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Author Topic: Dwarf Manor  (Read 1179 times)

Wannazzaki

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Dwarf Manor
« on: October 20, 2011, 12:00:47 pm »

While i sit here eating jacket spuds and chicken wrapped in bacon and drinking finely aged brandy, i was thinking about a new game for DF. A dwarf limit of a paltry 50 and instead of creating a mine below ground, dwarf manor! A home of stone on the outside and wood on the inside with fine decor, stone and metals must be mined from shallow mines (6 z levels max i'd say) in traditional open pit style or from the side of hills that are exposed. Things can be ordered in, obviously. This is very much an idea in it's infancy so any contributions would be welcome.
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Ultimuh

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Re: Dwarf Manor
« Reply #1 on: October 20, 2011, 12:03:32 pm »

WHen I saw the title, I was expecting something like Meercat Manor.
That's it! Enough Animal Planet for me!
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ASCIt

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Re: Dwarf Manor
« Reply #2 on: October 20, 2011, 12:05:42 pm »

I've tried it, except that I just dug into a mountain and was going to dig the mountain down around it, but thanks to ADHD I promptly lost interest.
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Wannazzaki

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Re: Dwarf Manor
« Reply #3 on: October 20, 2011, 12:08:38 pm »

I've tried it, except that I just dug into a mountain and was going to dig the mountain down around it, but thanks to ADHD I promptly lost interest.

You have crushed my dreams of a victorian manor house full of short hairy alcoholics...


....sounds like a German brothel. And the hairy ones are the women!
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Ultimuh

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Re: Dwarf Manor
« Reply #4 on: October 20, 2011, 12:11:44 pm »

I've tried it, except that I just dug into a mountain and was going to dig the mountain down around it, but thanks to ADHD I promptly lost interest.

You have crushed my dreams of a victorian manor house full of short hairy alcoholics...


....sounds like a German brothel. And the hairy ones are the women!

I say go for it!
Wether it's a manor or brothel is really just two sides of the same coin.
So just do what ye do best and start workin'!
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ClkWrkJester

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Re: Dwarf Manor
« Reply #5 on: October 20, 2011, 12:22:09 pm »

Actually I'd leave the Dwarf Limit higher.... but then every single dorf beyond the first 20 or 30 aren't "Upper Class", they're the filthy migrants who work the fields, the mines, etc. All outside the safety of the walls.

Bonus points if you somehow mod in sun hats for the nobles.
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Teneb

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Re: Dwarf Manor
« Reply #6 on: October 20, 2011, 12:24:19 pm »

Bonus points if you somehow mod in sun hats for the nobles.

Nah, go for monocles and top hats instead.
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Tevish Szat

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Re: Dwarf Manor
« Reply #7 on: October 20, 2011, 12:24:29 pm »

Remember, all your constructions MUST NOT BE ROUGH -- blocks, not rocks/logs!  Bars, I believe, make non-rough constructions without being first processed into blocks.

Glass or gem ("stained glass") windows in most walls are also a must

Your manor should be solely a living space, with bedrooms, display cases if you have the mod, dining rooms, a wine cellar perhaps... but no workshops, save perhaps one if your noble of choice has a hobby (craftsdwarf profiled to the "master of the house").  the servants' quarters are a different structure, or even off the "grounds" (a more traditional above-ground fort "town" to support the manor).

All artifacts should be on display in the manor if possible, hence why I would recommend the "display case", but if you as I do use vanilla first and foremost, simply move them as you can manage into niches in the manor, which are then covered over with glass walls.
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ClkWrkJester

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Re: Dwarf Manor
« Reply #8 on: October 20, 2011, 12:33:12 pm »

Bonus points if you somehow mod in sun hats for the nobles.

Nah, go for monocles and top hats instead.

I want to change my answer to this. ^
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wypie

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Re: Dwarf Manor
« Reply #9 on: October 20, 2011, 02:40:02 pm »

I must try this :D
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megahelmet

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Re: Dwarf Manor
« Reply #10 on: October 20, 2011, 03:53:34 pm »

Hmm. I like this. I already started my fort...so I'll make all the dwarves I currently have workers and the next wave of immigrants will be the nobles coming to live in the beautiful mansion prepared for them.
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Itnetlolor

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Re: Dwarf Manor
« Reply #11 on: October 20, 2011, 04:09:59 pm »

You gotta make something similar to Wayne Manor in The Dark Knight saga. All the mining will be below the manor, and forming a cave that can allow for a Batcave to exist within. Of course, you also need a special mechanism setup to allow for secret access to it from within the manor (including upper floors). And if you're feeling evil, also include trapdoors just in front of the headmaster's desk with a glorious window view for added intimidation. If a certain dwarf or merchant/liason disappoints you, then pull the *secret* lever that drops them down the shaft.

It's an efficient use of the area, both for construction, and containment of it and minimal leftover scrap materials; and can also allow for expansion.

acetech09

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Re: Dwarf Manor
« Reply #12 on: October 20, 2011, 06:44:42 pm »

Am going to do this - any dwarf-enhancing modding allowed? (i.e. setting up a full-legendary military right off the bat so my workers can work in safety).
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Wannazzaki

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Re: Dwarf Manor
« Reply #13 on: October 20, 2011, 07:29:37 pm »

Id say have two legendaries. Acting as the 'nobles' guard against the riff raff. Or you can go without and have an extra hard time
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acetech09

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Re: Dwarf Manor
« Reply #14 on: October 20, 2011, 08:42:24 pm »

Backstory:

The nobles of the mountainhomes got pissed at their poor living conditions, so one night they paid a band of craftsmen and two skilled guards to construct them a luxury manor.

What really happens:

Worldgen got 9999 embark points, well-skilling the starting seven, as well as armoring and post-embarking legendary-ing 2 soldiers. I dunno if I'll turn invaders off or not...
EDIT: Yeah I will - the sheer stupidity of this design will be a quick end if I happen to get sieged.
« Last Edit: October 20, 2011, 08:44:08 pm by acetech09 »
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