quote:
Originally posted by Novocain:
<STRONG>http://mkv25.net/dfma/map-1130-rithdbeshlaborcrazy I've been wondering what other people would think of my fort, so here it is. I still need to expand it a bit, but I wanted to make sure I was completely stable before I got to the demons(as well as train plenty of marksdwarves...).</STRONG>
With zero deaths, you're obviously doing the big things right. It always impresses me just how different people make their fortresses. I can hardly see a single point of similarity between this layout and the ones I normally fumble out, except that both of us apparently like to turn the area between the mountain edge and the cave river into a shooting gallery.
Now for some - possibly misguided - critiques:
* Food haulage efficiency. Quarry bushes are an excellent choice for food ... but the farms are too far from many of the the food processing points, which are not adjacent to most of the food and drink storage areas, which are definitely not on the path most dwarves take to the dining halls. You certainly have far too many dudes working on food (growing, hauling, and processing) instead of, say, training to be marksdwarves.
* Firewater. Unless I'm missing the main keg stockpile, this fortress seems to be desperately short of it. Without booze, dwarves get lazy. REAL lazy. The desert outside would explain this in a younger fortress, but not in one as mature as this.
* Congestion. The main east-west artery is only 3 grids wide. This impedes haulage and movement all year round, but what's really got me puzzled is how the human caravan can make it to your depot before it has to leave again. Those wagons fill the entire available space! Similar comments apply to certain other heavily-trafficked parts of the fort, such as the finished bedrooms I see just above the farms.
* River access. You've had no drowning deaths, which means I might be totally off the mark, but those wide-open floodplains with widely spaced bridges have me quaking in my cave crocodile leather low boots.
* Defence. The long shooting gallery and your focus on marksdwarves is a powerful combination, but a drawbridge, or some fortifications, or a moat would be handy to have around just in case. I worry about goblins turning your barrier-less corridor into their own shooting gallery, taking down civilians trying to run to the river doors. Some cage traps near the entrance might be helpful too. I also see some open circles that look suspiciously like wells in some of the corridors; if they are, they are potential sources of cave dweller raids in places you don't want hostiles to be. Worst of all, I can't find a shooting range where your marksdwarves are training. You're going to be very short of training bolts, but all those animals and those dead frogmen will provide some. And you need every +frogman bone bolt+ you can make!
* Fort extensibility. If as and when you head for the magma to go into metalbashing in a big way, your food, dining halls, rooms, and certain stockpiles will require far too much movement to get at. Be prepared to think hard about how the later fortress - stretched uncomfortably between river and magma - will work.
quote:
Originally posted by Novocain:
<STRONG>I can answer any questions, except why there's a piece of gold ore in one of my stockpiles, because I honestly have no idea.</STRONG>
Boy, I wish you knew the answer to that. I've seen diamonds just past the cave river, but never gold where your fortress is.