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Difference between revisions of "User:HebaruSan/Blockedbridge"

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Revision as of 05:59, 11 November 2009

Region 5, Rifotsazir, "Blockedbridge"

Settled by The Merchants of Closing
House Rules [ZERO_RENT:YES]
Created wealth 8,435,373
Population 214 dwarves

126 animals

Deaths 5 dwarves

7 dogs

Artifacts
Nobles
Military

27 Champions

I used the site finder, with the only search parameter being the presence of a magma pipe, then carved the bottom Z-level into 5x10 chunks without finding one. However, I did eventually notice some Frogman bones in my stocks. Sure enough, these had sunk to the bottom of an undiscovered underground river.

I also got tired of under-building squalid hovels for my gloriously wealthy tribesdwarves, so I turned off rent. My long-term plan is to build better and better housing, and as they move into it, knock out the walls between older rooms to upgrade them. I might try enabling rent again in future versions if it becomes possible to undercut rents with a housing supply glut.

Much of the created wealth is due to micro-management of Strange moods; virtually all artifacts were made from native platinum, raw demantoid, aluminum bars, platinum bars, giant cave spider silk, sasquatch leather, giant cave spider chitin, star sapphires, and clear diamonds.

When the Dungeon Master finally arrived, her hood was decorated with an image of Blockedbridge's prized legendary mace. Apparently she was a fan.

Aquifer Prequel

My initial plan was to dig this fortress under a human town, so I selected a site with one. The site finder courteously warned me in the strongest possible terms that there was an aquifer at this location, which could seriously hinder my progress. This warning fully indemnified the site finder as far as I was concerned; however, I had never seen an aquifer before and succumbed to my curiosity.

We arrived in the town and began digging at its center. Five levels of ramp and side-passages were designated in a fit of optimism. Two levels down, the dirt gave way to water, and the remaining designations became a cruel joke, taunting their creators. After a brief attempt to pump out enough liquid to allow further descent, we returned to the surface, re-packed the wagon, wished the human townsfolk well, and set off for the mountains, where dwarvenkind belongs.

Stockpile Fun and Reclamation

Blockedbridge got off to a promising start, with the initial layout carved and all the industries ramping up. Then the brewer cancelled his task for lack of an empty barrel. There were plenty of barrels around, but they were all full of food. This seemed to be the result of a stockpiling error; there was a food-and-drink pile but no drinks-only pile, and so the kitchen outstripped the still and used up all the barrels. A plague of thirst swept the fortress, and as attempts were made to restart ale production, one of the fortress's most beloved legendary denizens perished. This was deemed an appropriate occasion for fun; all attempts at survival were forgotten, and Blockedbridge focused on leaving a good-looking corpse.

The entrance was sealed, trapping a human trade delegation inside with the dwarves. Several new butcher shops were hastily erected to slaughter all the remaining animals. An engraver of legendary skill was sent to the tombs to chronicle the ongoing tragedy in stone. One by one, thirst overtook them all, in some cases while they were carrying another's remains to the cemetery.

As soon as news of Blockedbridge's fall reached the mountainhomes, a band of dwarven warriors set out to revive it, confident that they could succeed where the previous crew had failed. They found an unoccupied, ransacked, but otherwise safe fortress and set to work restoring it. They were very careful to designate a substantial drinks-only stockpile. This group welcomed many emigres from elsewhere, and today Blockedbridge is a thriving dwarven metropolis.

Of the trapped humans, some later died defending Blockedbridge, several rejoined their countrymen upon their next visit, and one remains to the present day.

Notable Features

  • No water until underground river was found
    • Minor injuries became death sentences
  • Wall around entire map makes the surface safe for dwarvenkind
  • Central ramp down to (previous) trade depot location
    • 3-tile wide hallways going north/south/east/west from center
    • Up/down stairs in hallways every 20 tiles
  • Tower-cap farm
  • 8-catapult training center feeds stoneworking shops
  • Embassy Suites:
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...║♫....║....Æ║
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...║♫....║....Æ║
...┼..╤╥.┼..θ..║
...║√....║....π║
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