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Author Topic: Metropolis ideas?  (Read 4260 times)

TettyNullus

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Re: Metropolis ideas?
« Reply #15 on: December 01, 2008, 12:01:59 am »

Strip down the whole map, floor every residental level with Obsidian and smooth them (assuming you have enough magma and water ) be sure to leave a few level alone for the farms, sand and trees ( assuming there're any around ), give everyone the best stuff possible ( train the lackeys to legendary pump operator so they can afford it!  ;) ) have factories stretching entire floors churning out everything possible from cloth to glass objects ( if you have sand ) to obsidian swords, leather and bone stuffs and prepared food, using renewable or infinitely avaliable resources.

Well, I guess you'd end up so rich and so productive, you could buy out every carvan out without even blinking  ;D
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Mu.

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Re: Metropolis ideas?
« Reply #16 on: December 01, 2008, 12:44:12 pm »

someone link orbinches
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monzill

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Re: Metropolis ideas?
« Reply #17 on: December 01, 2008, 01:33:53 pm »

build a giant cheezburger statue.
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detinith

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Re: Metropolis ideas?
« Reply #18 on: December 01, 2008, 08:31:53 pm »

Direct a magmafall to hide your fort entrance that can be manipulated (not completely turned off) via levers to split it enough that you may allow entry.
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StrayCat

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Re: Metropolis ideas?
« Reply #19 on: December 01, 2008, 09:50:17 pm »

Arena. Wildlife preserve doubling as a hole in the ground full of wild animals you've pitted that will rip apart any goblins you toss in. Temple. Palace. Residential district. Factory with living quarters for the workers above or below the workshops. A Monastery for the priests and priestesses, choirdwarfs and nuns to Armok to live in, study the holy scripts, and meditate on the lessons of Armok. A forum for debate/meeting area. A public jail with glass walls, and criminals on display to the public. Legendary dining rooms. Multi-story underground apartment complexes. Hives, arcologies instead of apartment complexes. Police department. A military bastion, with training grounds, barracks, obstacle course, and meeting halls for military history and tactics. Waterfalls. Civil works building. A large gymnasium of water pumps hooked up to nothing. A swimming pool. A firing range. An artillery range. A strip-mine. A labyrinth. An underground pit. And make your fortress self-sustaining, as well as creating several execution chambers- off the top of my head, I can think of a death by cave-in room, a death by drowning room, a death by magma room, a death by firing squad room, a death by traps room, a death by wild animals room, a death by goblins room, and a death by ballista bolt room.

Get your dwarf on.
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Bobokapi

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Re: Metropolis ideas?
« Reply #20 on: December 02, 2008, 10:55:37 pm »

make the roofs of the houses draw a picture that you can see from the top z-level
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sneakey pete

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Re: Metropolis ideas?
« Reply #21 on: December 02, 2008, 11:20:54 pm »

I'm planning to build a fort now that's focus is just on, well, being huge.

As for what to put in it, well, so far i'm thinking of a massive entrance hall, a massive dining hall, massive party hall, massive arena, lots of temples (decorated according to the deities that i have), lots of huge rooms, middle class rooms and slums etc, large catacombs complex, workshops etc.

Anyone got any other ideas?
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Grumman

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Re: Metropolis ideas?
« Reply #22 on: December 03, 2008, 02:30:19 am »

Build apartment buildings that hang down into a pit, like so:

Code: [Select]
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 |____|   |____|
_|____|___|____|_
 |____|   |____|
 |____|   |____|
 |____|   |____|

_________________
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RavingManiac

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Re: Metropolis ideas?
« Reply #23 on: December 03, 2008, 11:57:41 am »

The nobles and upper class dwarves shall reside in massive above-ground spires, connected to each other via an elaborate system of walkways. The lower class dwells within slums deep underground, without proper sanitation or comforts and rarely seeing the light of the sun.

The upper classes have their own luxury dining rooms, bedrooms and statue gardens while the poor sleep in barracks and dine in a communal hall. Separate booze and food stockpiles ensure that the two castes rarely interact with each other.

Have a 1-tile meeting zone so that the lower-class dwarves will make lots of friends(The upper-classes remain alienated and aloof in their private gardens). Kill several lower-class dwarves, triggering a massive tantrum spiral/revolution and destroying the entire metropolis.
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Thief:"Quiet kitty, Qui-"
Cat:"THIEF! Protect the hoard from the skulking filth!"
The resulting party killed 20 dwarves, crippled 2 more and the remaining 9 managed to get along and have a nice party.

jester

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Re: Metropolis ideas?
« Reply #24 on: December 03, 2008, 01:10:31 pm »

Give ALL off the dwarves legendary rooms except the nobles, legendary tombs too.  A giant statue of obsidian with lava in the eyes that is holding a huge glass bowl that you can thow prisoners out of the statues mouth into. (only needs to be high enough to kill some of the prisoners).  A 30 level high aztec style pyramid with single crossbow traps all around top edge, let prisoners loose at the top and try to paint the whole thing.  Trade depot in the middle of a field of elf skull totems.  Science district with device for dropping magma 30 z levels to see what happens, repeat test with kittens, goblins, elves to see if any evolve wings.  Hunting park ontop of an apartment block with trees and lakes.  Moat filled with war dogs.   You will have a lot of idlers with 500 so you will need a screwpump gymnasium with heated floors and a lake.  If you use the channel ammo saving trick you could set up a ballista training area with 50 ballistas, overlooking the road to your trade depot, this would save time for the field of elf skulls.  500 dwarves could also produce a lot of vomit, a cistern with enough water to flood the map to flood the map to 2/7 perched up nice and high would be a good idea.  Better block out the sun while your at it.  Then get enough booze and food so noone has to work for a few years and have a decent party.  Then give all of your dwarves masterwork obsidian swords and set them to train without armour.
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Hobgobwin

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Re: Metropolis ideas?
« Reply #25 on: December 04, 2008, 02:54:33 pm »

Towers that go from your bottom Z-level all the way to your highest Z-level, and on the topmost Z-level, roof off the ENTIRE map (short of the 5 tiles from edge limit). Blot out the sun, and have smoke stacks where to fuel them, have a 1x3 magma pool, then 2 z levels up, a pit with a hatch cover and toss sacrifices in. On the farthest tile away from the pit tile, build a smoke stack at least 5-6 Z levels up.

Build factories that house these that also use magma forges/furnaces for bonus points, also a giant 3d statue as mentioned, temples, and a combat arena, hopefully with a chained, wild dragon as the main event, with ground-level windowed box seats for dining. Perhaps decorative Miasma would be good too, on the surface level, paved roads of dark stone for the road itself, perhaps with 1x2 stripes of opriment, and white stone for sidewalk, paved roads as well. I think I'll add to this later, as this is just off the top of my head.

Edit: Giving it some more thought, there's of course, city defenses, only ways in through the outer massive wall being through some checkpoints, the outer walls littered with Ballistas ready to fire in the event of a siege, siege engineers training underground on some catapaults. Build a large park where the only thing built is a chair here and there, maybe a statue, and dirt paths. In a similar aspect, build a zoo, don't piss off the elves and import exotic species as much as you can. When you have 2 of each species, THEN piss off the elves.

Gotta have the meat factory where animals go to be slaughtered with the animal pens right next to it, build a huge shopping mall with lots of shops when you get the economy going, and instead of guard towers that are traditional and built and mounted in the ground, build some suspended ones from the city canopy (you'll still need to build ALLLL the way up there from the ground, but still). (On second thought, I don't think that'd work unless "chained" to a nearby tower by a walkway)

In at least one skyscraper, have water funneled into a fountain that is then taken to the very top and poured out to shower your dwarves with mist, and make sure you build a sewer system under your roads for drainage.

If you're up for modding, replace caps with fedoras, coats with waistcoats, maybe add in something that can be worn on the neck like a tie or necklace, maybe something that can be worn on top of shoes like spats.

Maybe chain fire imps to poles to function as lamps?

To really put the proverbial balls to the proverbial wall, take up not just a 3x3 tile or anything, but THE WHOLE REGION.

DOUBLE EDIT:
Also, sacrificial pits that are huge-scale are always nice. Like 4 10x10 bridges that all give out to make the hundreds of invaders plummet at least 30 Z levels into a pit that's completely laced with spikes that are all triggered by a single pressure plate in one of your most high-trafficked area. Great for getting rid of cats too. Make sure to add windows that dining areas can use to watch the carnage.
« Last Edit: December 05, 2008, 01:30:01 pm by Hobgobwin »
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Zako

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Re: Metropolis ideas?
« Reply #26 on: December 05, 2008, 11:13:58 pm »

I just looked up Reinhammers on the map archive. WOW...

I got a lot of ideas from that one map alone...
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Tasarran

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Re: Metropolis ideas?
« Reply #27 on: December 19, 2008, 05:27:12 pm »

My current fort is in a big cliff with a magma tube in it, I was thinking that a cool thought would be to mine out most of the bottom z-levels, build a huge, lavaproof 'biodome' on the bottom (multi-level, of course), get all the dwarves moved in there, and surround the whole thing with lava, over the top as well as on all sides,

Now that I think of it, it should actually be built at least one z-level up from the bottom, held up by a single support, tied to a lever!
Muhahaha!
Surrounded on ALL sides by lava, with a self-destruct button...

Anyway, the idea is that the fort would have to be totally self-sufficient and self-contained at that point.  Wouldn't really be much point of playing it after you ran it through a few years to see that it worked or not, but it might be a fun challenge getting there...
And then you pull the lever...

You could also try to set something up where a river gets diverted and encases the whole fort in obsidian.
Hmmm, I wonder if I'm being subconciously affected by Fallout, this last step seems an awful lot like making a Vault?
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Serg

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Re: Metropolis ideas?
« Reply #28 on: December 19, 2008, 05:37:10 pm »

Do this all in a 1x1 map, with lava, an aquifier, high savagry, high evil, at war with the elves, humans, and goblins, and embark with no picks.
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ivegotgoodabs

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Re: Metropolis ideas?
« Reply #29 on: December 19, 2008, 10:55:24 pm »

build everything with steel.
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