v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

User:Squirrelloid/Under the Sea

From Dwarf Fortress Wiki
< User:Squirrelloid
Revision as of 16:08, 24 April 2008 by Squirrelloid (talk | contribs) (New page: This is my epic building attempt to create a dwarven fortress not just below the sea floor, but on the sea floor (preferably out of glass). Geography: A rather large map to both get some ...)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

This is my epic building attempt to create a dwarven fortress not just below the sea floor, but on the sea floor (preferably out of glass).

Geography: A rather large map to both get some nicely rugged coastline and oceanic slope terrain. (Ie, ocean with steep cliffs) Building in one z-level of water is child's play, building in 15 is challenging. The ocean is haunted - mmm... fun.

Geology: Despite seeing sedimentary rock on the embark screen, its all far underwater or part of the aquifer (which i honestly can't be bothered trying to mess with right now). lots of igneous rock available for quarrying though, which means i don't have to make wood blocks or anything so silly. Lots of sand, though no beach. Magma vent (this is critical). Aquifer fails to extend all the way to ocean, giving me vertical access within a screen of the shore.

Near temporary fortress: Plenty of copper ores (native, malachite, tetrahedrite all present) near the surface, plus some hematite, native gold, and native aluminum. One of the aluminum deposits appears alluvial... is that supposed to happen? Also some platinum and (apparently abundant) garnierite far below, but i haven't mined much yet.

Stage 0: Initial Dwarves:
Mechanic 5/Judge of Intent/Appraiser/Negotiator/Flatterer/Consoler
Mason 5/Building Design 5
Carpenter 5/Glassworker 5
Armorsmith 5/Metalsmith 5
Weaponsmith 5/Gem Cutter 5
Furnace Operator 5/Gem Setter 5 - Exp Leader
Grower 5/Brewer 5

Arrived with anvil, 2 iron bars, 2 copper bars, food, drink, 2 cats, 16 bauxite, some wood and some coal. Immediately built a wood burner, smelter, forge, butchers, and tanners using the bauxite. Burned a wood and butchered the female cat. Smelted some coal, and started 2 copper picks as soon as there was spare coke. Got the mining started, had the grower/brewer make an iron battle axe for dabbling, deconstructed wagon and all buildings (bauxite is precious).

Stage 1:
-Build a temporary settlement in the soil cliffs. Establish an initial working economy.
-Quarry stone.
-Build an engine.
-build a lot of corkscrews and pipes.
-open up an area under the water for an entrance to a more permanent fortress.
Estimated Time: 2 years

Quickly hollowed out storage areas in loam/sand/etc... over four z-levels, using the opportunity to add an exit on the shore z-level (having started 2 z-levels above it). Got farming up and running. Moved everything inside by late spring, and forbade all the bauxite.

Used some basalt encountered hollowing out the temporary fortress and an alunite outcrop for initial stone, followed by the discovery that relatively near the shore there is no aquifer to quarry vast amounts of stone. Made some blocks and some furniture essentials.

Tunneled out to the magma vent and set up a magma metal and glass industry. Got carpentry going. Got masonry and mechanics going on the shore z-level. Got two offices carved out of basalt.

Engine: There's a nice curve of land giving me a great place to put my engine (ie, massive power generator). Chop a bunch of trees in the way, and dig a channel along a cliff just inside from the edge, building walls wherever the channel breaks out of the cliff to give me a nice throughway, and dig out near the end so it opens onto the shore there. Build a screw pump at the starting end with ocean behind it and a straight shot down the channel, and build walls to bridge the distance between pump and channeled cliff. Put a floodgate at the end and trigger link it.

Immigrants arrive in mid-summer (wow). Lots of them. I'm up to over 20 dwarves. And simultaneously a huge herd of rhesus macaques - I beat them off decisively by drafting everyone near them, killing all but one with the loss of only a pet donkey foal (whatever) and no rest-worthy injuries. Butcher a lot of monkeys.

I make a few immigrants masons, build some walls to wall off the ocean between the pump (leaving space for a gear) and the presumptive location of my permanent fortress entrance, leave a space, and then wall off a ways south and then cut back to the cliff to stop anything from spawning from my south at shore level. By winter I also have a wall (with locked door) blocking access from the north on either side of the channel - i can remove doors and build more walls to extend how much channel i can use, but the currently accessible part is quite sufficient (11 waterwheels worth).

Have an immigrant fill the channel with water.

About now the first dwarf caravan arrives. I buy seeds and food primarily, and trade mostly mechanisms.

Place gears for initial waterwheels, connect with wooden beams, build water wheels. My carpenter otherwise is building beds/bins/corkscrews and pipes. Have swapped initial dwarf miners out to train new arrivals (as i want to protect my initial dwarves valuable skills for moods), and they're currently just digging in soil for training - have them empty an alluvial copper deposit when they get decently skilled and switch corkscrew/pipe production over to copper.

Also start building floors 2 wide and 11 apart out into the water where the fortress entrance is going to be. Ultimately it'll be 2 arms of 7 screwpipes long bridged by a segment 11 screwpipes wide (with a gear protected by 3 walls in the corners). This'll finish screwpipes and all at the start of my second winter, including connection to engine.

At some point I send my carpenter to make green glass goblets - i have enough to trade with the elves by spring.

Economy is running, doors in critical places, devote mechanic to making a small stone-fall trap field in the entrance hallway (5 deep) to discourage goblins and rhesus macaques. And as my miners start reaching legendary i go on a mining spree to make sure i have mineral resources.

By second winter I've gotten some lame artifacts, lost a child to wanting 'cloth' but rope reed wasn't good enough, and have a legendary clothier from a mood (sigh, I didn't want to do much cloth work). I've also extended my engine to 12 wheels, providing a remarkable ~1000 net power. I plug in my water pump and dig some ramps down. One back from the open space for the above gears I build screw pipes, corner walls protecting gears, and swap 2 screwpipes for floodgates. Build a wall above this followed by a second wall separated by a space to stop wave penetration. (Did you know waves go *through* walls? at least if they're in 'ocean' space).

At this point my fortress is up to 55 dwarves.

Stage 2: Create initial permanent fortress
And now its time to start digging downward. I drop 3 levels with ramps (and channeling to make sure wagons can go down). then run a straight shot for ~20 squares, drop another level with a ramp, and make an area for a depot and storage. Go back up 2 levels (right above long tunnel) and make some plumbing to pump water out of the entrance hallway - those floodgates above weren't for show. Divert the water back towards the shoreline south of my walls, and create spaces to place pumps to pump it back up and out over the water.