Just got a project idea to get me back in the swing of playing DF (especially also considering I might attempt another succession fort with my sister, now she's up to the challenge). Of course, still playing 40d (which I'm more familiar with).
The project? Wavehandle Redux.
Simply, I'm going to be replaying, or more like rebuilding Wavehandle from the ground up, except this time, using the knowledge and experience I gathered from when I worked on the Bloodfist project, my numerous experiments based off the project, my newfound bravery from the project, as well as everything in between I gathered within the said time frame.
Simply put, I'm reliving my previous successful fort, but this time knowing better.
-A better embarking (Previous was 7x9, newer is 9x9; starting point is more ideal (where the side/New Front door is; IE- AG farms)).
-Much better preparation for the task (more food/booze, and better rationing plans, and with better start, no carp kills)
-That farmland zone will be more/better optimized, or at least serve as a serfs' village. (Both aesthetic and functional)
-Tree farms will be utilized
-Stone-dump storage will be utilized per specific stone, and shops will be installed per major type.
-A better glass/smithy will be utilized
-Minimize cave-adaptation
-Better architecture
-More vault-like designing (If needed, grid-pattern/city architecture/infra-structures.) (Inspired by Fallout DF LP)
-A better dining hall
-A better, more functional sewer system
-Much improved planning, housing, and pathing infrastructure
-Less fear of stacking/columnar mining/planning (IE- a more 3D architecture, and not so 2D)
-Possibility of building upwards (meaning there will be a more proper keep and outdoor structure)
-Walls will be built as "wall-floor-wall" with occasional stairways to improve military movement.
-A much better trained military with included improvements to security system (Indiana Urist's Deathtrap is child's play now)
-Much better defense systems (Something a tad better than "Mushroom Kingdom Tower Defense"
-No robbing the caravans (reason for prior riches; resulted in more fun than necessary for development)
-On that note, a better, more ergonomic method of trade. Better location for caravans to reach, as well as improved pathing/storage of tradables.
-Grand dining hall (expand from 3Z to 5-7Z, with balcony seating and proper setup for all to enjoy)
-Sewage system (Pumps and waterwheels will be utilized to make better use; floodgates will be installed this time, along with airlocks for drainage)
-Farmland/village (Something more suitable to consistently farm with, as well as house our farmers with while keeping them busy. At least a proper windmill will be installed for proccessing)
-Tower defenses (will include a skyway as well as better planning. Constructions>mining for easy improvements/defense.)
-For the sake of challenge (and because it was that way anyway): No magma of any sort. Reason for tree farming and better trading.
Here's what the old site looks like:
linkNow imagine all the listed above, my experience so far, and applying all that and what other things I have learned over time. This will be awesome. I mean, I have better plans for the dining hall to allow for balcony seating for nobility, but it would require that I either dig deeper for it to work, or make better plans for sewage.