Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Good idea or no?  (Read 1833 times)

Romegypt

  • Bay Watcher
    • View Profile
Good idea or no?
« on: June 04, 2016, 09:25:29 pm »

Here are some screen shots of my fortress. It's just barely autumn now, and I was wondering if this was ideal

http://i.imgur.com/CyYDmkH.png

I'll eventually put up a wall, but for now a ramp leading into the fortress is all I have- A depot will be put outside for traders, and I plan for the pasture to be inside the wall

http://i.imgur.com/nszhXA4.png

Those are a TON of stairs, so that pathfinding will not ever be a problem. There is also a ramp alongside, just in case

http://i.imgur.com/3dkJlSz.png

More of the same

http://i.imgur.com/qPWJNbk.png

Here are the base workshops- 1 carpenter and masons, and southwards the early forges.

http://i.imgur.com/TTv3WWQ.png

Small ramps leading down to the bedrooms

http://i.imgur.com/KeXBY48.png

And here we have the bedrooms. I'm not connecting the stairs, just in casse a forgotten beast or some gobs get in, I can block of the ramps and some dwarfs will live for a while. I'll also eventually seal in a small food stockpile, just in case, and forbid access to it unless a famine occurs.

EDIT= Forgot this picture! http://i.imgur.com/jfzEDjh.png
« Last Edit: June 04, 2016, 09:37:52 pm by Romegypt »
Logged

Daris

  • Bay Watcher
    • View Profile
Re: Good idea or no?
« Reply #1 on: June 04, 2016, 11:52:20 pm »

What's keeping wild animals out of your fort?
Logged

PopTart

  • Bay Watcher
    • View Profile
Re: Good idea or no?
« Reply #2 on: June 05, 2016, 12:25:41 am »

You can embed an image right in your post with [img]. I recommend it.

Romegypt

  • Bay Watcher
    • View Profile
Re: Good idea or no?
« Reply #3 on: June 05, 2016, 03:44:44 am »

there will be a wall added later, It's not a huge priority for me early on.
Logged

Daris

  • Bay Watcher
    • View Profile
Re: Good idea or no?
« Reply #4 on: June 05, 2016, 07:09:16 am »

You can have (and IMHO should have) multiple levels of security.  Keas and grizzly bears won't politely wait.  A security system can be implemented in stages, so that the innermost stage protects against wild animals today, and tomorrow it serves as a final line of defense against sieges.

Right now a kea can literally fly straight into your fort and steal your anvil, and you have zero recourse except to draft military to kill it (and hope they reach it before it can get into the air).  It's your decision whether you think that's an acceptable risk, but it would be trivially easy to prevent it.  You asked if this was ideal; I reckon it's ideal if your objective is to implement artificial difficulty for yourself.
Logged

Fleeting Frames

  • Bay Watcher
  • Spooky cart at distance
    • View Profile
Re: Good idea or no?
« Reply #5 on: June 05, 2016, 12:28:22 pm »

3 wide ramps are needed for autumn traders to access your depot (wagons can't descend stairs), but have you thought where you would be putting it? It requires 5x5 space, which you don't seem to have set aside right now.

Romegypt

  • Bay Watcher
    • View Profile
Re: Good idea or no?
« Reply #6 on: June 06, 2016, 09:25:51 am »

I already placed the Depot outside. As for one, some of the security dogs I have killed the keas and giant crows that kept coming in and they don't even try anymore. Progress on the wall is slow, but I already have a metal working industry going on, and made 20 metal shortswords, as they were in demand by the caravan (Not sure how lead short swords would go over, but I made iron, so not a problem).

I don't worry about sieges until a couple years have passed, and by then I usually have some form of military up and running.

I'm thinking of doing two layers of walls, and inner, and an outer.
Logged

Eddren

  • Bay Watcher
    • View Profile
Re: Good idea or no?
« Reply #7 on: June 06, 2016, 02:15:08 pm »

I recommend having your weaponsmith churn out bolts until he's at Legendary. It'll be better early on than when you hit steel. Additionally, if you have copper...
Logged
Ah, my dwarven heart beats with fierce pride for this.  I can't take it anymore!  I have to go do something profound.

Fleeting Frames

  • Bay Watcher
  • Spooky cart at distance
    • View Profile
Re: Good idea or no?
« Reply #8 on: June 06, 2016, 03:28:53 pm »

Alternatively, could churn out trap components (large serrated discs and spiked balls are 9 times as valuable as short swords)  for massive trade value/defence/royal rooms, or have large fraction of your fort dabble a bit in weapon- or armorsmithing and hope for mood (workshop profiles and dwarf therapist can help here).
« Last Edit: June 06, 2016, 07:04:11 pm by Fleeting Frames »
Logged

Eddren

  • Bay Watcher
    • View Profile
Re: Good idea or no?
« Reply #9 on: June 06, 2016, 05:03:41 pm »

Looking at your surroundings, that's a good one. I'd ordinarily say that a solid green glass production facility could cover your trap-making needs, but you're lacking in sand.
Logged
Ah, my dwarven heart beats with fierce pride for this.  I can't take it anymore!  I have to go do something profound.

Daris

  • Bay Watcher
    • View Profile
Re: Good idea or no?
« Reply #10 on: June 06, 2016, 05:27:52 pm »

Alternatively, could churn out trap components (giant axe blades/large serrated discs are 9 times as valuable as short swords)  for massive trade value/defence/royal rooms, or have large fraction of your fort dabble a bit in weapon- or armorsmithing and hope for mood (workshop profiles and dwarf therapist can help here).

*coughcoughmenacingsteelspikescoughcough*
Logged

Fleeting Frames

  • Bay Watcher
  • Spooky cart at distance
    • View Profile
Re: Good idea or no?
« Reply #11 on: June 06, 2016, 07:03:17 pm »

Alternatively, could churn out trap components (giant axe blades/large serrated discs are 9 times as valuable as short swords)  for massive trade value/defence/royal rooms, or have large fraction of your fort dabble a bit in weapon- or armorsmithing and hope for mood (workshop profiles and dwarf therapist can help here).

*coughcoughmenacingsteelspikescoughcough*
Oops. I got crossed with the melting wellspring. Should be spike balls and serrated discs *fixes*

Eddren

  • Bay Watcher
    • View Profile
Re: Good idea or no?
« Reply #12 on: June 06, 2016, 08:27:36 pm »

Alternatively, could churn out trap components (giant axe blades/large serrated discs are 9 times as valuable as short swords)  for massive trade value/defence/royal rooms, or have large fraction of your fort dabble a bit in weapon- or armorsmithing and hope for mood (workshop profiles and dwarf therapist can help here).

*coughcoughmenacingsteelspikescoughcough*
Oops. I got crossed with the melting wellspring. Should be spike balls and serrated discs *fixes*
Alternately, if you simply stud your spears with more iron and they happen to menace with spikes, you could just imagine it's a spear made up of hundreds of other, tinier spears.
Logged
Ah, my dwarven heart beats with fierce pride for this.  I can't take it anymore!  I have to go do something profound.

Fleeting Frames

  • Bay Watcher
  • Spooky cart at distance
    • View Profile
Re: Good idea or no?
« Reply #13 on: June 06, 2016, 08:37:22 pm »

Heh, and now I'm imagining an obsidian shortsword studded with every kind of stone. It's a shame weapon racks don't work :p

Eddren

  • Bay Watcher
    • View Profile
Re: Good idea or no?
« Reply #14 on: June 06, 2016, 09:14:24 pm »

Heh, and now I'm imagining an obsidian shortsword studded with every kind of stone. It's a shame weapon racks don't work :p
"Is there actually obsidian in your Shortsword?"
Logged
Ah, my dwarven heart beats with fierce pride for this.  I can't take it anymore!  I have to go do something profound.