Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Dwarfs with alternative lifestyle challenge?  (Read 1102 times)

Areyar

  • Bay Watcher
  • Ecstatic about recieving his own E:4 mug recently
    • View Profile
Dwarfs with alternative lifestyle challenge?
« on: May 05, 2008, 05:43:00 am »

AKA hippie village.

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

Logged
My images bucket for WIPs and such: link

Markusw7

  • Bay Watcher
    • View Profile
Re: Dwarfs with alternative lifestyle challenge?
« Reply #1 on: May 05, 2008, 06:28:00 am »

sounds like fun, but with my playing ability i'd get owned at the first sign of a goblin ambush
Logged

Areyar

  • Bay Watcher
  • Ecstatic about recieving his own E:4 mug recently
    • View Profile
Re: Dwarfs with alternative lifestyle challenge?
« Reply #2 on: May 05, 2008, 06:33:00 am »

No rules about martial law.  ;)
you need to take axes in stead of picks...for lumberjacking offcourse..., but they're a tad more expensive IIRC.
Logged
My images bucket for WIPs and such: link

Areyar

  • Bay Watcher
  • Ecstatic about recieving his own E:4 mug recently
    • View Profile
Re: Dwarfs with alternative lifestyle challenge?
« Reply #3 on: May 10, 2008, 05:52:00 am »

another idea: 'Ewok village'.

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



Does not work, also found I forgot about diagonal movement. :duh:

small treehouse
level0: Upwards stairs for lone houses, but more likely a woodencolumn.

code:

,,,,,
,,,,,
,,I,,
,,,,,
,,,,,


floor1: defensive fortifications
code:

+++++
+   +
+ u +
+   +
+++++


floor2: storage and door to walkways
code:

.#####.
.#   ##
| d u#
.#   ##
.#####.


floor3: barracks or workshop
code:

#####
#   ##
.#   x#
#   ##
#####


floor4: roof/ extra storage layers

[ May 11, 2008: Message edited by: Areyar ]

Logged
My images bucket for WIPs and such: link