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Author Topic: leave me a map.  (Read 1061 times)

cathartic rooster

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leave me a map.
« on: December 23, 2013, 12:49:51 am »

so, I have a very small egg farm, (two ducks, two geese.) two max sized farms for plump helmets and a third split between that and pig tail to make a few bits of clothes. sleeping halls for all the dwarveses, and plenty of cats and dogs for just in case eating. I think I can survive like this... but I want to be better, not rich or flashy, just better. some legit weapons, better housing, better production.    I come here, as a person who borked up sim city, to ask for guidance from the professionals. what should I do next?
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The cup is studded with megalomania and failure.

My Name is Immaterial

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Re: leave me a map.
« Reply #1 on: December 23, 2013, 12:53:10 am »

Strip mine. Start up a metal industry. Train up a militia. Get a well. Build a wall. Good luck.

cathartic rooster

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Re: leave me a map.
« Reply #2 on: December 23, 2013, 12:55:05 am »

that's a bit.. scant. but alright. I can do these things I think.
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The cup is studded with megalomania and failure.

My Name is Immaterial

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Re: leave me a map.
« Reply #3 on: December 23, 2013, 12:56:39 am »

I'm not very good. That's the best I have to offer, I'm afraid.

cathartic rooster

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Re: leave me a map.
« Reply #4 on: December 23, 2013, 01:18:13 am »

better than me im sure. the mechanics still confuse me haha.
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Urist McRas

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Re: leave me a map.
« Reply #5 on: December 23, 2013, 09:19:30 am »

two max sized farms for plump helmets and a third split between that and pig tail to make a few bits of clothes.

What? Max size? You mean more then 5x5? You will never need those.

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SkyRender

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Re: leave me a map.
« Reply #6 on: December 23, 2013, 11:22:08 am »

 It's all about efficiency in design.  A good layout makes up for a lot of shortcomings, and the best layouts are the ones that let you have ready access to anything in your fort with very few steps in between.  There's two ways to go about this: purpose housing, and centralized housing.  For the former, make sure that Dwarves live near to the places they work, eat, and socialize, and make the most of the burrow system (which lets you define areas that Dwarves can go to and from).  This method can be very tedious, however, so the other option may suit you better.  A centralized housing design focuses on minimizing how far your Dwarves have to travel by building your fort's housing vertically, with most levels having pre-designated living space.  It's suggested that you make your central staircase a 3x3 array instead of just a single staircase if you don't want insane traffic jams.  Oh, and as someone else suggested, build an outer wall for your fortress to help in keeping invaders out and give your Dwarves a way to go outside even during high-alert times.

 As for actual production aims, that's up to you.  I personally like to build up the fort's wealth (which in turn brings on greater amounts of sieges and ambushes), but you might want to aim for comfortable living instead.  The two goals are not mutually exclusive; you just have to be sure that your population has clearly defined roles, and that nobody is doing a job which doesn't make sense for what you mainly want them to be doing.
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cathartic rooster

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Re: leave me a map.
« Reply #7 on: December 24, 2013, 12:45:37 am »

it always makes me laugh to look at other people fortresses. big stone walls, carvings everywhere, giant door... my people have a small wall around a little yard. in the center of the yard is a floor hatch. welcome to my cave. enjoy the dirt walls and floors, feel free to sit in all 17 of our chairs. sleep in any bed you want in the middle of the room.  someday we might move deeper, have more skills. you could all get your own pitchblende rooms someday!  *face slams the desk*
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wierd

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Re: leave me a map.
« Reply #8 on: December 24, 2013, 12:51:53 am »

....

Mine tend to be "small foyer on the ground level, leading up into the giant anvil shaped structure in the sky"

My fortresses tend to be LandTanics, and tend to "sink" mysteriously after an unfortunate ccidents where the bulkheads fill with magma, destroying the mechanisms inside the vertical supports.


OT, I know... but...

What exactly does a rooster feel sorry for doing that it must undergo catharsis to feel better?

Back OT:

The secret is as others have said, maximum efficiency, and reduction of wasted movement within the fortress.

Think about what industries your site offers, and tailor your fortress accordingly.
Is it high in mineral wealth? (Jewels, metals?)-- does it have a surplus of underground soil to exploit for a booming fabric industry? Is that soil sand or clay? Are you going to do a glass or ceramics industry?

Think about what your fortress is going to be spending the majority of its time doing, what is imports and exports will be, and then plan workstation and housing arrangements accordingly to maximize production flow.

Remember that access above and below the current level is "faster" than access within the same z level, so having towers and shafts for product flow is to your advantage.


Here's a hypothetical example:
Spoiler (click to show/hide)



« Last Edit: December 24, 2013, 03:16:00 am by wierd »
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cathartic rooster

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Re: leave me a map.
« Reply #9 on: December 24, 2013, 01:00:53 am »

that sounds wonderful. but I'm almost sure my fort will also cause complete destruction of the local dwarf population... yours is just flashier. 

also it doesn't so much undergo catharsis as it does induce it.



oh and another thing :  I have this sinking feeling that trees might not grow back when its snowing..... and the snow never melts here... am I in shit?
« Last Edit: December 24, 2013, 01:11:57 am by cathartic rooster »
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wierd

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Re: leave me a map.
« Reply #10 on: December 24, 2013, 01:34:06 am »

No. That is one of the things that a growing chamber is for.

This is vitally distinct from food production!

A growing chamber is a large gallery that you flood with water ONCE, to muddy the floor, and then basically ignore until you need pasturage or trees.

You make it after digging into cavern layer 1, which gives you "spores". This happens automatically, as underground muddy tiles, and underground soil tiles will then start growing moss and cavern fungus-- and spore trees!

This is basicaly just like having a section of above ground, but below ground, without evil or inclement weather, and without animals or monsters spawning in it.

It is prudent to seal up the route you dug into the cavern, until you are actually ready.

The growing chamber can have herbalists assigned to it occasionally for the free produce (it produces bushes) but usually is not worth it unless you are in dire need of "food right now" (such as with an alcohol emergency, resulting from a FUN spiral.)

The main benefits are safe pasturage, and TREES.
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cathartic rooster

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Re: leave me a map.
« Reply #11 on: December 24, 2013, 02:01:14 am »

ah. good. I had forgot about the spore thing. now I just need to dig down till I find it.... and pray to god there is water somewhere that isn't ice.
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The cup is studded with megalomania and failure.