Koseersi (Swifthelms) - 1054 Early Spring by matryx

Map Description:

Spring has arrived, and with it the promise of fresh food.
The front entrance to the fortress has been created (a selection of doors) and re-working has begun on the bridge crossing the river.
Several workshops (butchers / tanners / leatherworkers) have been relocated inside, and into green glass blocks.

Point of Interest: Reworking of the river bridge

The bridge is being replaced with a 3 wide green glass bridge, flanked by two single wide green glass bridges. Many glass blocks have been specified for production to create this. - 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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