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User:GhostDwemer/CityLions

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The Story So Far

Nestled in a beautiful tropical high mountain valley, the Fortress of CityLions was founded in the spring of 1051 by the Holy Barricade of the Infinite Urns. Zefon Rithuthir, the expedition leader, was suited to the job, being strong, tough, agile, quick to heal, (but quick to tire) overindulges occasionally, can handle stress, open minded, candid and sincere, strives for excellence, great focus and willpower (but little linguistic ability. He had all the necessary leadership skills, a bit of combat skills, and no weird likes or dislikes, perfect for nobility later.

The fort focused on efficiency and timing, doing the most important things first, the things that would pay off later, and skimping on the things that could wait. The dwarves dug a large farming area under the loamy soil of the valley floor, next to the winding brook that snaked diagonally down the middle of the valley. They all agreed that the valley was beautiful and natural and did not look constructed out of great square blocks at all. And it was full of limestone, coal, and iron, great swathes of it exposed along the valley sides.

The dwarves built a basic set of four workshops a level down: mechanics, jeweler, mason and carpenter. Below that went a kitchen complex and dining area, and then a shaft down to z-level 9, where the living quarters were well away from any wood cutting noise in the thick evergreen forest above. The entire limestone layer was riddled with coal and iron, so much that they just left it in the walls of the living quarters without worrying about having enough to smelt. Initial immigrants trickled in, bringing the fortress up to eighteen by fall. Dwarves seemed inspired by the natural beauty to settle down and marry, with three marriages in the first year.

Poor but happy, the dwarves of City Lions welcomed their first caravan with open arms, buying up all the alcohol and food. Soon, they wouldn't have to worry about food anymore, the farming was coming along great, the brook proved full of fish, and the valley was home to a plethora of timid and delicious wildlife. But that first winter, they all worried about having enough variety in booze, and were starting to get sick of wine. Next spring and summer, with the food situation stabilized, less farming time was given to the plump helmet and more to the other brewables.

The main hall was designed with cage traps and a bridge to seal it at the end. A bypass tunnel full of cage traps then lead past the barracks to a defenseless kitten on a rope. Outside, the entire entry area was enclosed in a field of cage traps. "We'll catch those bastards, disarm 'em and let them loose amongst our recruits. But we'll leave them their armor, to draw out the inevitable. Let them suffer before they die, and don't make it quick," said Zefon. This strategy proved quite effective during the first raid, which came in the summer of 52 along with the well defended human caravan. The humans fought well, killing five and losing only one guard, for which the dwarves willingly paid a blood price in offerings. One human swordsman in particular was just a whirlwind of death, suffering only the loss of his pinky toenail before tossing his last unfortunate foe into a murky pond. This pond was later drained into a goblin holding cave next to the barracks. Not to kill them, they were placed there later after the water dried, but to give them some rotting goblin parts and drying blood to look at while they awaited their executions. It seemed the last goblin's leg had entered the pool separately.

Eight goblins were caught during that raid, with only one fatality, a wood cutter who panicked and refused to run towards the emergency warren nearby, instead running in pointless circles. Some warriors suffered minor injuries when the hidden bowmen showed up while they were guarding the entrance and one overzealous dwarf ran out to attack, but the commander quickly turned this suicide charge by one into an effective charge by twenty. The commander's careful training plan paid off as well.

Having had a little time to spare, the militia had been ordered to train up without weapons, and then without crossbows. This focused them on defense and melee primarily, and they defended well. Steel weapons and armor, as always, never hurt. Maces and hammer proved quite effective against the goblin foe, smashing heads, spines, and guts apart through armor with ease. The swords dwarves lopped off a few limbs and bisected one unfortunate. Fleeing goblins were shot and immobilized before being speared in the head. Only one managed to flee to tell the tale, and eight were captured, including two snatchers discovered inside the outer defenses.

A strange mood led to a wonderful discovery, although the possessed fellow did not get his thread in time (the fortress entire supply having been used up patching up the cuts incurred in the raid) the attempt to breach the caverns and find some spider silk led to the discover of a convenient magma pool. Priority of work was quickly switched to building a magma complex complete with living quarters, kitchen and dining area, storage areas, and basic workshops. The lower warren would be completely self contained if necessary, with duplicates of all industry save farming related.

More cave wheat farms were built, and a lovely covered water wheel installed to power millstones which began to produce dwarven flour. A Mayoral complex was built on the lower level when the citizens elected a gregarious immigrant as mayor. The huge mined out magnetite deposit was flooded briefly to encourage an underground forest to grow. Finally, in the winter of 53, all of Zefon's hard work and patience paid off, and he was made Baron of CityLions.

Notes

Oh, this site is beautiful. It has everything, even the easy magma I thought it wouldn't. Everything is going right, even getting a barony! We've had a normal amount of ambushes so far, but what we haven't had is any kind of giant critters. Maybe I should look more carefully at the Perfect World settings, I think it has its own ideas about the default number of titans/megabeasts/demons, which are lower than the regular settings. It's 54, we have 105 dorfs, and we have lost one dorf to Goblins, and another to a strange mood and a lack of thread. Two dorfs in five years, wow, unheard of for me. The Field of Traps is working, Gobbos make it to the entry tunnel, get spotted, and immediately trapped. The archer's towers work pretty well, too. We are a county now, using a warren to get the leader into his rooms with a stockpile of food and drink, and locking the doors as soon as the liaison shows up, it works pretty well. As my leader is also the bookkeeper, I just boost the settings to highest accuracy for a while to give him something to do.

Plans

Okay, wow, I finally have a fortress I like and am not constantly embarrassed by. There is simply nothing that I look upon and go "Ah, crud. Wish I'd done THAT differently." Now I have over 100 happy dorfs, a county, a fairly skilled militia, and plenty of everything. I'm sitting on 200+ steel bars, this after fully equipping my military and creating a bunch of extra weapons and armor for sale. My food and drink situation is grand, I'm consistently selling the excess. I have a ton of married couples and kids, this is a happy fort! I feel comfortable that I now have a reasonably stable and productive fort in a realistic and pretty setting with no major regrets. So, what next?

  • I've walled off a small area of the first cavern level. To do: wall off all the way up, to keep out that bats and swallows and stuff before someone gets killed by one. Extend the walled off area to cover all entrances into the first cavern level.
  • I've got some simple towers near my entrance, but no unified structure. Build a nice entry building to impress the surface dwellers.
  • I muddied a mined out magnetite deposit and turned it into a park surrounded by noble dwellings. Make it nice: put in some paved roads (and high traffic areas), some nice statues, and some cages. Make it more than one z-level high.
  • While the game considers my noble areas more than sufficient, I don't. Make them hella fancy.
  • More architectural interest undergound. Spiraling ramps. Multi level dwellings. A street for the most highly skilled craftsdwarfs, each gets their own shop, with living quarters above. Make it two z-levels high, with windows looking down on the street from the housing.
  • Explore the second cavern level.
  • Set up a whole new fort, deep underground, surrounding the caverns and looking out into them. Wait until the cavern is totally secure from all threats including flying critters.
  • I've not set up any kind of waterfall or reactor, and saved myself an extra 10FPS. Set one up, but leave it off for now. There is an edge connected pool in the second cavern level, an infinite water sink and source. Could use that.
  • Create a well protected path from an edge to the depot, to protect those damn helpless elves. I am NOT sending my squads into danger to rescue your sorry elf-butts.
  • Create more cave-in firewalls. Hook the two I've got up to levers for manual operation. Be able to seal off large portions of the fort if necessary.
  • Boring stuff: get your piles in order! You always think you'll get around to this when you run out of actual fun things to do. Nope, get it set right with quality segregated piles. Get rid of those 'overflow' piles and make more and smaller specialist piles. Figure out refuse! How to actually use bones, horns, and the like.
  • We've got the four staple crops going, including millstones for flour. Get sugar/syrup going. Get the dyes going. After setting up the protected above ground entry fort, get some above ground crops going.
  • Make some proper sleeping & equipment storage barracks.