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Author Topic: ‼Antrhopology‼  (Read 1416 times)

Broseph Stalin

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‼Antrhopology‼
« on: January 22, 2012, 06:23:05 pm »

Dwarves are interesting from an anthropological perspective, there's countless dwarf fortress players and therefore countless dwarf civilizations all of which are unique but share common features. Some things come out of necessity like eating catmeat to counteract catsplosions but other things are very different. Some of the biggies are

Fortress Layout (visible above ground):
FortressLayout (below ground):
Food Source:
Imports:
Exports:

Fortress Layout (visible above ground):
Spoiler: 1/7 scale model (click to show/hide)
Four guard towers defending a perimeter and a main tower in the center that houses a downward staircase leading to the subterranean fortress proper.

FortressLayout (below ground):
Spoiler: badly scaled model (click to show/hide)

The stockpiles are basic 5x10's with a two tile strip dug out the back and a few 3x3 blisters for workshops related to the stockpile.

The bedrooms are a 3x3 hallway with 3x3 individual rooms and nobles quarters on the opposite side.

Food Source:My dwarfs are almost totally carnivorous getting most of their meals from trapping and breeding animals.
Imports:Booze, almost no booze is brewed on site.
Exports:Mostly cloth goods and bones, virtually all metal is made into furniture or weapons.

Tell me what your Dorf cultures look like, let's learn from each other and eventually figure out how to fill our learnings with magma and murder goblins with them.

Kofthefens

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Re: ‼Antrhopology‼
« Reply #1 on: January 22, 2012, 06:50:07 pm »

Food:
Plump helmets and chocolate (I modded it in), with a few other 1x1 farms with pig tails or cave wheat, to diversify the food. For meat, whatever animals I forget to pasture. Also occasionally some fish, if my map has many.

Exports:
Always rock crafts. Always. I've never messed with anything else, though maybe I should.

Imports:
Animals from the elves, metals I don't have from the humans and dwarves. I sometimes get a bit of food early on,and a few bins of cloth for moods. Otherwise, supplies for mandates/moods.

Underground:

My dwarves tend to always have the same layout, a central 4 x 4 staircase with a
1. crafts level,  just an 8 x 18(more if needed) area with workshops along either wall.
2. a dining room level, a 6 or 12 by however many, lined with either 1 or two long rows of tables and chairs, with space on either side. +CTTC++CTTC+ + is floor, C is chair, T is table.
3. a farm/ food stockpile level, a long hallway. On one side, a few rooms with farm plots, on the other, massive areas for food. I always have a HUGE surplus of food, sometimes in excess of 10,000.
4. a stockpile level, just giant areas filled with all the random stuff in my fort.
5. a bedroom level, a bunch of 3x3 or 2x2 rooms arranged in either a tree shape or in a giant square.
6. a noble's level with the catacombs, big noble's rooms, opposite the catacombs.
6. and a forges level, same as the crafts level, just over magma.


Above ground:
Really depends on the fort. Usually some walls flanking the caravan path with fortifications on top. Sometimes I build massive battlements for the archers. On my current fortress, I have a giant tower and also casing for my magma destruction devices.


Also another of the big ones for me is pets. I love keeping menageries, one of the reasons I often embark on oceans.
This varies from fort to fort. I usually get some large cats from the elves, and of course aquariums when I'm on an ocean.

Sorry it's so long.
« Last Edit: January 22, 2012, 06:54:19 pm by Kofthefens »
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Kibstable

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Re: ‼Antrhopology‼
« Reply #2 on: January 22, 2012, 07:39:37 pm »

With the modded chocolate, do you find that the female dwarves eat it all when you are not looking?  And does the consumption of chocolate affect moods?
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zubb2

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Re: ‼Antrhopology‼
« Reply #3 on: January 22, 2012, 08:19:12 pm »

My forts are all sponsord by The Board of Fortresses formerly The Board of Beards weve had to change names due to the employment of non dorfs that had no beards.

We have predominantly plump helms to eat along with any non pets the immigrants bring and a healthy supply of dogs just in case, we drink whatever we can get even water ewwwhe.

The main exports are usualy cloth things in sweatshop form,recently we have lost contact  with the humans and elves so no rope read.CURSES.(for some reson they were not neghbors,world gen experimentation)

The imports are metal wood and sometimes seeds.

ABOVE ground construction goes with the terraine usualy square if possible.

Below ground is hallways everywere with little hallways on the sides and then building areas and stockpiles next to the workshops.

The main stockpiles are of the QUANTUM variety and are set up next to all the dining rooms and production areas.

The forges are werever they can be placed be it the magma sea or volcanoes,kilns are awsome we like them and spam clay if possible.

We have yet to expand into the glass industry at all.

Our military is made of volunteers who are then danger roomed until able to kill things.

EDIT: whats anrthopology?
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raptorfangamer

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Re: ‼Antrhopology‼
« Reply #4 on: January 22, 2012, 08:32:08 pm »

im  trying to get away from the normal ultra efficient fortress designing method, im testing various other methods to make fortresses actually good for exploring and walking around, and actually a more liveable feel other than a complex hobo housing, im trying now with modular methods, but I already know that it will end on a boring fort.

I mainly export rock crafts, instruments, and toys, probably making metal crafts if I have gold and such.
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Broseph Stalin

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Re: ‼Antrhopology‼
« Reply #5 on: January 22, 2012, 08:38:32 pm »

My forts are all sponsord by The Board of Fortresses formerly The Board of Beards weve had to change names due to the employment of non dorfs that had no beards.

We have predominantly plump helms to eat along with any non pets the immigrants bring and a healthy supply of dogs just in case, we drink whatever we can get even water ewwwhe.

The main exports are usualy cloth things in sweatshop form,recently we have lost contact  with the humans and elves so no rope read.CURSES.(for some reson they were not neghbors,world gen experimentation)

The imports are metal wood and sometimes seeds.

ABOVE ground construction goes with the terraine usualy square if possible.

Below ground is hallways everywere with little hallways on the sides and then building areas and stockpiles next to the workshops.

The main stockpiles are of the QUANTUM variety and are set up next to all the dining rooms and production areas.

The forges are werever they can be placed be it the magma sea or volcanoes,kilns are awsome we like them and spam clay if possible.

We have yet to expand into the glass industry at all.

Our military is made of volunteers who are then danger roomed until able to kill things.

EDIT: whats anrthopology?

Anthropology is the study of people ‼Antrhopology‼ is a play on ‼Science‼. It's all about using facts to learn the mindset of a people, in this case by learning why we do things we may learn how to do them better.

Leif

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Re: ‼Antrhopology‼
« Reply #6 on: January 22, 2012, 08:50:50 pm »

My general fortress generally consists of a small inconspicuous dirt stairway leading to a sprawling dwarven mega-city.

Sometimes I like to build an abandoned wooden manor on top and have the stairs in the basement.
That would be awesome, exploring an old mansion and finding a dwarven city.
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Elifre

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Re: ‼Antrhopology‼
« Reply #7 on: January 22, 2012, 08:51:49 pm »

Leanstandards, founded by The Climactic Amazing Guild in the year 101 on The Island of Socks.

Fortress Layout (visible above ground): The entrance to the fortress is a pathway high above the ground that leads to a walled bridge. The bridge is retractable and is located over the still active volcano. Beyond that are two other bridges, a narrow pathway with retractable bridges to either side, and three alcoves on the eastern side of the wall. At the back of the entrance is a trade depot, with a staircase heading up.

FortressLayout (below ground): The majority of the fortress is situated around a 1x2 stairway, but the fortress proper is far beneath the surface. The largest level is dedicated to industry, most of which are metal. The fortress continues into a tree farm, kitchen, meeting hall, farm, and dozens of tunnels. Many of the tunnels seem to branch off after locating valuable ore.

Food Source: Much of the food appears to be from turkeys, if the gigantic pile of turkey bones is any indication. Numerous other bones indicate that these people have a diet primarily consisting of animals. Numerous bones have been carved into bolts.

Imports: The majority of the imports appears to be tin, iron, wood, and food. Examining the resources available locally indicates that this society is largely self-sufficient, but lacking in certain ores and trees.

Exports: According to the records found in the managers office, the primary exports are obsidian crafts, and silver spiked balls. A note on the records indicates that only substandard goods are to be sold to non-dwarves.
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Mitchewawa

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Re: ‼Antrhopology‼
« Reply #8 on: January 22, 2012, 10:50:48 pm »

During the next patch I think we will start to use !!Forensics!! and !!Criminology!! in order to catch those wily vampires. I do hereby coin the terms.

Anyway;

Fortress above ground: A hole in the side of a mountain.
Fortress below ground: Large spiral staircase with 'wings' of various themes. For example, there's the dorm, the stone wing (masonry, mech and crafting), the wood wing, the food/booze wing, the barracks, the dining room, the giant everything-stockpile, to name a few.
Food sources: Enough cave croc eggs to pave the entire map with shells.
Imports: Booze, at least until I find a way to distil egg yolks into alcohol.
Exports: Rock mechanisms (they have the highest value multiplier for rock crafting I think).
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Eoganachta

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Re: ‼Antrhopology‼
« Reply #9 on: January 22, 2012, 10:56:24 pm »

I normally have a tower above ground with a single entrance leading down into a heavily trapped and fortified corridor and then to a central stairwell that services each layer. Common Bedrooms consist of either a door and a bed or a 2*2 room with a door and a bed. Nobles normally have a larger room with all the extras.
Food: Meat from butchered animals and sieges (FD mod). Plumphelm wine.
Exports: Weapons and armour, Gems, Food
Imports: Pets, Wood, specialist industry goods I can't be bothered making.
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obradenj

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Re: ‼Antrhopology‼
« Reply #10 on: January 22, 2012, 11:24:57 pm »

The Dwarfish Ruins of Stormy Urist seems to be a poor and uninteresting location to excavate. but a ruins site of this quality are rare and they are relativity undamaged. The ravages of goblins humans and worst of all elves seems to be almost non existent. as we trek up the hill we find that this was not on the lack of trying for the other races. there bones litter the hill just under the grass leading up the slope but on close inspection there is not a complete set to be found. As we reach the top of the hill there it is the entrance to the ruins fortifications are overgrown with weeds and vines the once masterful engravings are now but shallow scratching on the walls. we cross the threshold and one of the crew is turned into glop by spinning discs of glass. we carefully tiptoe around the corpse and are in what is obviously the Soldiers quarters there's crates with weaponry and armor but it all seems to be goblin crafts no doubt the spoils of war. at the back of the rooms is a staircase and we descend and descend there's no dwarfish remains  but we hear falling water and emerge into a wonderful dining room lined with tables every inch of the walls are engraved with peaceful pictures of there dwarfs gods and leaders all are marked down for further study but we trek on we find a room lined with beds tables and all kinds of sharp tools perhaps a interrogation chamber? these dwarfs may not have been so peaceful after all. the next rooms are a blur a purple mist choked out our sight. they where full of rotting food! what could these things have needed with so much food and what caused them to abandon it ? we continue downwards and see the warm glow of lava there's a pool with a pump overhead and rusty tools and workshops surrounding it in a large room this must have been there workshops by the look of it. this looks like the lowest level but one of the crew found a hatch covering another stairwell and we continued our decent and that's when we found there farms many many farm plots but still no remains of the dwarfs perhaps they just left? that's when we heard the screaming terrible screaming coming from deeper in the unseen parts of the fort and we ran not wanting to find what the cause was. we ran back through the upper levels and i bumped into something in the 3rd floor it was furry and large i looked up and sighed in relief it was just a lama. but why would a lama be here of all places then i noticed it smiling at me with all those teeth and everyone was then dragged into the purple mist.

(pages of a journal found outside of some ruins) it might be a little long but i noticed a chance for a good story so i took it :D
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Eric Blank

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Re: ‼Antrhopology‼
« Reply #11 on: January 23, 2012, 12:20:46 am »

Dwarven fortresses in Blank regions are usually constructed around a central area covering the first 5-10 z-levels underground, often a 21x21 rectangle with staircases in the corners, and rarely have an open pit in the middle of this, ending in a meeting area. Other than this central pit, few above-ground structures are present besides small walls or channels defending against invaders. There are a few cases of towers constructed around the central pits as well.

Indoors, the dwarves usually use 3x passageways leaving this central area in the cardinal directions, usually symmetrically, and along these passageways may be multiple rooms, almost always with odd-numbered dimensions. Workshops are usually housed in 7x7 or 11x11 fully-open cells, with stockpiles off the central plaza usually being 11x11, 21x11 or 21x21. Lower-class housing is usually many tight blocks of 3x3 cells containing beds and cabinets. Upper class housing may be 11x11 cells split into two or more rooms, but is reserved for the founders of fortresses or important military or political figures.
In these fortresses, graves are almost always clustered around a temple of some design, deep underground or as it's own open-pit structure.
Dwarves report to a public dining room to have their meals and converse, which is usually 21x21 itself, and may be on the lowest level of the central palza. This dining room is nearly always the single most impressive room in the fortress, complete with seating and tables for up to 60 dwarves along the walls, which are fully engraved. When the dining room is not a part of the central plaza, it is often directly above the primary food stockpiles of similar dimensions. Some fortresses' dinign rooms would have waterfalls flowing in from above to compliment the beautiful statues and other decor.

Dwarves usually have access to what other cultures would consider extremely lavish and plentiful meals of cooked meats, eggs, plants and cheeses of various exotic species. After a fortresses' first few years it may begin to produce so much food of these various sorts that exporting a large portion may become absolutely mandatory for public health. In one case, a fortress of dwarves had managed to breed donkeys, horses, and mules of such unimaginable size that they produced nearly fifty thousand meals per animal. To this day, nobody can say how they did it.

These dwarven cultures usually specialize in stone crafts or prepared food stuffs as exports, refusing to export valuable metals or gems. What they do export is usually quite exquisite depite lacking much decoration.

Imports, however, can be extremely varied, ranging from food or pre-manufactured weapons and armor to raw materials like metal, certain ores, wood and sand. Another favorite of these dwarves is exotic wildlife, especially those with potential economic or defensive value.

The social lives of these dwarves are often either of constant conversation and revelry or non-existant, depending on the work load of the fortress. Miners or other stoneworkers are most likely to have the most extensive social lives, since in every culture in Blank Regions, they are exempted from all menial labors and left to do mining, masonry, engraving, and basic architecture. The title of Head Stoneworker is one of much prestige and responsibility, being expected to master each labor in their field of work.
The dwarves usually spend roughly equal amounts of time above ground, under constructed roof, or entirely underground, and cases of cave adaptation are thus very rare. A fully above-ground structure is a rare sight, and almost exclusively has either a defensive or storage purpose, although in some cases nobles or other important individuals will be awarded a multi-level stone structure to live in.

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King DZA

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Re: ‼Antrhopology‼
« Reply #12 on: January 23, 2012, 12:27:40 am »

Time to offer yet another little peek into the fortress of Gorerape(my most vanilla fortress, the dwarven civilizations of recent forts may vary greatly):

Above ground layout:
Central Keep, Trade Depot, three 10x10 above ground farms, DeathMaze, a small, paved meeting area, with an artifact statue as the centerpiece.

Below ground layout:
Production floor, Living quarters(which are 5x10 and include a bed, cabinet, and chest), burial chambers, DeathMaze control room, cavern stairway, magma smelters and forges, STF01.

Food sources:
Various 10x10 farms, each one dedicated to growing a specific plant, booming egg industry, meat from mercy killing an assortment of animals, imported fish, beehives.

Imports:
Mainly animals, cloth, leather, cages, gypsum plaster, steel, and fish.

Exports:
Mainly goblinite, and masterwork/exceptional salads roasts.

Gamerlord

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Re: ‼Antrhopology‼
« Reply #13 on: January 23, 2012, 12:39:17 am »

World: Oram Unol
Fort: Solozrakust (Worshiptomb)
Civ: Kubuk Gerig (The Lance of Banks)

Above ground layout: Small walled in area for pastured animals, relatively large and elaborate archway/gatehouse made of gold/obsidian.
Z0: Massive sprawling network of bedrooms, storerooms and worshops, built to accomodate growing numbers and  dominated by the volcano in the bottom right hand corner.

Food Sources: Meat from animals, anything that can be harvested from said animals (cooked tallow, etc). Plants, grown underground and harvested aboveground. Occaisonal fish from resevoir or caverns.

Imports: Booze, animals, weapons and steel armour.

Exports: Clothing taken from the goblins. Fish/meat