Has anyone suggested to limit a fortress' options to things undwarfish?
no mining or metal craft.
only aboveground, wooden (or stone if neccesary) buildings and furniture.
economy agrarian only.
each starting dwarf will start a farm and has a secondary valuable profession neccesary to build the essentials (carpenter/cook/brewer/broker/etc)
all non-agrarian immigrants will be treated as serfs and will only recieve their own houses and shops/farms when they have reached enough experience.
Workshops can only be built if a dwarf with the required profession is available at normal level. (through immigration or from initial settlers)
trade is allowed and even neccesary to obtain weapons and such.
Nudism is allowed.
I'd recommend a woodland location.
maybe inside elven or human lands. :P
Build only wooden treehouses connected with walk bridges.
Disturb the natural surface as little as possible.
the only underground parts will be
-trading depot
-brokers' room, with levers for:
-elaborate mechanism for flooding/draining access corridor to tradingdepot.
-storage vaults for tradegoods under depot. -also panic room.
-maybe other storage can also be underground.
Question:
raised bridges form a wall.
Does this wall also function as a floor one Z-level up?
I'll test it later.
EDIT: Tested. No, does not work. :( That leaves only a standard moat for safety.
design for defendable access tree:
code:
^I^
bB Bb
b ### b
^B#xxx#B^
I #xxx# I
^B#xxx#B^
b ### b
bB Bb
^I^# wall or preferably one level of earth
Bb raising bridge with B as base.
^ ramp
x up/down stairs
I single wall
small treehouse
level0: Upwards stairs for lone houses, but more likely a woodencolumn.
code:
,,,,,
,,,,,
,,I,,
,,,,,
,,,,,
code:
+++++
+ +
+ u +
+ +
+++++
code:
.#####.
.# ##
| d u#
.# ##
.#####.
code:
#####
# ##
.# x#
# ##
#####
[ May 11, 2008: Message edited by: Areyar ]