Thanks for the critiques, all!
quote:
Originally posted by puke:
<STRONG>anyway, those are some GIA-effing-GANTIC treefarms for such a heavily wooded area. </STRONG>
True. They trained miners on cheap stone, provide lots of rocks for training siege operators, and will give me lots of wood, positioned closer to my workers than the remaining outside forests. Gotta hate that 200 tower-cap limit, though.
quote:
Originally posted by puke:<STRONG>the fort is very spread out. this can create efficency problems. you seem to have a section near the river, a section near the chasm, and another section by the magma. lots of walking.</STRONG>
quote:
Originally posted by Shzar:
<STRONG>It is indeed very spread out; I see little living quarters all over the place. It's neat looking, but I, too, wonder if your efficiency suffers a bit from it.</STRONG>
This is the most important issue with my fort.
Puke's got it exactly right: Before the Dwarven Economy, I planned to set up three economic zones: 1) A wood/silk/etc. region near the river. 2) A food/leather/animal region in the approximate center of the fort (with prepared food and drink distribution to outlining areas). 3) A metalworking/glassworking/jeweling area at the magma. Each of these regions include individually assigned rooms for the craftsdwarves (the haulers live mostly near the fort center), a kitchen with its own stocks of food and drink, and sufficient space for goods stockpiles. The craftsmen spent most of their time in a relatively small area, which meant more real work got done.
Now that the Dwarven Economy is active, this plan falls apart. I can't assign rooms to any non-legendary working dwarf. I don't have any Legendary craftsmen (except my mason, who operates workshop all over the place), and I also don't have very many legendary engravers/miners who can be made into craftsmen (I'm working on this problem hard, mind you).
My biggest critique of most designs (from an efficiency standpoint, which isn't relevant to a fortress designed as a work of beauty) is that people force their short-legged dwarves to run all over creation by building far, far bigger than needed. Their stockpiles are gargantuan. Their bedrooms, dining rooms, and statue gardens, all absurdly outsized, and mostly far away from the place of work. But I DO now at least understand why people don't "regionalize" their fortresses: The game doesn't cooperate once the Dwarven Economy begins.
quote:
Originally posted by Shzar:
<STRONG>Have you considered moving your trade depot indoors? Even putting it on the outside of the cave river could shorten hauls during trade time. </STRONG>
Yeah, I keep meaning to do that, but I haven't gotten around to unmudding the corridor and finishing a legal path to a indoors depot. I also haven't decided what I want the region between the front gate and the river to look like when it grows up. Happily, my delays cost little; what I trade's in bins anyway.
quote:
<STRONG>i like the giant single-section gold bridge. very extravagant. i bet it generates many happy thoughts. i think single section bridges say "i have balls." in a very loud voice. and with only two deaths on a fort that size, i'd say you're backing up the claim. personally i build in redundancy, let dwarfs tantrum, and just replace what they break. but preventing the deaths and tantrums in the first place shows some care and skill. kudos to you.</STRONG>
I'd love to grin and accept your kind words, but I actually DO have a backup. I'd be kind of forgetful not to, because I actually
did get a bridge smashed by a dwarf once, and that bridge really
was the only link. Took me most of a season to rebuild...
That little gray bridge under the gold span is actually crossable by itself, in addition to being a safety net. I've put a forbidden door just right of it to encourage my dwarves not to walk on the edge. If the main bridge gets smashed, that door will be unlocked.
quote:
Originally posted by Mlittle:
<STRONG>(snip, answered) Also, you haven't left yourself any space to expand the food industry and the dinning room.</STRONG>
Very true, and I wish I had. I'd like to get another still and kitchen in, but don't have space near the existing ones. Well, I can always use floodgates to rewall the farming chamber at need and shift it north a tad. There's already more than enough space to grow more Plump Helmets than my dwarves can eat.
quote:
Originally posted by Dwarfu:
<STRONG>What is the benefit of using statues between two doors instead of just using three doors?</STRONG>
It's for pretty. I'm not very good at beautiful design, but I do try. Also, the statues occasionally give happy thoughts.