Thursday, August 4, 2011

Levers weren't long enough...

...but I had places to put them.

The entry floor of the fortress:

When the moatworks bridges are raised they deny access to the interior of the map (but not the abbatoir).  (I guess its possible they could enter from the brook, too, which would get them inside the moatworks.)  You need to close the inside bridge using the lever on 135, to seal the fortress itself.  The bridge outside was just to shorten a route over the brook, and is not linked to a lever.  You can see the two barracks in this shot as well.  But sending guys outside to harvest wood or gather plants should be relatively secure, inside the bridges at least.

The danger room is inside the inner barracks.  Just station troops inside it and have someone pull the lever on repeat.  I only used it a little - maybe 10 strokes or so - to get troops out of the totally green skill zone, since it skills them up very rapidly.  If you "accidentally" let pets or children (including babe-in-arms for female soldiers) in the room while it is active, they will be killed. Feel free to ignore it and let natural training take place, or assign troops in there for hours and hours and turn them into Cave Seal Team Six.

One level below:

The unmarked lever shortcuts the trap corridor, not shown.  It should probably never be pulled.  You may want to create another bridge to block the entrance to the trap corridor, and link it to this lever, so dwarves can safely go in and reset the weapon traps if they get jammed.


You have over 300 coke already made (along with another almost 200 lignite dug out waiting to be processed, and plenty more unmined veins on levels in the northeast). The miners had finished digging everything I designated.  We have gold nuggets that haven't been smelted too, so you can start crafting some serious bling if you want.

You can craft stuff to trade in just about any industry you want.  We have:

3 legendary miners
1 legendary carpenter
5 legendary masons
1 legendary weaponsmith
2 very close to legendary armorsmiths
1 legendary gem setter
1 legendary woodcrafter
1 legendary stonecrafter
1 very close to legendary weaver
1 very close to legendary clothesmaker

The skill that we need to improve the most is stone detailing.  There are lots of designations from Miranda that haven't been completed yet, so they've been working all year, and our best engravers are still only level 6-7.

You have 1500 drinks, 500 prepared meals, and plenty of food coming in.  You can keep cooking Lavish Meals to improve morale.

The caverns are currently sealed.  I did no exploration, except near the top for coal, and for grabbing some wood early on. Feel free to send some soldiers out exploring (or just throw some of our excess kittens in there and wall the entrance back up, they'll go exploring for us.)

The storehouses for trade goods are filled, so the stuff in the depot is not getting hauled.  (I wonder if thats why the caravan didn't unload more things.)  If you care about that you might dig and designate some new stockpiles.

If you want to craft new, more expensive furniture for everyone, there are whole layers of obsidian (starts around Z=109).  You could dig out a big area and make mason's workshops down there, then refurnish everything.

Well Josh, here's the keys.  Don't wreck it!

http://dl.dropbox.com/u/36782583/PlaidSlacks%20141.zip

4 comments:

  1. Or, if you do wreck it, do it in an entertaining way.

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  2. Good thing there's a nice, big, legendary dining room to keep people happy instead of that 5x5 hole. :)

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  3. That 5x5 was a temporary dining room and was more than sufficient when there were only 18 dwarves. And I had the good sense to build it completely on stone instead of clay.

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  4. You know, you're allowed to lay down stone floors over the clay.

    I built it there because there were fights breaking out in the cramped lower one and I needed space fast. When more than two creatures occupy the same spot, it's a good bet they'll start fighting, even if they're part of the same civ.

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