The merchant way, a semi-open pathway that forces caravans to spawn at its end. The "walls" of the merchant way are checker-board walls that allow vertical movement past them (so creatures can move through it), but does not allow wagons through it. The checker-board is mixed with channels (which stop fire), and cage-traps (which stop invaders, a bit).
The walls block line-of-sight almost entirely and stop arrows as well.
1. The entry. If you think forcing caravans to spawn here is cheating, just lower the bridges.
2. A cage-trap floor-bridge across the river. Allows free movement on the map. One of two bridges across it.
3. Walls as protection from line-of-sight of invaders south of the river.
4. Campfires. Set the surface on fire, if you encounter larger problems.
5. These two traps are weapon traps with large serrated discs. Most invaders, especially from north/n-east/n-west will walk across it.
6. Main pathway towards the fort, across a moat.
7. The checker-board walls. Not quite done, more traps/channels missing.
(This type of screenshot ok?)
1. War animals and lots of cage traps. I hope for a bit of chaos, if a fight breaks out here. Things slow down, fall into the moat, stumble into traps, get distracted by animals. Thats right before the bridge that we can close.
2. Drakes. Last line of animal-defense.
3. downstairs to a store-room for cages... for quick reloading of cage traps. We have about 30-40 empty cages as backup.
4. 15 5x5 merchant stalls. buy/sell all kinds of basic goods.
5. Human gunsmith and merchant. Next to it on the right are carpenters and a currently empty wood stockpile.
6. emergency exit. A second bridge, on the second z level. Direct access to the southern part of the map. You can lead invaders round and round...
7. farmer shops. currently making thread from hair.
8. main hall with trade depot, also lockable.
1. The trade depot, surrounded by garbage and stuff.
2. 3 loaded ballistas, aimed at the gate.
3. animals and nest boxes
4. young animals, just waiting for them to grow up, so that they can be butchered.
5. wells! important. they have access to the river.
6. crematories, trying to cope with the refuse and bodies around.
7. leatherworkers, butchers, tanners and kitchens. Mostly churning out leather, tallow and lavish meals.
On the left, ground floor: Academics guild lvl5. Has a soap maker, alchemist, transmutation chamber and inventor. It can copy foreign items (like orc katanas or succubi leather corsets), make soap, artificial gems, flux, transmute metal bars, make wildfire (exploding!) ammo and more.
Center, second floor: memorial hall, with Mephs slab in the center, flanked by gem windows. Its also a zoo, with one inhabitant: The sapphire golem that killed Meph.
On the right, ground floor: lots of smelters, forges and wood furnaces. Coke, bar and coin/iron armor production. I made iron because we had no flux... now we can slowly make flux in the alchemists chambers.
As you can see, the entire fort is walled in, with a 2 story high wall, with a 2-paces wide walkway around it. There is a 7/7 moat around the wall too, so no one can scale it.
Large sections have been floored, even in the second floor, because it will be used in future for living space.
1. Massive area that can be used for rooms. I planned barracks here, with towers for the archers, overlooking the approach to the main entry.
2. Tanners guild. making special leather, currently busy with "hardening leather". That will be used for archers armor.
3. brick splitting blocks. thats were all the blocks come from.
4. jewelers. gems sell well.
5. public park. if you ever have someone really unhappy, he can play with toys there... like playing football, etc.
6. smiths guild. it has an armory and weaponry, so you can improve the quality modifier of your gear.
7. MERCHANTS GUILD!!! you can call migrants. diplomats. caravans. and exchange coins. VERY IMPORTANT!!!
8. Another massive area that can be used for rooms. I wanted to build living space here, with nice rooms.
9. second story of the main hall, above the trade depot. It has 4 sections: noble quarters, food stocks, kitchens, and dining room.
Notes for the next overseer:
- Nobles require a lot of stuff.
- Military does not exist. But I made armors/weapons for 40 men at least.
- Fort is currently fairly secure, because goblins/orcs with guards are there.
- Lever for the main gate is next to the trade depot.
- There are surplus coffins, if you have issues.
- Hospital is missing.
- There a lots more slabs to be engraved. memory hall is not finished.
- miners currently look for new metal veins/gem clusters. Check on them periodically.
- Barely any stockpiles... didnt have time to clean up much.
- Barely any money left, I spend it all on guilds.
I'm the mayor... so please check what COPNUT the mayor is doing now and then. She is also the trader.
Please dont dwarf this dwarf to someone else.
We are 69 humans. About 10 died during my turn, at the very start, fighting unarmed against a ferric-elf ambush, and a basilisk and greater skeleton from the caverns.
Food is at least 1000... and we have unlimited water from wells.
Wealth is around 1mio.
Suggestion: Use the "call migrants" option, and start building a standing army of 20-40 men, and build archery towers with fortifications.