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Fortress: Sandbathed apparentbliss

The Glassworks

Being on a map of sand such as this, the magmaworks seem better labeled as the glassworks -- certainly, that is what they will produce the most of. I have plans to construct something large-ish above ground with glass blocks, once the fort is a bit more established.

The magma is filling the chamber underneath this room, but an aquifer on the west/left side is preventing the room from achieving its intended symmetry. If I feel bold I *may* try round out the shape.

Submitted by: apparentbliss - 2010-03-17

The Early Workshops

Masonry, Carpentry, Mechanics and Crafts are all slammed together in this little room ... for the time being.

Of note is the ever-dwindling wood supply. I brought 25ish logs in the initial wagon, but have been recalcitrant to crank out bins and barrels as I am normally wont to do, fearing that I will be left drastically short on beds. Metal barrels, despite their exorbitant mineral cost, seem to be in our future.

Submitted by: apparentbliss - 2010-03-17

Iron Ore Galore

This z-level (and the z-level below it) seem to have large iron ore deposits, which I do not want to tap until my miners are more proficient. Most of my forts tend to be up in the hills, and working with sedimentary layers is an unusual pleasure.

Since I will be clearing a large swath out of each of these levels, I expect it to be the eventual home of a few industries (stone and textile, likely).

Submitted by: apparentbliss - 2010-03-17

Agriculture / Bootstrapping

With the map so rich in sand layers, I could afford to dig straight down to the second layer below ground, leaving the uppermost layer available to carve out with fortifications, or whatever else.

The initial barracks / sleeping quarters has already been converted into a food stockpile, but the initial dining room still remains as is. Eventually I'd like this layer to be all agriculture.

Submitted by: apparentbliss - 2010-03-17

Fractal Sleeping Quarters

I am fond of using fractal designs for sleeping quarters, and like the way that this one appears to be shaping up. It lacks the wider hallways of my typical design, but I doubt there will be enough traffic down here for it to be much of an issue.

Submitted by: apparentbliss - 2010-03-17

Aquifer

Who would have thought that this sand-blasted land would contain so much water just below the surface? I have already been thwarted in my early fortress design by several aquiferous layers, most notably in the Glassworks.

On the bright side, this means that the dwarves will always have a freshwater supply; hopefully, though, we never have to resort to drinking anything so lacking in alcohol as water.

Submitted by: apparentbliss - 2010-03-17

Magma Vent Tap-Shaft

I assigned a number of tap-shafts to be dug across the andesite-capped portion of the map, and hit the magma vent with the first one.

Submitted by: apparentbliss - 2010-03-17

Fortress: Sandbathed apparentbliss

Tombs

I thought this location, nestled amidst the magma and within hearing range of the clang of anvils, would be a fitting location for the tombs.

My first two casualties: sparring macedwarves, both dying of suffocation. I should probably not even bother with any sort of non-marksdwarf army until the new version comes out and training is less deadly.

Submitted by: apparentbliss - 2010-03-17

Nobles' Rooms

It's getting to be that time -- time to set up a few nicer rooms for a noble or two. I have only just begun to carve out space.

Submitted by: apparentbliss - 2010-03-17

The Glassworks

Now that I have created a bin or two, I can begin to reduce the stockpile footprint, and properly adorn this room with glass pillars and statues. As the heart and soul of the fortress, this is the first room getting a thorough smoothing.

I'm still afraid that if I try and even out the room by mining into the aquifer I'll end up "having fun."

Submitted by: apparentbliss - 2010-03-17

The Barracks

Site of two suffocations-by-sparring, this is easily the most dangerous room in the fortress.

There have been two other injuries -- one to my fearless leader who I had out decimating dromedaries, and managed to get bashed on by a bactrian; and one to my head miner, who managed to channel out the moat near a partial bridge in a stunning cave-in-causing fashion -- but neither of those were fatal. It seems that the military serves not so much to protect in Dwarf Fortress as to harm.

Submitted by: apparentbliss - 2010-03-17

The Visitors Parlor / Defenses

Though the glass tower is but a mere skeleton of what it eventually will be, it already houses the trade depot, and creates a reasonable chokepoint for the entrance to the fortress. A (currently dry) moat has been dug, and the single entry point will be sufficient defense for a year or two still. Long term plans include setting up some sort of entry-warrens situated above the aquifer to funnel siegers through -- perhaps even with some sort of drowning chamber.

Submitted by: apparentbliss - 2010-03-17

The Statue Garden

Though I am not sure if it is a good idea to open the Statue Garden to the public before anything resembling safety measures have been installed, it has been the most popular place in the fortress since the (admittedly poor quality placeholder) statue was installed.

Submitted by: apparentbliss - 2010-03-18

Barrel Conservation

On most of my fortresses, I am practically swimming in barrels and bins. Though the saguaros do provide some lumber, it is not enough to support my usual container habits, and I have been trying to separate out stockpiles that can be set to zero barrels, where appropriate. Every time I get the message that booze production is being held up due to a lack of barrels, it brings a tear to my eye ... and it worries me.

I have begun production of metal bins and barrels, but the cost still seems prohibitive. Granted, a big part of the reason that I chose this map was that I wanted to see what a low-lumber situation was like (and with the saguaros, this is much less harsh in that manner than it "could be"), but I'm finding that it's not particularly to my liking. There's something about the orderly rows of barrels that is infinitely more pleasing than the clutter of sprawling stockpiles -- and there's also the realization that however slow, lumber is a renewable resource, and short of goblin-gear meltdown, metal is not.

Submitted by: apparentbliss - 2010-03-18

Idlers / Immigrants

With my first wave of immigrants, the population increase from 7 to 13 was easy to handle, and a smooth transition. The second wave, however, spiking the population all the way up to 39, has yet to be effectively merged in.

Submitted by: apparentbliss - 2010-03-18

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