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Author Topic: Treedoom, Bane of Elves! (Succession Fortress, OVERSEERS WANTED)  (Read 2067 times)

LeftHandofGod

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Greetings, intrepid travelers and despots potential overseers! Be most welcome here in our humble halls!

Hmmm? What is this settlement called? Why, this is TREEDOOM, thank you for asking! We have established a hold here, at the edge of dwarven power, that we might besiege those blasted tree-shaggers and the foul greenskins that they're no doubt in cahoots with. The High King himself has sworn an oath to send out parties to uphold our sacred trust if we should be overthrown! Enough of that, though. Time enough for blood and glory later. For now...LET'S DRINK!
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As you might have guessed from the above, Treedoom is a fortress founded to take the fight to the smelly tree hippies and the even smellier goblins. Not only that, but there's a bit of a twist here. If the fortress falls, the next overseer in line will resettle the fortress until it's either too labyrinthian to navigate or just too big for us to handle anymore. Please note that turns will be one week, but you can play as long as you'd like into the save during that week!

List of overseers:
LeftHandofGod
Salmuek
LeftHandofGod
Salumek - ONGOING. Olm People SUCK.
LeftHandofGod


I'm not majorly adept at looking at in-world history, so I'll leave that to future overseers, but here's the initial embark view:

Spoiler (click to show/hide)

As you can see, we've got a water source nearby, and timber in abundance to fuel the war engine. Here's our starting group of intrepid settlers!

Spoiler (click to show/hide)

Three miners seemed suitable for carving our initial delvings, and you can never go wrong with a Doctor or a Trader. Now then....STRIKE THE EARTH!
------------------------------------------------------------------------
1st Granite, 250

Alright, so the surveyor who found the site for us said it was a nice temperate climate....

Spoiler (click to show/hide)

HE FUCKING LIED. The river is frozen solid from late Timber to early Felsite, and snowstorms persist for all but the three months of summer.
--------

1st Granite, 253

We've had the initial migrants arrive that were sworn to us by contract from the Mountainhomes, but no more than that. It's not that there are no migrants, but merely that none wish to come here. Cowards, all of them! Armok curse their beards! The last three years have been hard going, with naught but 16 souls to carry the fortress forward, but we've done well for ourselves in these barbaric forests. And at least it's not all bad news. We've had two caravans arrive from the mountainhomes so far. The first one, we had nothing worth trading. The year just past, however, we traded a great quantity of rock mugs for precious seeds to fuel our farms. Joke's on that stupid merchant, anyways. Now then, on to the tour!

Spoiler (click to show/hide)

Here's the entryway and the trading depot. Fairly basic, but the bridge works as a first defense. No last defense as of yet. My successors may wish to remedy that...

Spoiler (click to show/hide)

One level down we have the tavern. I've taken the liberty of laying flooring on the dance floor and engraving it so the hobos who drink our booze have something nice to look at. Speaking of, the travelers who find their way here may know this tavern as the Laborious Dates, but it's better known as the "Hobo Hangout". Attached to it, we have the main pantry and the kitchen/brewery/butcher's shop.

Spoiler (click to show/hide)

The level below that, we have the main workshop level. Unfortunately, we hit a sandy layer here, but we should at least have plenty of material for glass later! I've attempted to setup what the ancient scriptures call a "quantum stockpile" for our wood supply, but to no success.

Spoiler (click to show/hide)

Here's the farm. Don't ask me what the section on the right is for, I've forgotten. Below the capture, we have the farmer's shops for our clothing industry. Below this level (not pictured) is what's intended to be the offices for various administrators, as well as the living quarters for the eventual parasites nobles that all fortresses must suffer sooner or later.

Spoiler (click to show/hide)

Here's the bedrooms. The entire level is smoothed, but not yet engraved. Furnishing is still a work in progress, but I estimate that if they all had beds, we could support a population of some 100-odd dwarves. . Alas, we've but a tenth of that. Below this is the smithy level, which is as of yet unused.

Spoiler (click to show/hide)

And here's the mausoleum level. No coffins as of yet, but the setup is there. There's space up top for noble tombs to be carved out as well. Things my successors may want to consider:
- A hospital, and accompanying soap industry.
- Maybe geld/butcher some animals?
- Make weapons/amour and train the military.
- There's an two level pit outside, connected to the river, intended for outdoor plant farming. Maybe block that off, drain it and start planting?
- Wintertime fishing spot/water source.



« Last Edit: July 14, 2024, 12:39:49 am by LeftHandofGod »
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Salmeuk

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Re: Treedoom, Bane of Elves! (Succession Fortress, OVERSEERS WANTED)
« Reply #1 on: July 04, 2024, 12:49:30 am »

playing my turn now https://www.twitch.tv/nijinskiy

all these trees. . . truly, a doom of trees.



natural cavern formation lookin' rather mushroomy

journal:
Spoiler (click to show/hide)


I may play a little bit more, then pass on the save. two years so far
« Last Edit: July 04, 2024, 05:19:41 am by Salmeuk »
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Salmeuk

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Re: Treedoom, Bane of Elves! (Succession Fortress, OVERSEERS WANTED)
« Reply #2 on: July 06, 2024, 01:00:38 am »

I'm thinking it might be more interesting to pass along the save at the current moment, so as to not leave too much influence over the fortress design

 here it is: https://dffd.bay12games.com/file.php?id=17134

a few years of productive work, but I left a number of unfinished projects. def need armor for the military.

 sign  me up for another go!!
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LeftHandofGod

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Re: Treedoom, Bane of Elves! (Succession Fortress, OVERSEERS WANTED)
« Reply #3 on: July 07, 2024, 05:06:15 pm »

So it is, as Fall spindles out into Winter, that control of the settlement passes back to me, for lack of any suitable candidates. Work initially progresses quickly, and foundations for what might become an underground reservoir are started. Except:

Spoiler (click to show/hide)

Damned Goblins! Thankfully there's only 4 of the bastards, and they're slaughtered in short order. One casualty, though.

Well that's nice of her...

Spoiler (click to show/hide)

Winter drags on, and then we suddenly have a visiting swordsdwarf decide to try his hand at armed robbery. Sadly, he's fairly decent at it, and murders two citizens before the military brings him to heel.

Spoiler (click to show/hide)
----
255, and the reservoir project has, sad to say, failed. There's a floor in the way I neglected to remove, but a floodgate has been installed higher up, so any overseers that wish to finish my project may have an easier time of it.

Summer of 255, and we have some hippies here to trade. Fine, I suppose. Get the broker- Wait what?? The bastards won't trade with us, even at a profit of almost a thousand dwarfbucks??? I'll have their ears for this, those tree-humpers! I send them packing, not deigning to trade anything with them. That done, I turn my attention to the frankly absurd number of animals we have and set the butcher's shop to work, while shutting off the production orders for meals and shearing animals for the time being. Cloth is definitely not something we're in short of supply of, and we can always buy extra food. With the mass butchering also comes the chance to render the fat into tallow and make some soap at last! Additionally, the hospital room is massively expanded, and traction benches are laid in for the more sever injuries we may encounter.

The rest of the year is fairly quiet, with stockpiles being laid and the armor industry being started for our military. Then, in Summer of 256, a messenger comes sprinting down the hallway, fair gibbering with terror. It seems there is a Forgotten Beast in the lower depths of the first cavern layer. Fighting through the panic, I order the entryways to those caverns sealed and leave the Beast, Ufsmat, to roam the caverns.

Spoiler (click to show/hide)

One of the miners brings it to my attention while we are surveying the sedentary layers, that several seams of gold have been found. Gold! GOLD! Yes, I shall build the foundation of our wealth on this, and use that wealth to raise a mighty fighting force!

The miners are put to work clearing vast sections of the mining levels to uncover yet more gold, while additional smelters are built and set to burn day and night, smelting the vast backlog of ore we've accumulated. Some months later, it appears my efforts are not in vain.

Spoiler (click to show/hide)
During this period of industry, a human thief attempts to raid the fortress, but is swiftly caught and carved to bits. Sometime later, the Farmer's guild approaches and asks for a grand hall to host their guild in. Being a benevolent sort, I approve it, and promptly order the room lined in gaudy statues and for several gold tables to be carted in, until the guild representative judges that the room is majestic enough.

At around the same time, I realize that we've more than doubled our population via migrants, and that we...don't have enough bedrooms. So much for urban planning, eh? In short order, swathes of new bedrooms are carved and furnished. After, I set the entire level to be smoothed and engraved. (Amazingly, this finished literally right as the new year rolled around.)

But we do still have some problems. More and more denizens are slipping into depression, and I have no idea how to help them. Temple spaces have been carved lower down, but there are so many gods that not all of them have been assigned, and none have been furnished. Additionally, the steel industry has hit a bottleneck of not having enough charcoal, leading to smelters shutting down, leading to no pig iron, leading to no steel, leading to armor being cancelled. We've only the one squad so far, and we've taken some more losses (There was a another goblin siege in late 255 that I forgot to record that claimed four or five dwarves.)

On the better side, we do have a functioning water source in the form of a well at the bottom of the main stairwell. My successor may wish to place some strategic doors. People are generally unhappy, even if we have an abundance of food and drink. The armor problem is being fixed in the form of some work orders: Leave it alone, they'll get it done in time.

Spoiler (click to show/hide)

BE VERY CAREFUL BEFORE STARTING THE JUSTICE SYSTEM. We've had quite a few dwarfs in fistfights and throwing tantrums, and you should probably have a fully functioning jail (I made three or four chains) set up before you pick a sheriff. Also there's a guildhall request for...some guild, but dammed if I remember for who.

Side note: Please don't use Marble for building stuff. I know it looks pretty, but that's flux stone we need for our weapons industry.
----

And with that, I'm done for the moment! It's Spring of 277, and the fortress is yours, Salmeuk!
Here's the save: https://dffd.bay12games.com/file.php?id=17136


« Last Edit: July 07, 2024, 05:12:00 pm by LeftHandofGod »
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Salmeuk

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Re: Treedoom, Bane of Elves! (Succession Fortress, OVERSEERS WANTED)
« Reply #4 on: July 08, 2024, 03:51:44 pm »

I'll use marble if I damn well please - if it comes to it you can tear out the floor tiles later - though I will never forgive you - they are beautiful !

super nice writeup, seems like everything important was noted. freaking useless elves.. I'll take my turn in a day or two

Quote
BE VERY CAREFUL BEFORE STARTING THE JUSTICE SYSTEM. We've had quite a few dwarfs in fistfights and throwing tantrums, and you should probably have a fully functioning jail (I made three or four chains) set up before you pick a sheriff. Also there's a guildhall request for...some guild, but dammed if I remember for who.

alright. . tbh I ignore the justice system unless I really like the nobility. screw 'em.
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LeftHandofGod

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Re: Treedoom, Bane of Elves! (Succession Fortress, OVERSEERS WANTED)
« Reply #5 on: July 09, 2024, 07:21:20 pm »

Oh! I am reminded that there is a beehive on the map, so we do have options for a bee industry if we want. Mead...MEAD!!!!!! WE CAN MAKE BEE MILK!!!!
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Salmeuk

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Re: Treedoom, Bane of Elves! (Succession Fortress, OVERSEERS WANTED)
« Reply #6 on: July 13, 2024, 01:53:26 pm »

playing today.

Oh! I am reminded that there is a beehive on the map, so we do have options for a bee industry if we want. Mead...MEAD!!!!!! WE CAN MAKE BEE MILK!!!!

copy that , milking bees

****

turn journal here:

Spoiler (click to show/hide)

its all coming together now. why do we have 40fps? well, by golly its the hundreds of olm people just relaxing in our caverns ! ahahahah *cries*
« Last Edit: July 13, 2024, 07:48:43 pm by Salmeuk »
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Splint

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Re: Treedoom, Bane of Elves! (Succession Fortress, OVERSEERS WANTED)
« Reply #7 on: July 13, 2024, 08:20:42 pm »

Imma just put a lil PTW in here, since I've been on an Elf war kick lately.

LeftHandofGod

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Re: Treedoom, Bane of Elves! (Succession Fortress, OVERSEERS WANTED)
« Reply #8 on: July 13, 2024, 09:48:16 pm »

Imma just put a lil PTW in here, since I've been on an Elf war kick lately.

Heck yeah! I'll sign you up for a turn, then!

Also, that mess with the Olm people...ouch. What's our current population? Are the lower levels secured?
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Splint

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Re: Treedoom, Bane of Elves! (Succession Fortress, OVERSEERS WANTED)
« Reply #9 on: July 14, 2024, 12:04:06 am »

Imma just put a lil PTW in here, since I've been on an Elf war kick lately.

Heck yeah! I'll sign you up for a turn, then!

I'm sorry! I'm not in a position to take a turn right now! But I'm interested to see how the war effort goes in the meantime.

Y'know. Assuming the olm people or webbers don't kill everyone.

LeftHandofGod

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Re: Treedoom, Bane of Elves! (Succession Fortress, OVERSEERS WANTED)
« Reply #10 on: July 14, 2024, 12:39:35 am »

Ah, my bad. Sorry.
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LeftHandofGod

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Re: Treedoom, Bane of Elves! (Succession Fortress, OVERSEERS WANTED)
« Reply #11 on: July 14, 2024, 12:44:11 am »

Imma just put a lil PTW in here, since I've been on an Elf war kick lately.

Heck yeah! I'll sign you up for a turn, then!

I'm sorry! I'm not in a position to take a turn right now! But I'm interested to see how the war effort goes in the meantime.



Y'know. Assuming the olm people or webbers don't kill everyone.

Welp, even if they do, we're sworn to resettle the fort and take another crack at things! The crusade must continue!

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Salmeuk

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Re: Treedoom, Bane of Elves! (Succession Fortress, OVERSEERS WANTED)
« Reply #12 on: July 14, 2024, 05:49:23 pm »

save here: https://dffd.bay12games.com/file.php?id=17147

vods here:
https://www.twitch.tv/videos/2196809750
https://www.twitch.tv/videos/2197638867

 I will update later today with the journal and some screenshots

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LeftHandofGod

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Re: Treedoom, Bane of Elves! (Succession Fortress, OVERSEERS WANTED)
« Reply #13 on: July 15, 2024, 09:25:02 am »

Cool stuff. I'll probably be a bit before I have any posts up, since I'm gonna be doing 9 hour workdays for a while.
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Salmeuk

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Re: Treedoom, Bane of Elves! (Succession Fortress, OVERSEERS WANTED)
« Reply #14 on: July 15, 2024, 04:01:41 pm »


Entrance

mushroom

main kitchen / tavern floor

lower tavern

third cavern, 'black roads', and magma pool

Spoiler (click to show/hide)
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