Or I could post Summer Part 3 now, and sleep in peace.
Summer Part 3 - Malachite Contd, Trade Depot Musings, and Tower ReconstructionThe security of the surface is more complicated; there are 3 points I see about it: the tower, our entry, and the trade depot.
At this moment, it’s not possible to seal the trade depot from the rest of the fortress, and sealing the trade depot from the outside implies also sealing the fort - which, all right, is acceptable, because if you need to seal the depot then the surface is probably not safe for dwarves either.
If sealing the depot from the fort doesn’t seem a priority, consider that it’s entirely possible for a cursed being to arrive as part of the depot guards, or even the merchants. Bad enough the trade good haulers would be a write-off, we should not give this unfortunate soul unimpeded access to the rest of the fort.
And that’s not even counting some of the rumors wafting out from RoomCarnage like a bad miasma - rumours of entire caravans cresting the edge already corrupted into foul fog zombies, instinctively opposed to all living things… but then again, RoomCarnage was in a sinister biome, and we are not.
(ooc: the two of you who haven’t read
RoomCarnage yet, do so. It’s ridiculously awesome).
So it’s obvious that the trade depot should be moved in a sort of airlocked area; preferably, not too far away from the fort itself, because otherwise hauling goods would be a pain, but one which can be locked away in a moment; either with doors, or again with floor hatches over stairs, which are a bit more secure due to the elevation.
On the outer seal of the airlock, walls, floors and bridges are the only way to go. There isn’t really an alternative.
Now I just need to figure out where any of this would be placed… I may not begin it now, because I have other priorities, and I couldn’t possibly finish it before autumn, but there’s no point in postponing all the planning for winter.
The fort, in approximate layout, is closer to the east edge than the north, south, or west one. I’m exactly scrupulous enough to prefer a centralized location, and I’m pleased to find some interesting overlaps:
The vertical center on the surface is in this neat little valley; the wall has been built as close to the edge of our territory as we are allowed:
And on the crafting level, the center aligns very well with the stone crafts workshops:
I now intend for no loftier goal than a completely subterranean, easily lock-able, trade depot area. And I’ll make the depot out of gold or platinum, because why not?
(The only thing more precious would be adamantine, and I would absolutely not use it for that; it’s downright sacrilegious!)
On the edge of the map, digging and channeling designations have been made; the trees are set to be cut, with the utmost priority… Do we even have woodcutters? Oh yes, four of them. The southern edge is already sealed, but the northern edge will require a bridge. It’s still a great fascination to me how laws dictate we can't build walls too close to the edge of our claimed lands, but bridges and floors are perfectly fine...
In continuation of that channel, a gentle slope will descend for 11 levels, to the crafting area:
All external designations, including that little bit in the slope’s terminus, have been marked for immediate execution; channeling cannot be done from below, so I want it finished, and sealed from the fort, as soon as we can. Given our idlers, that would be now. The rest of the channel, however, was marked for minimal priority; the miners will return to it when there’s literally nothing else for them to do.
Next, I turn to matters much closer to the fort: the tower and the bridge.
… that could be a book title.
The bridge is fine, if I’m honest. It would be a problem if it would be unsealed vertically, but it’s not; it’s (almost) completely floored over, as part of the tower’s first level:
The only exception is a single tile exposed by the wall which seals the stairs down, and that can be easily fixed. I’ll even use logs like the rest of that flooring!
(ooc: I was working on bad assumptions here: I could have sworn the down-ramp was open to the outside; now that I know it’s sealed properly, I’m not going to screw with it).
The tower is unfinished, and, if you’ll forgive me a frank opinion, was badly built. Even if it were properly roofed, it would still have issues:
On the second floor, the southern row of fortifications is built facing the ground level outside. This allows skilled enemies to fire arrows through, as if the fortification would not even be present. The northern one is fine, and the archery targets backed by fortifications and empty space are quite a brilliant idea as well.
This is something I intend to keep, and assign to The Ochre Youths for training. Very soon even, now that I remember only two of their ranks have any sort of experience. I wonder if we have enough bones to carve into bolts, so they can be used for training? I now vaguely regret ordering metal bolts to be forged… but that’s nothing I can’t solve with two stockpiles and a forbidden designation.
Another detail that I noticed: the tower is constructed from either logs, or from unpolished mudstone rock. This is what makes it so easy to climb, as opposed to the added difficulty provided by smooth stone blocks. Unfortunately, it’s also a pain to fix; deconstructing large areas is always dangerous, and while construction is underway, the only thing keeping the fort closed would be a single door.
I believe I won’t bother; I’ll just seal the roof, and rebuild the unfortunate row of south-facing fortifications.
On the third floor, there’s only a row of wooden fortifications, which I intend to leave as they are, and nothing above is really built:
(ooc: sorry for the black color in empty spaces; I dun goofed something in d_init; I was trying to change the character for empty space, not the color. And then I kinda liked it, it makes it look like night)
In preparation for the changes to the tower, I order a stockpile at its base, accepting only granite blocks. Both masons have gone up a level of skill while crafting these, so I expect they are numerous; on the flip-side, they were habitually used for walls and floor, so I am not sure how many are currently available; stocks only record the total number, not the details of each.
(I also built a tiny farm plot off to the side; we have quite a few outdoor plants that can be brewed, and 54 hemp seeds. These stand a much better chance of kick-starting our cloth industry than the 5 pig tails that will soon go out of season...)
While I’m visiting the stocks again, I look at the rocks that have been dug so far. My initial purpose was to see what other stones can be cut into crafts - mica looks like a good candidate, it was dug out with the marble - but I also saw the rather numerous lumps of clay. I presume they were bought from traders, just in case a potter wants one. This does bring up a good point, how does a pottery mood look like? I’ve never heard of one, and I certainly never saw one myself.
There are some more minor changes I’m doing, before letting work progress: I am setting three ammo stockpiles. The first is for only metal bolts, and is nestled between the barracks and the stairs; the second will be only for bone bolts, and is located in the tower; and the third is a catch-all for non-bolt ammo; it’s sitting near the entry, in anticipation of it being filled primarily with goblin arrows.
The first two do not accept bolts of masterwork quality, because bolts often get destroyed after firing, and destroying masterwork bolts is going to displease their creator. Now recall the bone bolts, in particular, are being crafted by the least happy dwarves in the fortress… and you’ll understand why I want to sell any such items.
23rd.
The water level in our cavern well has dropped below half; once again, we are completely out of alcohol. You can guess what I did: restarted production at the still, and re-filled the well. I suppose my next project is going to be the farming area?
25th. Zulban GearMazes is throwing another tantrum. This time a guinea hen chick is getting mauled. At this rate, the dwarfette will spend next year in prison on charges of disorderly conduct and vandalism; that’s going to improve her mood, won’t it? At least she no longer has a weapon; and I must remember to draft two replacements for her, and the poor recruit who died in spring.
And on that note, Malachite ends. I expect Galena will be uneventful, I’ll mostly execute what I have lined out here, starting with the tower which I want to finish before autumn, just in case our caravan is replaced with a goblin siege. And maybe plot out the farming and cloth crafting areas; we keep running out of booze, and clothing does begin to be tattered...