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Author Topic: Dawn of Time - Human Fort, Blazecook!  (Read 12290 times)

Dunamisdeos

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Dawn of Time - Human Fort, Blazecook!
« on: July 22, 2015, 05:40:40 pm »



Militia Commander Zealroofs, giving a black eye to a Giant.

Welcome to Blazecook!


**Let me know if you want a human named after you**

I'm challenging myself with a dawn-of-time fort. I made humans playable, and essentially copy-pasted dwarf nobles such as broken/bookkeeper/mayor etc. over into the human raws. Seems to work. Some of the names were changed to keep things fresh. For instance Baron was changed to knight, Duke was changed to Lord, etc.

Any tips for building human-style? It's an easy embark, except there are almost 0 military metals on the map. I'm next to a river in a heavily forested area.

I'm going to be posting yearly updates. My goal is for this to be a multi-generational city, and it should therefore span a few hundred years if possible. I play it after work for about an hour. It should be fun to see records of a town from the time of its inception in the year 02.

*There will be no dormitories in Blazecook. Individual homes only.
*Traps will not be used in defense of the city. They may be used in sensitive areas, such as tombs or vaults.
*Aboveground farming and building only.

- Population: 109
- Working Adults: 94
- Children: 15

Notable Villagers:
Esmii Respectblunts, Expedition leader
Dur Zealroofs, Militia Commander
Zih Plottedhabit, Broker/Manager
Ac EmeraldNestles, Governor
Nathob Grizzlycrimson, Head Physician


Dorfs!!
"Varnish" Peakway, highest-skilled Mason in Blazecook.
"Bregolan" Fondledsea, Swordsman and student of MC Zealroofs.
"Kazturkey" Eldergrowls, student of MC Zealroofs.


Spoiler: Town Square, Year 03 (click to show/hide)


« Last Edit: August 07, 2015, 08:37:36 pm by Dunamisdeos »
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Klitri

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Re: Dawn of Time - Human Fort!
« Reply #1 on: July 22, 2015, 08:45:41 pm »

I myself play only human-fortress, it's just easier for me to relate when it's humans and not dwarves.

I once had a flourishing town, I built 4x4 houses and lined them up and around streets.

If you want to build human style, I'm not really sure what else to recommend, other than use lots of aesthetics. For example, make rooms in the houses such as dining rooms, etc. to give off the impression of independent living, not socialist "dining halls". While the work needed to give the impression is more than it honestly is worth, it's what humans would actually do and what we do actually do in real life.

Regardless, just my $0.02, you can do what you want to fulfill your challenge.
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varnish

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Re: Dawn of Time - Human Fort!
« Reply #2 on: July 22, 2015, 09:15:39 pm »

If you wanted an approach that reflects what some human societies were like, maybe try splitting the village up by clans? You know, have a complex of buildings for, or even one large building for each extended family. Families often lived in that way, rather than each nuclear family being separate.

It's been a while since I tried a human fort, but one thing I liked to do was keep the tanning and butchering industries a bit distant from the more built up part of town.
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Dunamisdeos

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Re: Dawn of Time - Human Fort!
« Reply #3 on: July 22, 2015, 09:38:41 pm »

I like the idea of clan-based areas of the city! since its difficult to keep track of actual geneology, I might structure it by profession.

And each house will have its own set of rooms, such as a meeting area and dining room. It's a very good idea. I think the nobility will have its own areas, too. I wonder if I should give each noble a large manor-type house in each clan-based section?

This is going to be awesome. Of note is that I am playing one hour each day. I have the fort on my work computer, and I'm hanging out a bit after work to run the fort for a bit. How will it play out over the course of time, and how long can I keep it going for!
« Last Edit: July 22, 2015, 09:40:52 pm by Dunamisdeos »
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varnish

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Re: Dawn of Time - Human Fort, Blazecook!
« Reply #4 on: July 23, 2015, 02:06:54 am »

Nobles having a central manor sounds like a fun way to go about, and keep the town varied. Good luck! Keep us posted on the progress.
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Dunamisdeos

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Re: Dawn of Time - Human Fort, Blazecook!
« Reply #5 on: July 24, 2015, 04:10:37 pm »

I'm going to do regular updates in the first post. Screenshots and everything.

Also, let me know if anyone wants to be dorfed humanized.
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StagnantSoul

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Re: Dawn of Time - Human Fort, Blazecook!
« Reply #6 on: July 24, 2015, 05:30:51 pm »

If you go back to 34.11, you'll be able to have much larger maps, even better for having massive human cities/towns/fortresses. I had a map that was 15x15 for a human city, I did all the outlying buildings of wood and had a palisade outside, with stone buildings in the outer layer, and finally, a fire clay manor on the hill just above the town. Another human build say a MASSIVE granite castle, roughly 200x450x10, with wings and towers and sections and the courtyard not counted in that number, with just some housing for others nearby. I suggest making a massive castle.
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Dunamisdeos

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Re: Dawn of Time - Human Fort, Blazecook!
« Reply #7 on: July 24, 2015, 06:01:21 pm »

I can do that. Unfortunately I already started in 40.24 :(

Massive Castle will definitely be a thing, eventually. There's only 29 people in the village right now, of course.
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Zac

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Re: Dawn of Time - Human Fort, Blazecook!
« Reply #8 on: July 25, 2015, 12:45:48 am »

I would recommend building a big marketplace in the middle of your town with workshops, forge, tavern (dining room+dormitory), warehouses and everything a normal fortress would need to keep a basic economy running. Then start building your fancy human town around it.

I think it would be easier for you to play the game as it's intended to be played instead of trying to force it to do things it might not yet be able to properly do. Play it as a normal dwarf fortress with a human twist rather than trying to force the game to simulate a true human city.

Also, if you want your city to really look like it's inhabited by humans medieval peasants, you gonna need mead, beer and cider, lots of mead, beer and cider.

EDIT: And "radish wine"
« Last Edit: July 25, 2015, 12:48:25 am by Zac »
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Dunamisdeos

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Re: Dawn of Time - Human Fort, Blazecook!
« Reply #9 on: July 25, 2015, 10:17:25 am »

Booze made from various plants (potato wine vodka, for instance) is in production, despite it's unnecessary nature in a human fort.

Also, there will be no dormitories in Blazecooks. It's individual homes for everyone.

Also, is there a way to disable moods per race in the raws? I feel like humans shouldn't produce artifacts.
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Loud Whispers

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Re: Dawn of Time - Human Fort, Blazecook!
« Reply #10 on: July 27, 2015, 06:26:36 pm »

I don't believe there is a way. A multi-generational Fortress is quite the endeavour, I wish you all the luck.

Funkmaster Rick

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Re: Dawn of Time - Human Fort, Blazecook!
« Reply #11 on: July 27, 2015, 09:48:30 pm »

Looks like you've got yourself a good bailey going. Don't forget to build a motte!
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Dunamisdeos

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Re: Dawn of Time - Human Fort, Blazecook!
« Reply #12 on: July 27, 2015, 10:22:00 pm »

Construction of the multi-level Meeting Hall/Kitchens+Stills has begun in earnest!

Built out of stone, it straddles the river and arches over the bridge. Included is space for a tavern (for the upcoming update). It will also connect to the new granary.

We also have a governor, equivalent to a Mayor in a dwarven settlement. His stone mansion will begin construction shortly, along with some multi-level housing projects. After that will come the motte/barracks, the precursor to a large-scale castle!

::EDIT::
I'm forced now to consider the problem of burial due to an insane cook. Do we do this catacomb-style, or graveyard?
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Loud Whispers

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Re: Dawn of Time - Human Fort, Blazecook!
« Reply #13 on: July 28, 2015, 05:04:37 am »

If you try graveyard you're probably going to run into the problem of running out of burial space.
I recommend building the pyramid of death. It was proposed in London in the 19th century but they didn't go ahead with it because it was a pyramid of death.

Dunamisdeos

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Re: Dawn of Time - Human Fort, Blazecook!
« Reply #14 on: July 28, 2015, 12:36:33 pm »

If you try graveyard you're probably going to run into the problem of running out of burial space.
I recommend building the pyramid of death. It was proposed in London in the 19th century but they didn't go ahead with it because it was a pyramid of death.

They didn't built it because it was a pyramid of death? That's a stupid reason. That like saying I don't want chocolate ice cream because it's delicious.

This is going to be the burial method of choice for the non-noble classes. I'm probably going to do a graveyard for now, since my needs are so slight. It can become a historical site, this first graveyard. Then it will be eventually paved over to make room for apartments or something.
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FACT I: Post note art is best art.
FACT II: Dunamisdeos is a forum-certified wordsmith.
FACT III: "All life begins with Post-it notes and ends with Post-it notes. This is the truth! This is my belief!...At least for now."
FACT IV: SPEECHO THE TRUSTWORM IS YOUR FRIEND or BEHOLD: THE FRUIT ENGINE 3.0
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