Shortly after the start of the year, we received an elven envoy, and almost lost three or four dwarves to the river flood - I have ordered the mural edges sealed with bridges... including the waterfall.
Sand gatherers will have to make do with a small spot we plan to leave open for this purpose.
Mid-spring, after we had bought out everything the elves brought with them, the Mayor arrived with an entourage of 20 other dwarves. The sheriff immediately announced he was creating the fortress guard, although I have designated spare dwarves from various fields to that role.
Our broker, having had his last 3 mandates ignored, has mandated the same thing again.
To help appease the nobility now we have a mayor and guard, we have begun construction of temporary accommodation for them, furnished with clear glass, as befits nobility.
There are 9 comments for this map series, last post 2007-10-09
Koseersi (Swifthelms)
No related entries found.
SHIFT + Key doubles keyboard scroll rate.
Don't have Flash?
You can download the compressed map file:
local_map-1-1056-10082.fdf-map
but you will need the .NET version of
SL's DF Map Compressor
to convert to the .PNG image format.
Submitted by: matryx - 2007-08-11 to 1053 Early Spring
Digging straight for the river. Rudimentary things have been made out of stone / wood to keep the dwarves alive until glass production is finished.
Submitted by: Xenomorph - 2007-08-11 to 1054 Early Autumn
This looks like an interesting little challenge.
Submitted by: matryx - 2007-08-11 to 1054 Early Autumn
It's been good fun so far - the main 'problem' is that development of everything is so slow because you have to make Charcoal and Sand before you can craft anything!
Submitted by: Markavian - 2007-08-16 to 1055 Early Spring
Hey matryx, neat job so far - but I can't help thinking you're keeping the numbers down, the fort seems so 'small', despite the frequency of your map updates :)
I updated the Point of Interest: Tombs behind the `Hall of History` because the link you put in opened in a new window. I replaced [url=] bbcode tag with [poi=1005].
I wonder where your mining operations will lead next...
[Message edited on 2007/08/16 at 05:32 by Markavian]
Submitted by: matryx - 2007-08-16 to 1055 Early Spring
Ah! I'd just fired off an email to you about whether you could add [POI=] - I guess you already have! Thanks!
I'm not artificially keeping the numbers down - I guess the dwarves just don't really like glass that much.
It might be because I only produce enough craft goods to buy what I want from the traders, rather than stockpiling tons like most people. I should investigate that in a different fort.
Submitted by: Markavian - 2007-08-16 to 1055 Early Spring
I think migration is based on fortress wealth, and good quality food stockpiles and expensive artifiacts drive new migrants to turn up... if you are able to support them or not.
Submitted by: Markavian - 2007-08-20 to 1056 Early Autumn
Is it wise to have your trade depot so deep within the fortress, won't you have wagons crawling past your beds - or is that only a temporary issue?
[Message edited on 2007/08/20 at 04:42 by Markavian]
Submitted by: matryx - 2007-08-20 to 1056 Early Autumn
This is only a temporary issue. All dwarven accommodation will be moved to a new keep where the nobles are temporarily housed. The nobles will move further north, and we'll make an area for the True Nobility even further north than that.
Submitted by: Fedor - 2007-10-09 to 1058 Early Spring
This one of the more inventive fortresses I've seen. That mural is shaping up to be a masterpiece, and when both are competed ... wow, just wow.