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User:Squirrelloid/Under the Sea
This is my epic building attempt to create a dwarven fortress not just below the sea floor, but on the sea floor (preferably out of glass).
Geography: A rather large map to both get some nicely rugged coastline and oceanic slope terrain. (Ie, ocean with steep cliffs) Building in one z-level of water is child's play, building in 15 is challenging. The ocean is haunted - mmm... fun.
Geology: Despite seeing sedimentary rock on the embark screen, its all far underwater or part of the aquifer (which i honestly can't be bothered trying to mess with right now). lots of igneous rock available for quarrying though, which means i don't have to make wood blocks or anything so silly. Lots of sand, though no beach. Magma vent (this is critical). Aquifer fails to extend all the way to ocean, giving me vertical access within a screen of the shore.
Near temporary fortress: Plenty of copper ores (native, malachite, tetrahedrite all present) near the surface, plus some hematite, and native aluminum. One of the aluminum deposits appears alluvial... is that supposed to happen? A ridiculous amount of native gold - seriously, I could tile my fortress in the stuff. Also a decent amount of platinum and abundant garnierite far below.
Stage 0
Initial Dwarves:
Mechanic 5/Judge of Intent/Appraiser/Negotiator/Flatterer/Consoler
Mason 5/Building Design 5
Carpenter 5/Glassworker 5
Armorsmith 5/Metalsmith 5
Weaponsmith 5/Gem Cutter 5
Furnace Operator 5/Gem Setter 5 - Exp Leader
Grower 5/Brewer 5
Arrived with anvil, 2 iron bars, 2 copper bars, food, drink, 2 cats, 16 bauxite, some wood and some coal. Immediately built a wood burner, smelter, forge, butchers, and tanners using the bauxite. Burned a wood and butchered the female cat. Smelted some coal, and started 2 copper picks as soon as there was spare coke. Got the mining started, had the grower/brewer make an iron battle axe for dabbling, deconstructed wagon and all buildings (bauxite is precious).
Stage 1
-Build a temporary settlement in the soil cliffs. Establish an initial working economy.
-Quarry stone.
-Build an engine.
-build a lot of corkscrews and pipes.
-open up an area under the water for an entrance to a more permanent fortress.
Estimated Time: 2 years
Quickly hollowed out storage areas in loam/sand/etc... over four z-levels, using the opportunity to add an exit on the shore z-level (having started 2 z-levels above it). Got farming up and running. Moved everything inside by late spring, and forbade all the bauxite.
Used some basalt encountered hollowing out the temporary fortress and an alunite outcrop for initial stone, followed by the discovery that relatively near the shore there is no aquifer to quarry vast amounts of stone. Made some blocks and some furniture essentials.
Tunneled out to the magma vent and set up a magma metal and glass industry. Got carpentry going. Got masonry and mechanics going on the shore z-level. Got two offices carved out of basalt.
Engine: There's a nice curve of land giving me a great place to put my engine (ie, massive power generator). Chop a bunch of trees in the way, and dig a channel along a cliff just inside from the edge, building walls wherever the channel breaks out of the cliff to give me a nice throughway, and dig out near the end so it opens onto the shore there. Build a screw pump at the starting end with ocean behind it and a straight shot down the channel, and build walls to bridge the distance between pump and channeled cliff. Put a floodgate at the end and trigger link it.
Immigrants arrive in mid-summer (wow). Lots of them. I'm up to over 20 dwarves. And simultaneously a huge herd of rhesus macaques - I beat them off decisively by drafting everyone near them, killing all but one with the loss of only a pet donkey foal (whatever) and no rest-worthy injuries. Butcher a lot of monkeys.
I make a few immigrants masons, build some walls to wall off the ocean between the pump (leaving space for a gear) and the presumptive location of my permanent fortress entrance, leave a space, and then wall off a ways south and then cut back to the cliff to stop anything from spawning from my south at shore level. By winter I also have a wall (with locked door) blocking access from the north on either side of the channel - i can remove doors and build more walls to extend how much channel i can use, but the currently accessible part is quite sufficient (11 waterwheels worth).
Have an immigrant fill the channel with water.
About now the first dwarf caravan arrives. I buy seeds and food primarily, and trade mostly mechanisms.
Place gears for initial waterwheels, connect with wooden beams, build water wheels. My carpenter otherwise is building beds/bins/corkscrews and pipes. Have swapped initial dwarf miners out to train new arrivals (as i want to protect my initial dwarves valuable skills for moods), and they're currently just digging in soil for training - have them empty an alluvial copper deposit when they get decently skilled and switch corkscrew/pipe production over to copper.
Also start building floors 2 wide and 11 apart out into the water where the fortress entrance is going to be. Ultimately it'll be 2 arms of 7 screwpipes long bridged by a segment 11 screwpipes wide (with a gear protected by 3 walls in the corners). This'll finish screwpipes and all at the start of my second winter, including connection to engine.
At some point I send my carpenter to make green glass goblets - i have enough to trade with the elves by spring.
Economy is running, doors in critical places, devote mechanic to making a small stone-fall trap field in the entrance hallway (5 deep) to discourage goblins and rhesus macaques. And as my miners start reaching legendary i go on a mining spree to make sure i have mineral resources.
By second winter I've gotten some lame artifacts, lost a child to wanting 'cloth' but rope reed wasn't good enough, and have a legendary clothier from a mood (sigh, I didn't want to do much cloth work). I've also extended my engine to 12 wheels, providing a remarkable ~1000 net power. I plug in my water pump and dig some ramps down. One back from the open space for the above gears I build screw pipes, corner walls protecting gears, and swap 2 screwpipes for floodgates. Build a wall above this followed by a second wall separated by a space to stop wave penetration. (Did you know waves go *through* walls? at least if they're in 'ocean' space).
At this point my fortress is up to 55 dwarves.
Stage 2
Create initial permanent fortress
Estimated: One year, give or take... Ok.. make that 3... maybe.
And now its time to start digging downward. I drop 3 levels with ramps (and channeling to make sure wagons can go down). then run a straight shot for ~20 squares, drop another level with a ramp, and make an area for a depot and storage. Go back up 2 levels (right above long tunnel) and make some plumbing to pump water out of the entrance hallway - those floodgates above weren't for show. Divert the water back towards the shoreline south of my walls, and create spaces to place pumps to pump it back up and out over the water.
I'm eventually going to want the dwarves to live in glass houses in the water column, so no point making permanent rooms yet - I carve a main staircase area and at the top make 4 largish halls for communal housing. The bottom levels will be industry.
I build 4 windmills to power the screwpumps that ultimately empty excess water from the temporary storage tank should i flood the entrance hallway - main pumps to empty the hallway can be powered by the primary engine, but i can't have all that water spilling out near my entrance, so i need a secondary power source to go up z-levels. I complete these screwpumps and gearing - all i need to do now is build the pumps for pumping out the entrance hallway itself (which will be an admittedly massive number of pumps), but I'm putting all my masons through training building blocks.
...
Its been almost 2 years game time since i last wrote, some stuff has happened, but my progress has been... less linear than I was hoping.
I have carved out improved 'temporary' sleeping quarters (pre-glass houses on the sea floor), offices for nobles with dining areas attached, storage facilities for trade goods, and finished all the screw pumps to flush the entrance clear of water should I flood it. I've also started tapping the magma vent for Operation: Orange Ruffy, as described in engineering challenges, so i've hopped ahead to stage three in part. I am not yet ready to move workshops or raw material storage over into the undersea base, and don't have farming set up there yet. In fact, I just finished plumbing for magma workshops recently, and haven't yet gotten the magma down into it (ran into two ore veins that need dealing with). Of course, my initial temporary base is becoming rather crowded, as I am now up to a ridiculous 162 dwarves with ~50 beds. They can take turns, right?
Consumption of stone is moving at a crawl - i've had 8 mason shops and 4 mechanics shops working nonstop and still have loose stone lying around. At least team builder will be made of awesome.
While running the magma line out to the ocean from the vent I got ambushed first by crossbowmen and then by spearmen. The crossbowmen managed to injure a mechanic, who otherwise kept them distracted while my crossbowmen worked their way out to set up a defense. Lets just say that, despite turning away from the door (ie, safety) multiple times, he did keep the crossbowmen occupied for something like 3 days in game, as my crossbowmen were lollygagging on the way. The mechanic also got them spread out, which meant i got to take 4-5 crossbowmen into 1 goblin at a time, though they still managed to injure a crossbowman's arm. Which is when the spear goblins jumped the mechanic, and were cut down by crossbow bolts. Magma line finished and area sealed, preventing further incursions on that side.
More recently, a poor fisherdwarf outside my front entrance (and believe me, there isn't that much space accessible outside my front entrance) got ambushed by swords goblins, who made quick work of him, and then braved my entrance, the two surviving (and barely breathing) goblins limping back towards the edge after tripping most of my traps. I ordered my military (all 7 crossbows and 4 wrestlers) to the entrance to finish them so my other dwarves could loot the corpses without being scared when the unconscious goblins woke up briefly. Time passed - no military. Finally a single wrestler shows up, eh, its enough for one almost dead goblin (the other having finally bled to death). He walks up to Unconscious McLimpy and gets ambushed by lashers! (Their 'guard' leader appears on one of my few remaining active traps, which kills him...). Now, this isn't a particularly impressive wrestler - he's Skilled with novice armor use and competent shield use. But he is in Plate Mail... And after finishing the injured goblin he manages to kill two lashers and minorly injure two more without taking a single wound! (no other military has arrived yet...). The remaining lashers flee, and our heroic wrestler gives chase... when he is ambushed again! Also lashers led by a guard. They minorly injure some fingers on one of his hands, as he drops another one, and he's getting tired. And Lo, a single crossbowman deigns to show himself, and drops the guard with a bolt through the heart (only injuries were a red heart and a lightly injured upper body). The lashers take off, another one getting dropped by the marksdwarf, and our tired wrestling hero returns to the barracks to sleep and let his bruised knuckles heal.
I also have two legendary woodcrafters now... both of whom got moods shortly after arriving (separated by a year) so I didn't even have a chance to train them in something good. I suppose they don't need to work for cash at least...
And my only possession mood was an armorsmith... why oh why couldn't I get xp for that one. But I have a suit of gold platemail worth 520k, which is ~1/3 of my fortress value. Now if only I had any clue how effective gold platemail is...
Spring brought an elven caravan that I bought out with glass goblets and reworked goblin clothing (+sewn images), netting me a metric ton of cloth (ok, probably not, but its a lot of cloth). Things are going peacefully until summer, when a fisherdwarf (I swear thats my last one) triggers a goblin ambush outside my entrance... again. Quickly dies, and the ambushers get mangled by my traps. Send military to clean up stragglers. And then the human caravan arrives, triggering first a second and then a third ambush. Oh joy. And of course the idiot wagon drivers try to go through the goblins rather than wait for their bodyguards... For my part, one wrestler responds (same as last time actually) and acquits himself rather well against some hammer goblins - killing two and throwing some more into my traps before the human mercs have fought their way to him. Of course, the goblins broke 2 wagons and killed a merchant, so the humans just leave - sigh, no trading for me. And while I don't object to free stuff from broken wagons... I really needed to trade crap to get it out of my fortress, not acquire more random junk. They also leave behind 3 horse corpses and a horse missing three of its legs which is trying to limp off after the departing merchants...
Needless to say, the 18 goblin corpses and all the junk scattered about in front of my fortress has inundated my job queue, so much so that I have cooked food rotting in my kitchen and starting to spread miasma because no one can be bothered to move the cooked food before it rots. I hate my dwarves some times. Its also going to take my furnace operators forever to melt all this iron armor down, even with 4 smelters...
To do:
Finish carving out workshop areas
Decide how I want to deal with nobles pre-final fortress (mostly done)
Carve storage areas for raw materials
Consume excess stone with mechanics/masons (need better trained workers so making screw pumps and setting up gears doesn't take so long).
Smelt more nickel and lead to make bins out of (wood is too precious to waste on bins!)
....
So, I took about a 4 month break from this game because it was taking far too long to accomplish anything real. Its Fall 1056, and I'm within a screen of making my test run on Operation: Orange Ruffy. A quick look over my dwarves to remind myself what the heck is going on reveals ~15 legendary dwarves (some of them multi-legendary), and 11 artifacts built. Much of my industry is held up waiting on the move over to the undersea fortress, either waiting on magma to finish flowing or on blocks to be cleared away so my stockpile areas are useable. Realized the only things I really need to trade for are wood and coal.
So, starting from this point I'll try to get back on this and see if I can't achieve my architectural dreams.
Ongoing
Stage 3
Seafloor construction (future)
Engineering challenges
- Construct an entrance below sea level in the ocean that can be sealed and flooded, but cleared to allow a caravan. (done)
- Project: Orange Ruffy. Find a way to build downwards. You can't hang down stairs off the side, only up stairs, so you can't just build stairs down. Below are three ideas. Regardless, they all require substantial labor to deconstruct afterwards - can't mar the beautiful glass structures after all.
- Run a channel of magma to where you want to go down and release small bursts at just above sea level. This should ensure the resulting obsidian is touching your structure, and thus supported. Channel through it, release more magma. Rinse/wash/repeat. Not sure if the second and subsequent layers are actually going to be supported, but it'll be fun to watch. Removing the magma channel after your done building things could be a pain though.
- Drop magma from a z-level above the water. This will cause a 'cave-in' as obsidian forms unsupported on the water's surface, likely allowing the next portion of magma to hit a lower z-level of water, etc... Eventually (and in theory) you'll get obsidian on the ocean floor and it can build up, giving you an obsidian spike to carve stairs into.
- Just pump a path all the way to the ocean bottom from the shore... this is really labor intensive and not much fun.
- Project: Chambered Nautilus. Use downward building techniques to build down through 15+ levels of sea water. Yes, I am crazy, why do you ask? Note that with the pumping method you lose 3 squares in all directions each level you go down, so you're looking at a minimum surface water pumping construct at least 88 screwpumps on a side to get a 1-block diameter tower with 15 z-levels of ocean to go through. Fortunately, every additional initial screwpump after that is pure gain.
- Project: Squidzilla. Pump enough water to build a large glass dome, preferably 6+ stories high, and in the end entirely under water. This is a challenge of breadth more than depth, as its going to require a similarly obscene number of screw pumps.
- Project: Gepetto. Build a large glass whale breaching the surface somewhere out in open water. Include working blowhole. It'll be awesome.
- Do all this and don't get eaten by the Skeletal Mako Short Fin Shark.
Silly Statistics
Dwarves: 162
- Masons: 9 or 10, i think...
- Mechanics: 8
Total Screw Pumps built: 83
Total Screw Pumps present on map: 83 (these numbers will eventually be different)
Screw Pumps powered: 82
Total power currently available: 2200
Total power used: 200 on permanently powered screw pumps and necessary gearing, 435 on the structure of my engine, I can use up to ~1000 additional power with current pumps and connecting gears by turning on appropriate gears.
Volume of ocean displaced: 77 cubes
Volume of ocean 'permanently' displaced: 54 cubes (ie, occupied by structure or structure-enclosed space)
Legendary Dwarves
5 Miners
4 Engravers
1 Mason
2 Woodcrafters
1 Bonecarver (dead, sigh)
1 Clothier
1 Furnace Operator
1 Gem Setter
1 Stonecrafter
1 Record Keeper/Appraiser (dual legendary)
Post Script
Lag caused by over 200 dwarves plus my inability to effectively micromanage so many led to some painful mistakes and a desire to start over with a smaller maximum population to speed play. However, I did first manage to demonstrate that Operation: Orange Roughy was in fact a plausible goal in my test run (completed at the cost of dwarven lives right at the end). I will return to this concept after another (quite different) game or two.
(Pictures coming in the near future - I want to do some editing work).