I will end the vote tomorrow. Although the Forest of Acts looks like it could win, I started playing the Doomed Seas. I really wanted to test the death trap... If the votes count determines other wise, I will shift to the winning start location, but as a treat, here is a test run of the Goblin Liquidator.
Goblin LiquidatorComponents: at least one pick (more will help), an aquifer, fifteen mechanisms, three flood gates, two draw bridges, six enormous corkscrews, six pipes, four windmills, at least six sets of blocks, and
ten twenty pieces of stone (or more blocks) to be reserved for fortifications
Crew: at least one of each a miner, a carpenter, an architect, a mason, a mechanic, and a goblin. More hands means faster construction. Additionally, all must be overlooked by an evil genius.
Construction Instructions:
- Construct three levers INSIDE you fortress, and number them.
- Dig a tunnel at most ten units wide, but long enough to contain a score of goblins, clear it.
- Dig a small alcove into one side, three units wide and at least four units deep, with a channel at the far end, with an access tunnel to this alcove, from INSIDE your fortress.
- Construct three screw pumps in the alcove in such a manner that they would draw water from the channel and move into the tunnel, but nowhere else (such as into the access tunnel.
- Dig out a room that begins at the channel and extends it at least three units, then dig at channel at the far end into the aquifer.
- Construct three screw pumps in this room in such a manner that they will draw water from the aquifer and move it toward the channel of the alcove above, but not anywhere else.
- Build two raising draw bridges at the ends of the tunnel, so as to seal it when they raise.
- Seal off the alcove at the tunnel with the flood gates.
- Connect all three flood gates to Lever #3.
- Connect both draw bridges to Lever #1
- Connect the drawbridge that it is out side your fortress to Lever #2.
- Dig an access channel above a screw pump in the alcove, and the room beneath the alcove.
- Build a windmill atop these access channels, and if necessary, an axle to connect the windmills to the pumps below. If necessary, dig a third/fourth access channel two units away from the windmills that lead to a space adjacent to pumps, and construct a gearbox and axle system to connect another windmill to each set of pumps.
[li]Build a strainer (wall of of fortifications) at least five units away from the tunnel. Make the strainer is wide enough.[/li][/list]
Use Instructions: as demonstrated by a Test Run
Note: Due to a shortage of goblins, the crew unit Goblin Invader was substituted with Elven Invader for this test. The Goblin Liquidator was not designed for use on Elves. While the effects may be adequate, you may wish to acquire the Elven Bowling Alley as it is specifically designed to handle to taller, pointy eared invaders.
Step 1: When
Goblin Elven Invaders enter the Goblin Liquidator, pull Lever #1
Step 2: When any and/or all
Goblin Elven Invaders are safely secured inside the Goblin Liquidator, pull Lever #3.
Step 3: Take a (short) nap. Alternatively, get a drink from the far booze stock pile.
Step 4: After remembering that the Goblin Liquidator has been activated, pull Lever #3 once, and pull Lever #2 twice.
Test Note: This strainer is not wide enough to prevent refuse loss.
Test Note: Make sure not to allow citizens to leave the fortress as they may become caught in the liquidator by accident. Luckily, this test run was successful without collateral damage.