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Poll

What will be the next District's Purpose? (First option to get the majority after a month or 5 votes wins)

Agriculture/Food production (Goal: specific amount of surplus food/drink stored)
- 1 (16.7%)
Entertainment (Specific) (Goal: Completion of specific Entertainment structure)
- 1 (16.7%)
Government (Goal: Completion of specific Government Structure)
- 2 (33.3%)
Housing (Goal: Available housing for a specific number of dwarves)
- 0 (0%)
Military (Goal: Completion of specific Military training/barracks structure)
- 1 (16.7%)
Industry (Specific) (Goal: specific amount of surplus Industry product stored)
- 0 (0%)
Resource Harvesting (Specific) (Goal: specific amount of surplus raw resources stored)
- 0 (0%)
Religious (Goal: Completion of specific Religious structure)
- 0 (0%)
Utilities (Power, Sewer, Water, Roads, ect...) (Goal: Completion of specific Utility structure)
- 1 (16.7%)
Other (please post below, so it may be added to the next District poll)
- 0 (0%)

Total Members Voted: 6


Author Topic: Smallworld Dwarfolopy - City Planning  (Read 2411 times)

Timeless Bob

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Smallworld Dwarfolopy - City Planning
« on: September 15, 2017, 05:08:35 am »

This is part of the Smallworld Dwarfopoly game, specifically for forum discussion about the purpose, placement and name of new districts. There will be three polls for each new District based on the suggestions submitted in the comments:

1) Purpose:
Spoiler (click to show/hide)

Placement:
Spoiler (click to show/hide)

Name
Spoiler (click to show/hide)

"Purpose" is the first poll that will be posted, followed by "Placement" then "Name".  The "Purpose" poll will be completed when there are five votes for one choice (one vote per forum member). Using the first five suggestions from the comments below, the "Placement" poll will replace the "Purpose" and be completed with another five votes from forum members who choose to vote ("The Forii"). The "Name" will be the last poll in the cycle, once again using the first five suggestions (so long as the names fulfill requirement number four.) Once the current District is completed and retired, (and any adventure-mode goods and coins transporting has been taken care of), the new District will be embarked upon and a new cycle begun with a new "Purpose" poll be posted for the next District.

District requirements:
1) All Districts will be 1x2 or 2x1 embarks immediately adjacent to a previously built district. 
(You might have noticed that the Goldenbasis District is a 2x2 embark, but it will be the only one, since it is the Palace and Treasure Vault District of the King and the seed for the rest of the Districts of the City.)

2) Each District will be zoned for a particular purpose based off of the most recent "purpose" poll
3) Districts must be able to, at a minimum, have paid off their embark debt and completed their District goal to be eligible for the site to be retired.*
4) Districts must have a name that coincides with their purpose.

*: If a District is facing starvation, it can be retired until the next autumn, where the trade caravan will be able to help get them back on their feet, so they may complete their District goal and pay off their embark fees.

Royal Taxes and Fees:
Spoiler (click to show/hide)

Embark Debt:
Spoiler (click to show/hide)

"Property Value" (ie: where are the rich neighborhoods and where are the slums?)
Spoiler (click to show/hide)


District Rent
Spoiler (click to show/hide)

Artifacts
Spoiler (click to show/hide)


Feel free to also use this thread to discuss the game in general, Role Play if it suits your fancy, ask questions, or suggest new additions.  While the general purpose of a District is available in the "Purpose" poll, suggestions as to the specifics are also welcome.
« Last Edit: September 28, 2017, 02:41:39 am by Timeless Bob »
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Imic

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Re: Smallworld Dwarfolopy - City Planning
« Reply #1 on: September 15, 2017, 09:18:02 am »

Tiles 4 + 5
Temple strict
Should contain themed temples of all the civ's major gods, as well as a cathedral of Armok.
A possible name... If we can, Cathedral Square.
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Sanctume

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Re: Smallworld Dwarfolopy - City Planning
« Reply #2 on: September 15, 2017, 10:07:22 am »

I was just doing a wiki on the Kremlin, and how that came to be is interesting with many towers, cathedrals, military HQ type buildings.

First area should be for outdoor barracks for training and mustering the army.

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Re: Smallworld Dwarfolopy - City Planning
« Reply #3 on: September 15, 2017, 10:40:34 am »

I was just doing a wiki on the Kremlin, and how that came to be is interesting with many towers, cathedrals, military HQ type buildings.

First area should be for outdoor barracks for training and mustering the army.
I will support this, but only if it has at least 1 chapel, and if it becomes a massive complex, possibly making it more than 2x1.
I would personally prefer gothic architecture to the old russian style, but I'm just blabbering on now.
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Re: Smallworld Dwarfolopy - City Planning
« Reply #4 on: September 18, 2017, 02:27:56 pm »

I started a similar Bloodline game this past weekend. 

Of the 16x16 local map, I figured break them down to 2x2 embarks, with the center as 4x4. 
I marked each embark from Year 02 to 60+.

Some notes.

1. I made a macro to mark designate dig/channel, split the 2x2 embark into 4 sections of 48x48. 
Each sections is made of
Spoiler (click to show/hide)
= 48 tiles sub total.
So I just mirror this for the NW, NE, SW, and SE sections.
The wagon starts somewhere in the middle in a flat area (0 to 1 elevation). 

With the macro to mark, it is easy to figure out where the road will be if I were to make it a project.

2. Since each embark is only for 1 year, there was not much time to do things.  I set the pop-cap to 20.

Year 02. 7 Founder + 6 summer + 6 autumn migrants = 20 pop.

3. I renamed with 3 to 4 letter First Names that refelect gender.  Shea is female, Asmo is male.
Last Names are related to profession/labor of likes.
Professional Title "02 Shea" indicates Founder of Year 02, while "02.3 Asmo" means Year 2 autumn migrant.
I also added (m. 02.3 Kaga) to indicate dward is married to Kaga of Year 2 autumn migrant.

4. Founder's starting skill determine what the year will unfold. 
My embark had no iron, but I can bring hematite and marble.  Unfortunately, not bituminous coal.  So I was making charcoal just to smelt and make steel bars all of spring.  Hauling these down to the keep takes longer that making 3 wood burners, 3 smelters, and 2 forge out in the open is easier until you have a pack of stealing animals come in the area. 

5. I brought 40+ stones and made blocks to make a 2 level keep with roof (7x7 floor space).   The keep was not finished being roofed until end of summer. 

6. Prepared meals are the way to go to have something to trade.  8 x 10 meat, 4 x 10 garden vege, 25 drinks x 4 each type is good enough. 

7. Local Herbalism by 4 founders bring in plenty to brew and cook later.  Worth doing while 2 miners dig, and 1 wood cutter mass cut all surface trees. 

8. Water source can be an issue, so cavern digging to get a well is somewhat important.  5 to 10 Cage traps come in handy for cavern 1.

9. I would probably just do a 20 room dorm next time, with a tavern: 5x5 dance floor, 4x4 table and chairs, 3x3 drinks, 1x2 food, and 1x1 coffer. 

10. Farmer's workshop, loom, and clothier comes into play when setting up a hospital.  Just need a water source. 

11. I was able to start military training by autumn after the depot is setup.  Untamed Wild embark, so I had 8 Giant Gray Langurs wanting to steel my outdoor steel weapons.  2 Marksdwarf, 3 Axedwarfs, and 2 Hammerdwarfs gained decent xp defending 2 waves of those packs.  With some injuries.

12. I was caught up to min/max potential moods for weapons or armor.  No moods happened in the year.  Probably because I did not dig much. 
Although I think it's worth it my founders to start with Crossbow+5, Weaponsmith+5. 

Each workshop (carpenter, mason, etc) is profiled to be used Max Novice level forexample.  So enabling the others labors will not mess up highest moodable skills.

13. I find it convenient to have a founder do manager and record keeper asap so I can queue 20 beds, 20 barrels, 20 buckets, etc after I make a chair office.

14. Had 1 petition from a female human bard whose dreams is to ruling the world.

Year 03 was less successful due to a deeper dig to 2nd cavern to find water.

1. Made 20 2x2 bedrooms around the tavern area.  Big mistake.  I should have just started with 7 bedrooms, or a simple dorm. 

2. 2 Founders are Mace+3, Teacher+3, Weaponsmith+2.  But they did not get to train util mid autumn.

3. Summer has 2 migrants from Year 02, and Autumn has 4 migrants from Year 02.  No new void dwarf migrants. 

4. So I had a population of 13, but had 1 killed (a miner getting wood to make charcoal) by a Giant Gray Langur. 

5. Langurs manages to steel stuff from embark wagon. 

6. Using trade depot to move junk from wagon seems like priority.  Got gypsum plasters and sand bags moved that way, plus all the scattered wood buckets, barrels, and mechanisms from the dismantled surface workshops. 

7. My plan project of building a road to connect to the Year 02 fort to the west did not happen.  Not enough people.  Not enough time.  Not enough blocks made. 

8. In the end, I had a nice hospital with a well water pumped fresh from cavern 2.

9. I only had a few Human Bard visitors.

Anyway, those are my notes over the 2 forts to see how Bloodline plays.

Timeless Bob

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Re: Smallworld Dwarfolopy - City Planning
« Reply #5 on: September 24, 2017, 11:27:11 am »

Tiles 4 + 5
Temple strict
Should contain themed temples of all the civ's major gods, as well as a cathedral of Armok.
A possible name... If we can, Cathedral Square.

Just checked and the only way to get "Cathedral" is to put it as "The Cathedral".   So that leaves us with "The Square of Cathedrals", which is the best translation I can find.
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Re: Smallworld Dwarfolopy - City Planning
« Reply #6 on: September 24, 2017, 12:01:31 pm »

Tiles 4 + 5
Temple strict
Should contain themed temples of all the civ's major gods, as well as a cathedral of Armok.
A possible name... If we can, Cathedral Square.

Just checked and the only way to get "Cathedral" is to put it as "The Cathedral".   So that leaves us with "The Square of Cathedrals", which is the best translation I can find.
That works. We should have more than one.
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Timeless Bob

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Re: Smallworld Dwarfolopy - City Planning
« Reply #7 on: September 28, 2017, 02:19:44 am »

The Goldenbasis District was all going to starve to death before the next caravan would arrive, so I've set up the Square of Cathedrals District ahead of schedule.  It's had its own set of misfortunes, as you'll read in the year 013 history, but the events in The Square during year 013 have created a grim heroine miner, who may prove useful if she ever immigrates to the Goldenbasis District.
« Last Edit: September 28, 2017, 02:39:26 am by Timeless Bob »
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Re: Smallworld Dwarfolopy - City Planning
« Reply #8 on: September 28, 2017, 04:09:18 am »

I'm excited!
 :D
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Re: Smallworld Dwarfolopy - City Planning
« Reply #9 on: October 02, 2017, 09:18:16 pm »

So, I've added a 3/4 view map over in the "Districts" area, which should help you to visualize the landscape for each new District better.  Since it's made up of a bunch of embark maps stitched together using Microsoft Paint magic, I'll be adding the District updates to the map, which will give us a kind of year by year overall view of The City growing and spreading.
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Re: Smallworld Dwarfolopy - City Planning
« Reply #10 on: October 02, 2017, 09:28:55 pm »

Wow. It always astounds me to see the level of detail you put into these things, Timeless.

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Re: Smallworld Dwarfolopy - City Planning
« Reply #11 on: October 03, 2017, 02:23:34 am »

I think the next district ought to centre on the construction of a fine Tax and Customs Office, its decoration heavily featuring the image of a large clay pot — which I have been imagining as the symbol of Clan Dentedglazed — since they hold the office of Tax Collector. The fact that Dentedglazed are my own personal chosen clan has nothing to do with it, naturally. Outside the Tax and Customs Office, I imagine a large courtyard holding an open bazaar, the easier to collect taxes from. I'd call it Idräthtezad, the Treasure-Pot.
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Re: Smallworld Dwarfolopy - City Planning
« Reply #12 on: October 04, 2017, 05:37:36 am »

I think the next district ought to centre on the construction of a fine Tax and Customs Office, its decoration heavily featuring the image of a large clay pot — which I have been imagining as the symbol of Clan Dentedglazed — since they hold the office of Tax Collector. The fact that Dentedglazed are my own personal chosen clan has nothing to do with it, naturally. Outside the Tax and Customs Office, I imagine a large courtyard holding an open bazaar, the easier to collect taxes from. I'd call it Idräthtezad, the Treasure-Pot.
This is a fine idea.  It may be a few years yet before we get to building the next District, since the current one at the north base of The Cinder is supposed to have several cathedrals built around a central "square". Much more difficult when the damn "True Mirror" necromancers and their goblin minions are playing merry hob with my plans to have a heavily populated dwarven city by killing everyone in my Districts off! Grrrr!  Looks like we'll have to wait for Armok's Blessing (New dwarves springing from the ground fully formed) or some more immigrants from Risenes Hamlet before things can really start hopping again.
« Last Edit: October 04, 2017, 06:02:42 am by Timeless Bob »
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Re: Smallworld Dwarfolopy - City Planning
« Reply #13 on: October 04, 2017, 01:25:18 pm »

This is a fine idea.  It may be a few years yet before we get to building the next District, since the current one at the north base of The Cinder is supposed to have several cathedrals built around a central "square".
Yeah, I figured, but I wanted to get the suggestion in early since the poll was open.
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Timeless Bob

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Re: Smallworld Dwarfolopy - City Planning
« Reply #14 on: October 05, 2017, 02:55:46 am »

This is a fine idea.  It may be a few years yet before we get to building the next District, since the current one at the north base of The Cinder is supposed to have several cathedrals built around a central "square".
Yeah, I figured, but I wanted to get the suggestion in early since the poll was open.

Right.  Good thinking.
« Last Edit: October 05, 2017, 03:21:51 am by Timeless Bob »
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