25 dwarves
32 dogs |
Artifacts | |
Nobles | |
Military |
|
I got ambitious and carefully customized the fortress and party Names before embark.
Machinehall was built in two phases:
- Complex I: Single 32x32 room
- Workshops along the walls
- Stockpiles in the middle
- Kinked entry passage with fortifications for marksdwarves
- Well and waterfall in one corner
- Complex II: 17 15x15 levels, with a helix ramp in the center
Unfortunately, these complexes are not close together, and the transition is taking a very long time. Currently most dwarves in Machinehall can be found walking in the long tunnel between them.
Queen Saga[edit]
Eventually, Machinehall grew enough to attract the interest of royalty. After an artifact mechanism was used in a drawbridge, Queen Lorbam Äkiltosid arrived and proclaimed her demands for the finest, most lavish accommodations imaginable. Plans for such were drawn up immediately, and work began. Not fast enough for Her Royal Highness, however; with each passing day, the indignity of her condition weighed upon the noble monarch, until finally one day it was all too much.
Lorbam Äkiltosid, Queen has gone stark raving mad!
She wandered aimlessly, overcome with despair. Where had she gone wrong? Surely road value is an excellent way to choose where to live! Eventually, the Queen threw herself into Machinehall Complex II's 17-level dry waterfall.
Lorbam Äkiltosid, Queen has died after colliding with an obstacle.
And her subjects mourned. Or at least I assume they will; the loss of the Queen prompted me to save my game (and not come back to it yet).
Other Events[edit]
- First Tax Collector Mandated items made from unavailable materials.
- Innocent craftdwarf was blamed, charged, and executed!
- Some time later, the Tax Collector was found starved to death in his locked quarters.
- First production of glass and soap.
- Dug out most of bottom Z-level without finding magma pipe.
Celebrities[edit]
- Mayor Ïteb Zasurrïth
- First legendary mechanic, Bim Suvasbomrek
- Decided she was Machinehall's de facto matron
- Built her an office/dining/bedroom complex using her favorite materials
- First legendary stonecrafter, Ustuth Inethurol
- Creator of many excellent native gold mugs
- Legendary Bone Carver, Led Tizötdodók
- Creator of a continuous stream of masterpieces
Features[edit]
- Champions patrolling edges of map
- Wall around roughly 100x100 area above ground for safe forestry
- Museum containing artifacts and two captured Megabeasts
- 5-target archery practice hall with captive-release area near targets
- Low-income housing district in sandy area to handle Dwarven economy
- Spiral wall entrance, never tested
- Maximizes length of path per surface area occupied
- Overlooked by fortified marksdwarf tower
Level 0:
...........ggg.. ═╦════════╦┼╦═╦═ .║........║.║X║. .║.╔════╗.║.╠═╝. .║.║....║.║.║▲.. .║.║.╔O.║.║.║... .║.║.║▲.║.║.║... .║.║.╚══╝.║.║... .║.║......║.║... .║.╚══════╝.║... .║..........║... .╚═════════┼╝... ................
Level 1:
················ +++++++++++·╬╬╬+ ·+········+·╬☻╬· ·+·++++++·+·╬╬╬· ·+·+····+·+·+▼·· ·+·+·++·+·+·+··· ·+·+·+▼·+·+·+··· ·+·+·++++·+·+··· ·+·+······+·+··· ·+·++++++++·+··· ·+··········+··· ·++++++++++++··· ················
- Pit under drawbridges, never tested
- 26 tiles long
- 9 Z-levels deep
- 'Bait' tunnels with war dogs, unsuccessful
- Exotic pet collection
- Rhesus macaques
- Groundhogs
- Jaguar
- Elk
- One-humped Camel
- Deer
- Housing in a spiral pattern
- Please forgive resemblance to onerous historical symbols; goal was merely to maximize density and minimize distance from doors to center. If it's any consolation, I think theirs were clockwise instead.
║θ.║θ.║θ.║.┼..║..┼.┼..║..┼. ║..║..║..┼.╠══╬══╣.╠══╬══╣. ╩═┼╩═┼╩══╝.║.θ║θ.║.║.θ║θ.║. ...........┼..║..┼.┼..║..┼. ╦═┼╦═┼╦══╗.╠══╬══╣.╠══╬══╣. ║..║..║..║.║.θ║θ.║.║.θ║θ.║. ║θ.║θ.║θ.┼.┼..║..┼.┼..║..┼. ╬══╬══╬══╣.╠══╬══╣.╠══╬══╣. ║θ.║θ.║θ.║.║.θ║θ.║.║.θ║θ.║. ║..║..║..║.┼..║..║.║..║..║. ╩═┼╩═┼╩═┼╝.╚══╩┼═╝.╚┼═╩┼═╝. ..........X................ ┼╗.╔═┼╦══╗.╔┼═╦┼═╦┼═╦┼═╦┼═╦ .║.║..║..┼.║..║..║..║..║..║ .║.║.θ║θ.║.║.θ║.θ║.θ║.θ║.θ║ ═╣.╠══╬══╣.╠══╬══╬══╬══╬══╬ .┼.┼..║..┼.┼.θ║.θ║.θ║.θ║.θ║ .║.║.θ║θ.║.║..║..║..║..║..║ ═╣.╠══╬══╣.╚══╩┼═╩┼═╩┼═╩┼═╩ .┼.┼..║..┼................. .║.║.θ║θ.║.╔┼═╦┼═╦┼═╦┼═╦┼═╦