I want to build multiple forts within the same civilization, having each specialize in different things. While
I'm happy to dorf people, for the fortress-building part, I'm going to be a control freak and not make it succession.
HOWEVER, I think it would be neat if in-between forts (after I stop working on one, before I start on another), someone else takes the save to adventure in for a year (or whatever timeframe makes sense in adventure mode. As a fortress mode player, I think in terms of years), then return it. Then we can have the deeds of one adventurer turning up in engravings and such for later adventurers to find.
AdventurersAdventurer's could go wherever and do whatever, as long as you don't intentionally try to destroy my civ or rob me blind (outfiting yourself in masterwork armor from one of my armories = fine. Stealing ALL the armor = not fine). It's OK if one or two artifacts go missing and turn up elsewhere, but not all of them, etc.
Anything you accept an NPC quest for is fair game, even if it would normally be problematic.
The idea is that I will work on one specialized fort for five years, then give the save to an adventurer for a year. Then I'll work on another fort for five years, and give the save to a different adventurer for a year, and so on.
The Specialized FortsSubject to inevitable change as the project progresses, the current planned group of fortress is:
All will have basic agriculture on-site, so they don't starve if the caravan doesn't show, but anything outside the fort's specialty will be minimized, and as often as possible aquired through trade.
Agriculture: Least dorfy perhaps, but it seems to make sense to start with the basics. Exports: Prepared meals, leather goods, bone goods, soap (with lye made on site), parchment (with milk of lime made on-site), charcoal, wood products. All Locations for citizens only.
Masonry: On to stone. A fortress of masons, engravers, and stonecrafters. Everything that can be made out of stone will be. Exports: Stone Goods.
(Might import varieties of stone not available on-site.)
Steelsmithing: Now we're getting dorfier. A deep fortress, where the dwarves never need to access the surface (the depot will either be reached via a long wagon-tunnel down, or else via an underground route.) Needs an embark with iron and flux. Smelt steel, weaponsmithing, armorsmithing. Ensure the civilization is well-equiped!
Military Acadamy: Now that the civ is generating armor and weapons, we need to train fighters. This fortress exists to do just that. (Hoping that dwarves will emigrate from this fort to other forts, brining their military skills with them.). In a savage biome, near enemies, possibly an evil biome -- lets get lots of real-world practice! Will have a public tavern, to attract students and teachers from far and wide.
Metal Smithiing: Focus is on blacksmiths and metalcrafters, and all non-weapon/armor-grade metals. Again, a deep fort with limited surface access.
Brewery: A fortress focued on brewing booze! Growing a wide variety of above-ground and underground plants. Probably in a Joyous Wilds biome, for sunberries and whip vine. Will want thick vegetation (for seed-gathering), trade with humans (more seeds) and fruit trees. Very large public tavern.
Scholarly Enclave: First fort with a library open to visitors! This fort will work at developing and attracting the best scholars, producing, aquiring, and copying a wide range of useful books.
High Temple Will most forts will have just a generic temple and possibly a shrine or two to dieties relating to the fortress theme, this will be an entire temple-complex with at least one temple to every diety the civilization worships. Each will be decorated thematically with appropriate statues, and stockpiles with appropriate offerings (e.g. if there is a diety of gems, their temple will have offerings of gems, as well as items made out of or decorated by gems.) This is the first fort where the temples are open to visitors.
Glass and Pottery A fortress dedicated to craftwork involving ceramics and glass. If the site doesn't have rock crystal and kaolinite, they will be imported, so that all forms of ceramic and glass can be made.
Textiles Will grow textile and dye plants, in as wide a variety as possible. Will export clothing, cloth goods, and paper.
Trade Center/Mountainhome Eventually, this will be the new mountain-home. In the meanwhile, it will have public tavern and temple(s) s filled with performers, a library, a large inn, craftspeople who use goods from one specialized fort to decorate goods from other specialized forts. Noble rooms will be prominent, especially the monoarch's throne room.
Underground Forestry Netherwort, blackcaps, and bloodthorn, oh my!. Also, should at least overlap an evil biome, to get glumprong. Fortress specializes in exporting goods made from these four woods.
Everything is automated Fortress for mechanics, seige-engineers, minecarts (weaopnized and otherwise), millstones, water reactors, and stupid dwarf tricks.
Animal Training In a savage biome, with as much variety as possible (hopefully overlapping good, neutral, and evil and several terrain types) and have trade with elves available. The focus of this fort will be domesticating and training exotic beasts, especially war-beasts. (I will be modding the raws to increase the number of creatures that can recieve war training.)
The WorldI haven't explored Legends yet, but here's a world map:
Notable features: A collection of dwarven ruins in the north. In the east, there's a necromancer tower at the southern tip of a good-aligned swamp, close to a large human settlement
. In the south-east is an elven enclave completely surrounded by an evil biome.
The ThreadI'll post info about the forts I'm working on, and other info about the world from legends. Adventurers will post what they did & discovered durig their runs. Anyone else is welcome to participate, request dorfings, request adventurer turns, etc.
I'll add an index once the thread gets longer.