Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Caynoncastle layout... need Recomdations  (Read 1006 times)

Crossroads Inc.

  • Bay Watcher
  • Joined in the great Migration of 2009
    • View Profile
Caynoncastle layout... need Recomdations
« on: April 04, 2009, 09:21:38 am »

SO! ive designed the following new experimental Fortress layout:

The plan so far is rooms and food on the top level, shops and workshops on the next, and storage on the third, Each level is planned to be built directly below the top with a similar layout... My question is however.. What should go where? Ive never build a fortress like this before and wonder if anyone has advice on efficent layouts or where things should go
Logged
Ask not what the Dwarfs can do for you...
But ask.... why are they drunk all the time?

Hishan

  • Bay Watcher
  • [ALCOHOL_DEPENDANT]
    • View Profile
Re: Caynoncastle layout... need Recomdations
« Reply #1 on: April 04, 2009, 10:20:25 am »

Thats an impressive design there! Personally Id but the barracks/armoury at the top, better access if yyou are attacked, and stockpiles, for ease of trading. Second and third levels dont matter so much in the order but in placement, ie: carpenters beneath wood stockpile etc, shops can go anywhere, bedrooms need to be away from workshops to reduce noise

Also whats the plan with the odd shaped area to the north?
Logged

Canadark

  • Bay Watcher
  • meet me in the mead hall
    • View Profile
Re: Caynoncastle layout... need Recomdations
« Reply #2 on: April 04, 2009, 10:31:44 am »

I'm also quite intrigued by the entrance up north.
Logged
You all do know that we everytime we gen a world in DF, a new universe is created somewhere, and everytime we delete a save we kill a whole world?
Aye, we are Armok, god of blood, evil, villager gutting, fortress building, legend making and elf thongs.

Crossroads Inc.

  • Bay Watcher
  • Joined in the great Migration of 2009
    • View Profile
Re: Caynoncastle layout... need Recomdations
« Reply #3 on: April 04, 2009, 11:04:52 am »

That is eventually going to be a grotto with a river and lake in it and.. if everything WORKS, hopefully cave bushes and towercaps growing after i flood it with cave water.
Logged
Ask not what the Dwarfs can do for you...
But ask.... why are they drunk all the time?

Smew

  • Bay Watcher
  • I'll kill you with my bear face.
    • View Profile
    • Deep Games for Deep Gamers
Re: Caynoncastle layout... need Recomdations
« Reply #4 on: April 04, 2009, 11:25:28 am »

huh, I thought that was a bottomless pit.

Stromko

  • Bay Watcher
    • View Profile
Re: Caynoncastle layout... need Recomdations
« Reply #5 on: April 04, 2009, 01:55:48 pm »

I'm pretty sure that's a bottomless pit in the picture yes, but the grotto is the area to the west of it that's been outlined by digging designations.

Hrm, the east/west hallways in the fortress itself seem rather long, are you going to build more rooms off of them or ...? Just seems like the fort wouldn't look too different if it were more compact, and the way those hallways are now it's like 25 steps between the rooms that serve no purpose. They could be cut down to 10 spaces or so without anything overlapping.

If the center is the entrance then I could see why you'd want more space, for more defenses, but there's no reason for the east/west halls to be longer than the north/south halls.
Logged

Crossroads Inc.

  • Bay Watcher
  • Joined in the great Migration of 2009
    • View Profile
Re: Caynoncastle layout... need Recomdations
« Reply #6 on: April 04, 2009, 02:25:35 pm »

The entrance right now is through the planned grotto up north...

The areas that are currently planned out are really just Hallways and open areas.. The four black areas between the hallways is where imp planning on putting the workshops, rooms, living spaces, etc... HOW to allocate that space is what Im thinking about.
Logged
Ask not what the Dwarfs can do for you...
But ask.... why are they drunk all the time?

Martin

  • Bay Watcher
    • View Profile
Re: Caynoncastle layout... need Recomdations
« Reply #7 on: April 04, 2009, 04:12:03 pm »

Looks nice. My concern would be hauling (my concern is always hauling, people complain about it constantly and then build fortresses the size of the Forbidden City). Is the entrance in the pit? I have two fortresses with entrances in the side of a pit and they work well. If so, then your depot is pretty far from the fortress given the two-wide hallways from the grotto to the fortress. Further, where would your killing field be? That long hallway from the pit to the grotto? Again, a lot of hauling if you ever wipe out a siege there. I've killed 80 in a large siege, each with at least 10 items dropped. That's 800 hauling trips right there. If I had that setup, I'd build a room off of that hallway with stockpiles for armor, weapons and goods dropped by attackers, and keep it locked so dwarves don't normally haul to them. Then when you need to clean up from a siege, lock up your other stockpiles and unlock those and once the bins are full, have them hauled into your fortress. If your depot is near, you might even just leave the narrow goods there and haul in the weapons/armor for melting or use.

My temptation would be to tighten up the fortress some so it's a little less sprawling and move it where the grotto is, and move the grotto south of the pit and east of the fortress. That may not work well on the map, however.

The only problem with rooms one level over the workshops is that the noise will reach the rooms and keep your dwarves awake. You need to keep about 16 tiles between your shops and rooms to prevent that, so putting them in one wing all 3 floors, with storage in the middle all 3 floors, and shops in the other wing all three floors would take care of that.

Skelodwarf

  • Bay Watcher
  • Likes Mica for it's perfect cleavage.
    • View Profile
Re: Caynoncastle layout... need Recomdations
« Reply #8 on: April 04, 2009, 04:22:13 pm »

Crossroads, you are always trying to make a nifty new fortress.
Logged
I never really got that excited over Microcline... Oh wait, THAT blue stuff.

Crossroads Inc.

  • Bay Watcher
  • Joined in the great Migration of 2009
    • View Profile
Re: Caynoncastle layout... need Recomdations
« Reply #9 on: April 04, 2009, 10:11:12 pm »

Looks nice. My concern would be hauling (my concern is always hauling, people complain about it constantly and then build fortresses the size of the Forbidden City). Is the entrance in the pit? I have two fortresses with entrances in the side of a pit and they work well. If so, then your depot is pretty far from the fortress given the two-wide hallways from the grotto to the fortress. Further, where would your killing field be? That long hallway from the pit to the grotto? Again, a lot of hauling if you ever wipe out a siege there. I've killed 80 in a large siege, each with at least 10 items dropped. That's 800 hauling trips right there. If I had that setup, I'd build a room off of that hallway with stockpiles for armor, weapons and goods dropped by attackers, and keep it locked so dwarves don't normally haul to them. Then when you need to clean up from a siege, lock up your other stockpiles and unlock those and once the bins are full, have them hauled into your fortress. If your depot is near, you might even just leave the narrow goods there and haul in the weapons/armor for melting or use.

My temptation would be to tighten up the fortress some so it's a little less sprawling and move it where the grotto is, and move the grotto south of the pit and east of the fortress. That may not work well on the map, however.

The only problem with rooms one level over the workshops is that the noise will reach the rooms and keep your dwarves awake. You need to keep about 16 tiles between your shops and rooms to prevent that, so putting them in one wing all 3 floors, with storage in the middle all 3 floors, and shops in the other wing all three floors would take care of that.

On the hauling issue, it is a concern... I'd planned on... Eventually, Carving out the bottomless pit into a spiral staircase so Caravans could come all the way to the bottom, and then maybe putting a Depot in the grotto... Defense is not an issue, The entrance to the, entrance, as it where is surrounded by a large 5zlelvel tall castle wall, and the entrance to that is lined with rather veil traps.  If need be, I can slowly trap and mine the entrance leading down to the lower city itself.

As far as rooms go, I have to say I never knew a workshop BELOW a room would radiate noise, I always made sure to put rooms away from workshops.. Ill have to be more carful I guess here. Of course as the current layout is set up, there should be plenty of space for that,
Logged
Ask not what the Dwarfs can do for you...
But ask.... why are they drunk all the time?