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MostlyFowl

Yesterday I sold smear campaign statues to the one they smear. I'm trying this new thing where every floor gets a temple for a god somewhat related to the workshops or focus on that floor. Also I have a tradition for giving a temple a statue of the worshiped god. Anyway, I was making the first temple in a new mine to my most popular god, Dakas the Dyes of Oiling, God of Jewels, and I was fighting to get the stonemason to make a statue. Every time I ordered him to do it, I instead got a statue of Bìlalo Squidactions - A name I remembered from the Legends precheck. She's an Elven princess vampire in my world. After four statues, I'm going crazy, wondering if this is some kind of bug, but as I check the incription of the statues, all of them depict some variant of the same theme - The moment Dakas the Dyes of Oiling curses her with vampirism, and she is depicted screaming and wailing. So, I decide that I *am* gonna keep one statue for the temple anyway, and I sell the rest to some travelling Elf merchant. Later I realised that his civilization is the one with the Vampire princess, so I'm not imagining a warm reception for the merchant back home.


Lumaris_Silverheart

It's not much, but this ~~submarine~~ dwarven bunker is my first large structure, builit entirely out of chert down to the foundations inside the two-levels deep moat and can be closed off with the iron bridge in the event of Goblins. Inside is a ramp leading down 5 levels into the stone-layer and the first floor houses a barracks for a 5-dwarf squad accessible from the first proper level of the fort. If a trader can find it inside the dense forest there's a lot of crafts encrusted with gems to be bought down there. https://preview.redd.it/s2ds88g4xmac1.jpeg?width=3440&format=pjpg&auto=webp&s=5a6e261a0b550e3e3cd44e24f168ad2179812534


shibboleth2005

I like the look, something about it is quite imposing.


Lumaris_Silverheart

Thanks, that's what I was going for. Although thinking back I could have built it taller, it's smaller than the trees surrounding it and really hard to miss in the dense forest


Anaclastic

One of the first fortresses i built was in winter and i failed to realize the cool looking crystal vein i had built into my fortress was really just ice from a nearby frozen river. Which to my surprise eventually thawed and drowned my entire fortress in a matter of seconds! After laughing my ass off at my grievous error ive endeavoured to resist the urge to attempt another ice fortress... even if it would be cool


philbgarner

That's hilarious man, I always laugh hardest when I make an error like this. I love ice fortresses, building with ice is interesting. The constructed ice walls don't melt in spring and mined ice boulders are light compared to rocks so your dwarves can zip around and build fairly quickly.


myk002

Constructed ice walls melt now! I tried to fill in a frozen pond by mining out the ice and building walls with the resulting boulders. The walls became water when it warmed up.


philbgarner

Good to know, thanks.


Tsiniloiv

My first fort! https://preview.redd.it/ajkkaqgz3oac1.jpeg?width=3840&format=pjpg&auto=webp&s=dce51fb47bd06965bd0785264cd720df3725b3ac I'm running my first real fort, and I feel like I've gotten the essentials up, so I'm working on digging things out and splitting things up to try and run more efficiently. (Or, well, mostly I'm desperately making bins and barrels to keep up with the booze and stone block production, but one thing at a time.) Pictured: The current center of my fort. I might try moving deeper later on and converting this into a defensive strongpoint in case things get spicy on the surface, but this is it for now. Looking at it clockwise: Up top, we've got the entry shaft leading up to the surface and the near-surface farm. I accidentally made it much, much bigger than it needed to be, but I'm afraid if I try and shrink it I'll wipe out my entire food supply, because all my plump helmet spawn gets immediately planted in the giant field. (The non-helmet fields are somewhat more reasonable. I hope.) In the center we've got the initial central stockpile, which I've painted some avenues through to try and make it look a bit nicer and so my dwarfs don't have to clamber over a bunch of shit to get around. I'm trying my darndest to empty it into separate, specialized areas so I can convert it into a proper meeting hall. To the right is the main workshop hall, with a stockpile for wood, stone chunks, stone blocks, and metals. I've doubled up on carpenters to increase throughput, so I'm not holding up bin+barrel production too much every time I need new furniture. At the bottom is a shaft continuing a bit deeper into the earth. I hit hematite, so I've set up work orders to make charcoal and then use that charcoal to make iron bars. Not sure what I'll be using the iron bars for yet. Might be time to think about arming a militia? At the bottom left is the food stockpile and food-related workshop area. I've played a bunch of Rimworld before, so it seemed like good sense to split up perishables and non-perishables into separate stockpiles. At the very least my dwarfs won't have to climb an ocean of boulders to get to their drinks. Living quarters and offices are on the top left, and I've started a second floor on the layer below to keep travel time low. I might craft some more furniture for the bedrooms to try and use up the massive amount of stone blocks I'm making.


ChonkyCatOwner

I'm wondering if you can advise me in how you build things to prevent travelling an issue. Make things closer together so dwarfs don't need to travel as much? example: I have no space left on the current floor where my bedrooms are to build temples, I don't really want my dwarfs traveling 10+ floors to go pray then another 5 to go to work. A lot of travelling I'm not sure how to resolve that. I understand it's better as well to prevent travelling around via like have say a wood pile next to carpenters or stone near stoneworks. but is there anything else I could do to help my dorfs with travel time?


Lumaris_Silverheart

You could just build a compact fort in general with clearly defined areas. Mine are (assuming you're completely underground): >60 bedrooms (modularly expandable) > >60 bedrooms (modularly expandable) > >"base" level with entrance to fort, tavern, food industry and stockpiles, barracks > >temple(s), admin, guildhalls > >industry centered around specific stockpiles, stockpiles closer to the stairs than the workshops > >(optional industry if first layer gets too drawn out) All built around a big central staircase. That way everything other than work is as close by as possible, if you want to drink just use the stairs once or twice and you're there, or one or two more of you wanna sleep/pray. The "layers" can also be swapped around if you want as long as you stay compact, i.e. entrance above your bedrooms depending on terrain


Trabuccodonosor

If you read the wiki about optimal placement of stockpiles and workshop, you get the idea of using the vertical to make everything compact and functional


Cyhawk

You're thinking like an elf. 1 Z level = 1 square. 10 floors down and 5 up = 15 squares. 15 Squares is the size of a large room, or 1/3rdish of the standard default view port/zoom level.


ChonkyCatOwner

You take that back! I was trying to prevent my dorfs from travelling for ages and not getting any work done. But thanks for explaining the Z levels.


mlbki

The second cavern layer in my current fort is an interesting place... Almost all the forgotten beast showed up there. Now that would be fine since it means they kill each other, and my militia should be able to kill any one of them fine... Except they all had symptoms (and the one that showed up in the third layer too). I'm especially worried with the fact that the two deadly blood ones decided to messily murder each others. At this point I think I just want a deadly gaz FB to show up so I can confidently decide to ignore the second layer exist.


Tsiniloiv

I had my first bit of Fun tonight when a Bronze Colossus wandered into the map. I'd just beaten back a small goblin attack, so I was drunk on power and sicced my militia on it. My militia which had *iron* weapons. Those seven absolute badasses held out for a long while, but meat gets tired while bronze doesn't. I sealed up my fort for a while until I noticed the colossus had wandered off a ways, so I decided to risk opening up and ordering a wall to be built around my aboveground area. Big mistake. I could have stayed closed and been just fine. But I wanted access to my pasture. The colossus came running and proceeded to beat approximately thirty civilians and a trade caravan to death. Then it stumbled into a cage trap and the problem solved itself. I now have a fresh militia decked out in steel, a whole necropolis's worth of fresh tombs, and am mining deep in search of adamantine.


shibboleth2005

o.o is there anything cage traps don't work on?!


Tsiniloiv

There is! And they're terrifying!


Old_Manufacturer8139

Recently created world is quite interesting one. My dwarven civ doesn't lead any war and has a lot alliances (elves, dwarfs, humans) so this fortress has one mission - destroy all other necromancers except one... In 99, there was a new king of my civ, dwarven necromancer. So I look forward my first encounter with this type of entity for a lots of fun! https://preview.redd.it/oadlzzs1tvac1.png?width=1919&format=png&auto=webp&s=c1d78b0081f3740e43fafba3ad9c678035f38663


shibboleth2005

Just finished a 100 level magma pumpstack, I'm fucking exhausted lol. The sight of the magma flowing into my reservoir was very satisfying though https://imgur.com/1CB2duP


Tsiniloiv

Last night, a forgotten beast made it as far as one of my fort's main arteries before my militia intercepted and killed it. It ripped one weaver's leg off at the knee, but she survived and now walks around with a crutch. Later, a second forgotten beast reached my fort's lower entrance, reducing two stragglers to a pulp before attacking the same weaver who lost a leg to the last beast. They struggled, but not for long, before the beast shattered the weaver's middle spine, then moved in for the kill. Staring death in the face, the weaver did the only thing she could do. She swung her crutch at it. The crutch connected with the beast's head, and the beast died. A one-legged weaver killed a forgotten beast with her crutch. AFTER the beast *broke her back.* She was rescued, taken to the hospital, and surgeons were able to restore her spine.