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User:Kidinnu
Scouting reports:
To come later.
Active Fortresses
Using version 27.176.38c. These are all parked as of 23 May 2008 because they were eating into work time way too much.
Region | Seed | Fortess Name | Location | Game Date | Last Played | Concept |
---|---|---|---|---|---|---|
w3 | Mon Ebno (50105) | Koladiger (Ghoulriver); 7x5 | 256, 108: Near the northmost point of the Crest of Sadness (haunted warm mountain; shale/quartzite/gabbro), where it ends in the Dune of Mesh (warm sand desert wilderness; yellow sand aquifer/...). Just within the malign influence of Amxueb. | Autumn 1052 | 21 May 2008 | Storytelling: desert dwarves digging in to find long underground river, clear it out, & establish large farms off of it |
Current State: 56 dwarves, thriving w. uppermost (longest) segment of river clear; there's a Giant cave on site, and one of the Trolls just wandered out to chase my haulers. Next digging task: canal south of upper river, with closeable drain to lower river, and treefarm chambers off of it. Bethabara is well-established, but main fortress is really completely unplanned. | ||||||
w4 | Thadar Kajeth (20130) | Zikeldolek (Fiercecomet); 6x4 | 80, 40: Along the Guardedstruck in the Mire of Sun (warm/hot temperate freswater swamp; silty clay loam/basalt/marble/gabbro, clay loam/chalk/phyllite/gabbro) at the base of the Fingers of Clasping (rhyolite/gneiss/granite). Signs of lava nearby. | Summer 1053 | 22 May 2008 | Educational: get steel industry going, learn to exploit magma |
Current State: 76 dwarves, my first Dungeon Master. Core industry - food, metal - is thriving, but need to get secondaries (clothing) going. Cleared imps out of the magma pool, once apprentice miners finish digging upper bedrooms should be cutting channels to place magma smelters & forges on. Immigrant armorer stepped on the map, immediately had successful mood, so high-quality steel chainmail is easy to get. Fort was built into mountains, while all the iron & flux are across the river under the hills, so mining has come relatively late to my fortress. |
Fortress Ideas and Philosophy
I wrote the first versions of Challenge_Builds#Hunting_Party and Challenge_Builds#Immigration_and_Customs_Enforcement, and still find myself drawn to variants on those for my roleplay attempts (i.e. just about all my forts).
I've historically taken a "Bethabara" (18th century Moravian German term for "House of Passage" - they literally built a small village where they lived comunally in order to have a place to live while they were building a well-organized city) approach since DF moved to 3d: build a tiny fort of 6-8 6x6 rooms, get food, masonry, carpentry, and crafting going there, and then dig the "main fort". However, I tend to find that (1) I end up with main fort layouts that I don't like or that have something ill-considered/rushed about them, and (2) moving from the Bethabara to the main fort is often awkward.
I avoid traps, and rely on marksdwarves behind fortifications. I start slow. I get frustrated by the (high) rate of immigration.
To try more of
- Underwater river/chasm-centric construction. Dwarven Venice? Seems tougher in 3D, where both terrains are infested with creatures.