The Land of Vittles and Steel - 1060 Early Spring by Fedor

Map Description:

The fortress Spinaxes celebrates eight years today (give or take a couple - we're not so hot at counting).

Metalbashing is the big deal about this fortress. We have a legendary metal smith, armorsmith, weaponsmith, and metal crafter, all from artifacts. Their labors contribute the lion's share of the eight millions in wealth we now posses. Of that, roughly 1.9 million is in weapons and armor (mostly steel), a million in furniture (this is rising rapidly now that we can decorate on a large scale), 1.2 million in other objects, 1.4 million in architecture (wall detailing is key here), just shy of 0.9 million in Displayed (basically floor detailing), and 1.6 million in other held and worn objects (such as artifacts).

Food production is also worthy of attention (and is the base example for the "Vittles!" guide): nothing especially exciting about the output, but it's a lean mean vittles machine, and it saves us a LOT of labor.

Which is kinda important. Lack of helping hands is our biggest weakness. Population is at 171 and imigration cap at 160, which is right about the practicable limit on the host machine, even with temperature and weather off, all animals in cages, and great care taken not to ask for too much detailing at once. Every time I release livestock for slaughter the game starts lagging.

Economy is on, we have 23 nobles and are we're expecting a pair of dukes and the dungeon master in a few months, we've beaten off four goblin sieges, and are frantically hauling wood inside as we expect bow-elves to start taking potshots at us once they found out we (accidentally) exceeded our woodcutting quota. Good times all around.

For more about us, see the points of interest.

Point of Interest: Military : Gateway Defences

The objective of this fortress's front entrance is threefold: Provide space for efficient trade and civilian industries, defeat any siege through firepower rather than fixed defenses, and protect dwarves wandering around near the entrance.

The most innovative feature is the gatehouse. It's not just that it's a fortified position for marksdwarves with nearly unlimited ammo ready to hand. More: Any dwarf inside can be locked in. No running off for food or drink, boys - you'll fight 'till we tell you different! The gatehouse (and the interior doors) also protects the main corridor from direct missile fire, a vital consideration as dwarves WILL wander about in the combat zone. There's more we can do to help prevent wandering civilians catching an arrow, but this setup is a good start.

On both sides of the gatehouse are flanking fortified positions for additional marksdwarves (trainees often get stationed here as a backup). Inside them are ballistas, all at least superior quality (most are exceptional). We've learnt some things about siege engine operation in the last siege and the current layout design reflects this.

Firstly, siege engines only fire directly in front of them, so if you have one bridge to guard, you need to layer your engines deep, not scatter then wide. Secondly, siege engine operators are civilians and thus cannot be finely controlled. We therefore conscript more than enough, march them to the ballistas, lock them inside with their wartoys, and - at just the right moment - turn them back into civilians and have them open fire, working from the rearmost ballistas forward. Thirdly, siege engines take a long time to load but almost no time to fire. It's therefore much better to have lots of siege engines than to have a large ammo stockpile. The layout could be further improved. A tight-packed 3x3 setup, centered directly on the only way across the river, would be much more effective then what we have here.

South of the gatehouse is the trade center. After a rather nasty surprise with the second siege we moved the trade center out of the direct battle zone to a safer position. A bridge can be raised to keep anyone inside the trading area safe from missile fire (until a troll gets interested).

North of the gatehouse is a barracks/archery training center which is ideally placed to keep our military personnel available for werewolf raids and sieges.

Above and below the gateway are empty channels. We had some thoughts about a moat but have decided against it. The existing channels will be decorative lakes when we get around to building channels to them.
- Fedor

There are 3 comments for this map series, last post 2007-10-23

Add a Comment

Comments

Submitted by: Markavian - 2007-10-20 to 1060 Early Spring

Steel and cupcakes, Vittles and Steel? ... what's with the twin entries?

Submitted by: Fedor - 2007-10-20 to 1060 Early Spring

Please delete the "steel and cupcakes" entry.

Submitted by: Markavian - 2007-10-23 to 1060 Early Spring

Hi Fedor, I edited your point of interest about the siege (with movie) to include a link to the DFMA movie player and removed the fileshare link. I hope this is ok.

Viewer Controls

g

SHIFT + Key doubles keyboard scroll rate.

Problems?

Do you only see a blank space?

Don't have Flash?
You can download the compressed map file: vittles-a.fdf-map but you will need the .NET version of SL's DF Map Compressor to convert to the .PNG image format.

Login: