Koseersi (Swifthelms) - 1053 Early Autumn by matryx

Map Description:

Fortunately, the river flooded before the first floodgate was fitted allowing for a quick farm start before fiddling around with mechanisms.
Sadly it appears that mechanisms and levers must also be made out of rock.
Several green doors have been produced now, along with a throne and table for the dwarves to dine at.
The final floodgate is in the process of being hooked to the lever for the future farm use. The craftsdwarf has been turning the rest of the racoons (and the turtle remains from our food) into ammo and trade goods for the caravan.
One set of green glass blocks have been allocated to produce a kitchen inside, dismantling the outside old rock one.

Point of Interest: The Farm

( 1053 Early Autumn → onwards )

Crop planting has started, and the installation of the green glass floodgates (which look way cooler than regular floodgates) has been finished. Final touches to the walls are being performed by the miner right now. - matryx

There are 9 comments for this map series, last post 2007-10-09

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Comments

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.

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