Let's Sperg Dwarf Fortress Community Succession Fortress 2020 - YEAR 1 - NEW FORT STARTED!

Our Fort is kinda bugged and on its last legs, what do?

  • I don’t care, Dwarf fortress is for virgins

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A dog picked a fight with ... a pile of logs????
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I still haven't set up proper military (still getting some crashes, stopped using Stonesense in the hope they would stop). I did however get a legendary craftsman migrant, and now our fortress is basically a support unit for one guy consistently churning out masterwork mugs.
 
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Save file

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Our embark location. The one problem? An aquifer. It's in the southwest quadrant of the 2x2 embark. However, I have yet to find it and it isn't an obstacle. A volcano and every kind of metal and flux and even sand.

So there's no water. There's also no wood. And there's nowhere to grow food either. As for wood, I brought one of every kind to be able to build beds, the only thing that really needs wood to build, as well as a source of charcoal (for steel production since we have magma).

Oh no, we embarked on lava!

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Not really. That's red sand. We did embark literally on the edge of an open caldera, though. Those are the red dots indicating the lava below.

Almost as soon as I created the first meeting location and designated it as a tavern, a bunch of idiots showed up.

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With limited food and drink, I can't really afford these idiots so I turned the tavern off for the moment.

What else can we do but immediately set up magma production under these circumstances? After setting up the crudest possible accommodations for storage and sleeping, I got to that.

This is a crude and somewhat exploitative method I'll explain.

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See this dwarf? He's on the Z level below where we've dug the magma channels. He's about to dig into the magma tube. But let's explain what he's doing. He's standing on a ramp.

One square directly above him is a bridge made out of some non-magma-safe material. He's about to dig into the magma tube one down and to the left of where he's standing but, get this, one Z-level UP. "But isn't he going to get doused in magma and die?" Well it would be okay to sacrifice a dwarf for this noble purpose, but due to a quirk in mining physics, NO. The magma is not going to flow directly onto him but into the level above, where it will eventually eat through the bridge and fill this chamber with magma, along with the channel.

But our friend will be safely gone by then.

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Note how the layer above has a wall built in between the stairwell and the newly dug breach in the magma tube. If that weren't there, the dwarf would instead dig at this location, and get doused in magma.

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And now, as you can see, the magma is flowing to fill the channels.

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And in the layer above that, there are a number of workshop sized areas ready for magma smelters, forges, kilns, and glass furnaces. It should be noted there's plenty of iron and while we didn't have a supply of wood at this point other than what we brought (we do now), we had enough wood to generate charcoal for steel production.

Near the end of the year, Kel Itonlisat our outpost liaison from the Mountainhomes showed up.

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I asked him to bring coal and leather and a few other things, but more importantly, the Mountainhomes want war hammers and ammunition. I always find ammunition in short supply, so if you want to make that, make it out of junk if we set up boneworks. Otherwise, cheap war hammers made out of copper and silver are a worthwhile trade good and we can always use them ourselves.

Save steel for battle axes and armor.

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The fly in the ointment:
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This is a fire imp. It is made of fire and mischief. These things can wreck the fort and they're in the magma tube. It's open to the air so they can easily climb out and wreak havoc.

They haven't yet, but believe me, they will.
 
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Now for agriculture. We penetrated the first cavern layer. Bad news, there's still no water there. Good news, there is wood and fertile ground. Our first set of farms is built.

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Now, as for structural defenses. We have a number of drawbridges and bridges. I have a very simple way of keeping track of levers and bridges. See what the bridge is made of? The switch is made of the same thing. So if you have a granite bridge and you're wondering what switch to pull to open and close it, it's the GRANITE switch.

The most important bridge (but see below) is the front bridge. However, there are two other bridges, in the cavern layer. The small one closes off the cavern entirely, and the larger one on the right closes off access to the farms (but see below).

The important thing is the shaft down to the cavern layer is outside and not connected to the main fort. So any beasties coming from below will have to come out on the surface and then come into the fort from outside. So the outside bridge, if closed, will close off everything by itself.

And the entire caverns can be closed off with the small one. But if you miss and something gets through that, the front drawbridge should stop that just fine (unless it flies see below).

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I've set up the most primitive of defense, a single squad with everyone in it, no uniforms, and a single civilian alert, which causes everyone without military orders to retreat to the core of the fort.

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This is in response to this.

For our first hostile encounter, we get TROLLED.

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Shit! So much for that guy. However, Axedwarf Tholtig Dakasber kills that niggo.

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And earns his new name, @NIGGO KILLA.

Now, something I noticed right before finishing. That front drawbridge?

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It has open space above it! So it's completely open to flying monsters even when it's closed. Needless to say this isn't good. I've already ordered a roof built over it (by building a floor on the Z-layer above it). That's almost certain to run into problems at some point because of accessibility so make sure you intervene to finish that project, if you like not being eaten by giant rocs and other such things.

There's also construction down on the cavern layer to build a roof over the farm area, so that even if forgotten beasts show up, it can be separately closed off and be accessible from the surface. You'll have to do that manually, though, because it is a slightly more complex project (construction can't be designated for the whole thing because much of it won't be accessible until earlier parts of the construction are done).
 
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Some fun from Legends mode.

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For a mention of @Paranoid Bastard .

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More mentions of our fortress as well as some news of a war between our civilization and the goblins, known as The Evil of Stops.

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This event identifies the king of our civilization, one Mistem Pickcobras, as well as Kel Hallnotches, the outpost liaison who showed up in fall.

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The merchant visit gets a mention in the Legends files.

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This batch of Legends includes some mentions of other named dwarves, such as @Coelacanth and @ThePurpleProse. @Coelacanth is a miner and @ThePurpleProse is a carpenter, but neither have done anything of note other than that so far.

ETA: Other than @ThePurpleProse apparently ended up expedition leader. That just happened.

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@NIGGO KILLA earned his name by killing niggos named Soldiertrusses and Acheburst, a giant cave toad.

In addition to the security priorities, the NUMBER ONE priority should be getting a squad together all equipped with steel weapons, preferably battle axes. With magma forges and plenty of iron and wood (to burn for coal) there's no excuse for everyone not to have steel. You'll note the two kills were with a steel battle axe and everyone else who encountered a monster died.
 
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Fair warning, lately i've mostly been playing modded 40d due to a nostalgia kick...
eh, what can go wrong?

the save posted seems to be right in the middle of that troll brawl though.

Maybe I uploaded the wrong one. Let me check.

And that's exactly what I did.


Also edited into the original post.
 
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Alright, work has claimed me for today, But I'll start the mayhem tomorrow night.
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as my first act as pro tem manajerk of this fortress, we seem to have a looming danger of catsplosion. i initiate a culling of the females.
edit to avoid double posting
 
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also we may have a slight wereape problem. but I'm sure its no big deal, right?

Put them in a squad of one, assign them (individually) to a room and wall them up. Or you can use drawbridges opening to the outside to lock them up in cells. Link them all up to a switch. If you end up besieged and lock down the fort, wait until wereday and release them on whatever's outside.

Alternately you can just keep track of them and lock them up on just the transformation day.

Or the crazy madman option is to infect the entire fort.

Also a little story from another fort I'm running. So I'm trading goods with the filthy stinking elves.

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Wtf? Suddenly there's an artifact I don't even remember? It's a pear wood spear.

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It's not actually an artifact. It just has a name. The owner with three kills killed two camels in my fort and one poor guy who just happened to run into him while unarmed. Apparently an elf killed a minotaur with it well over 100 years ago. Presumably this giant killed him and took it.

Since I was being chickenshit, I just locked down the fort and let the randos in the tavern (which I lock outside the fort as well) kill the giant. It was weak and had a weak weapon.

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And so it traveled around this world for 135+ years only to end up in some obscure stockpile in my fort, where I only even noticed it existed because of chance.
 
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