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Author Topic: Beards in Trees (0.43.05 fort)  (Read 873 times)

Larix

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Beards in Trees (0.43.05 fort)
« on: November 26, 2017, 09:10:01 am »

Nishasob, "Tradeboards" has lasted for 27 and a half year now and is home of 90 dwarfs (over 50 of which were born on site, since this was played with a population cap of forty). I had hoped to do it without digging at all, but the mandatory first mood required rough gems, so a very small mine was opened and instantly sealed and never touched again after some rubicelles were secured. There may have been a boulder or two from that mine used by the masons, but other than that:

no real digging, no underground constructions. All stone and metal came from imports, the most important building ressource was wood. I kept invaders off for most of the time, which probably didn't do much since the place was fairly peaceful anyway.

Tally after turning invaders on and changing the goblin civ's raws to a siege trigger of 50 people:
megabeasts: zero. Some named critter ended up slab-able as "missing" which might have been a forgotten beast - didn't show up on the units list, though.
semimegabeasts: one giantess, one ettin, one cyclops, two minotaurs (no werebeasts, no vampires, no necromancers)
goblins: mundane all-goblin assault squads, four attacks in total, spread over seven years. 96 goblins slain in open-field combat. Three dwarfs got titles (seems to require five notable kills).
The world used was quite young, so there were no visitors at all to the tavern/temple/library and no finished books were on offer in trade.

All notable slain units got a slab, as well as the one dwarven casualty: a child who was spooked by a black bear, fell into a pool and drowned (no combat report, so probably tried to climb/jump down and slipped). Curiously, some skunks were captured and tamed, and each and every one of those who died (well over a hundred) is eligible for a slab. Only applies to skunks, too, not to other (tamed or common domestic) animals.

Around year fifteen of the fort, caravans started to bug out. Elves and dwarfs recovered and kept visiting, humans had eternal stuck units on site and never sent a new caravan. From year 20 onwards, i regularly forbade the depot just before caravan arrival to force the merchants to spawn in random, hopefully un-bugged spots and it worked alright, although of course it meant no more wagon visits. The weird "phantom units" near the original entrance's map border (tiles which dwarfs have to crouch down and crawl through to pass as though an invisible immobile creature stood there) persisted and new ones were found on the relocated entry; i suspect they have something to do with the bugged caravans but have no idea if they're cause or effect.

Wealth: 9,2 Mio "created wealth" on site, 17,5 Mio exported, ~240 000 gifts. We generated unreasonable amounts of cloth crafts and prepared meals. Seven artefacts generated by moods, five scrolls, 27 named weapons and shields.

Building in trees

Tree trunks and branches provide support for buildings; walls, floors and the like can be built right on top of branches and twigs without trouble. Furniture and shops can be constructed on branches, too, but not stockpiles. I have not tried muddying branches to see whether farms can be constructed on them - but you'd have trouble getting them properly wet, with more tree and thus no fillable "pond" hole above them. Muddied built platforms (of any material, wood, stone, metal, glass, as long as it's muddied) are usable for farms as long as the z-level belongs to a farmable biome. I have a working farm on z+7, but a muddied platform on z+11 has "no seeds available for this location".

Most parts of a tree count as "outside", which means you have to construct a roof over them before you can install beds, chairs, tables or coffins. Bridges provide sufficient cover and take less material to build than normal floor (and provide happy thoughts if traffic passes by them). Trees take no harm if a bridge is constructed above them.

Interaction between bridges and trees is weird - twigs are not walkable, and bridges don't make these tiles walkable, either. If you have to cross twigs to pass e.g. from one tree to another, you'll have to build a floor over them.

Trees keep on growing over the years and if a tree spreads its twigs into the area of a bridge, it can make the bridge unpassable in a near-invisible fashion. Fun to troubleshoot. I was lucky and spotted the few cases where this happened before a dwarf came to harm.

Trees don't grow all that large when you look at the normal space consumption of a dwarven fort and don't provide much unbroken usable area: you won't have many opportunities to stick workshops in trees and rooms entirely based on branch floor won't get too big, either, which means your nobles will require fancy furniture to satisfy their room requirements. The most valuable furniture you can generate without imports are plant cloth bags and ropes.

You'll usually have 5+ levels of airspace that trees won't grow into. You can fill that area with buildings without harming the forest underneath. Much of my building efforts were eventually spent making dwellings above the trees.

If you want to use the trees as foundation of your dwellings, you'll have to think about your woodcutting strategy, since wood will also be a major ressource, for building, for crafting and as fuel for metalworking (in case you want a fort that can withstand attacks). While wood only gives one block per log, building from wooden blocks can still be useful - it keeps walls smooth and enables you to still get wood imports from elven and human caravans: all logs that you own in an unforbidden state are compared to your headcount, and if you have fewer logs than citizens, a caravan will try to bring enough logs to make the numbers equal. So - forbid unreachable felled wood (fallen in water, stuck in other trees), forbid windmills/axles/waterwheels after construction, build from blocks instead of logs - logs in constructions cannot be forbidden.

Spoiler: Piccies: (click to show/hide)

P.S. the fort has twenty melee soldiers and six archers. Six of the melees and all archers are only activated in case of trouble - and stationed far behind the front lines, as last backup. Two of the melees are not weaponmasters. The two most senior squads (made up of the first fort-born children to grow up, so started around fort-year thirteen) have been training non-stop for over ten years and are legendary (+xx) in all military skills (including biter and misc. object, one bit a goblin and shook them so hard the gobbo's spine broke), only "Leader" skill is merely proficient/competent in the squad leaders. They're the only squads to have seen actual battle and the only time one got wounded was when a hammerdwarf got enraged from being crowded during a training session and punched the spearmaster's ankle so hard the joint shattered.

I've never seen it in full swing before, so was quite impressed by how many ornaments dwarfs tend to pick up, especially with a workshop being on "make cloth craft/R" for years and years, with several legendary clothiers to do the work. It's getting difficult spotting the actual clothing among the up to sixty amulets, rings, earrings, bracelets and figurines the average dwarf is decked out in. I summed up the worn goods of the metalsmith i'd been paying extra attention to and it came out as ~18000 military equipment (steel gear including a masterwork spear), ~2500 clothing and ~15000 owned ornaments. Not every dwarf is as grabby, but several thousand ☼ of trinkets per dwarf looks pretty normal. Other small goods were only occasionally claimed - large glass gems, coin stacks...

The fort managed to get a beekeeper and a wax worker to legendary skill. All raw cookable food was kept in a barrel-less stockpile and an extra royal jelly stockpile set up near one of the kitchens, so the royal jelly was properly cooked off once we stopped collecting nuts. That's no joke, as far as i can tell cooks' primary preference is not "solid food in barrels before everything else", but rather "anything that is extracted from a container before bringing it to the kitchen before everything else", which does explain the preference for solid barrel-contents but also the insistence on cooking seeds - one by one - before touching stuff outside of containers and contained stuff that cannot be taken out of its container, i.e. flour and liquids.
Tl;dr - cooking nuts drives you nuts because they're drawn from bags one by one and have top priority over stuff sitting in the open.

We struck coins every year and ended up with 203 stacks, i.e. 101500 coins total. 100000 of those ended in the "coin vault", a coin stockpile behind a floodgate operated by a lever personalised to the mayor. (The remaining three stacks were claimed as personal property of dwarfs with fitting metal preferences.) The lever also opens/closes a hatch cover right next to it, in case the mayor desires to flush an unwelcome visitor from his sight. Right next to the lever is also a same-colour lever personalised to the duchess, captain of the guard, champion (main fisherdwarf/woodburner) and militia commander, which releases the cats. It's a secret special defence which is almost certain to be entirely useless, since attackers are quite unlikely to get anywhere near the cat cage during an invasion.

We ordered about sixty cut gems per year from the dwarven caravan and put them in our archer captain's capable hands to adorn random crap lying around the jeweller's shop. Apart from the usual mega-encrusted waterskins, we bought a musical instrument made of "liquid dark" from the elves (a bagpipe with a silk bag; since elves don't have normal access to silk, this results in random special materials like demon and divine silk; "liquid dark" was apparently the latter, since the instrument cost almost 30000, with no exceptional craftselfship involved) and encrusted it as much as possible - it broke the 100 000☼ mark eventually.

PPS: of course the fort would likely crumble if attacked by a fire-using foe. While wood walls are immune to flames, the construction is intertwined with the trees of the forest and collapsing trees might well take out crucial supporting structures.
« Last Edit: November 26, 2017, 04:21:44 pm by Larix »
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