Libashsakrith Zustashgostangustosbidok Uthgar - 131 Mid Autumn by Zachary

Map Description:

This is the first fortress I've ever really taken seriously. So far, it hasn't been attacked too often. Only one Goblin Siege and about 5 Goblin Ambushes. Too many dead thieves to count, though. Also, two dead Forgotten Beasts, a dead Warecavy, and a dead Minotaur. I've also royally ticked off the Elves, first by offering them wood before seizing their goods. After that, I slaughtered the merchants that brought them. Yeah, I don't like the Elves. I did this twice. Looking in Legends in a copy of the world, I saw that the second group was a different government. I think that next Spring, I'm going to be under siege.

The fortress currently has 7122866 wealth in created goods. 279081 is imported. 97631 is exported. The only reason I'm still a County and not a Duchy or the Capital is because I haven't had enough time. I was upgraded from normal to Barony to County in two caravans, so the third arriving later this season will be making me a Duchy. I may have to raise my population limit in order to make it to Capital, though. It's set at 100 right now.

I got really tired of all the trees blocking Wagons from reaching my Trade Depot, so I cut down a 3-wide passage all around the edges of the map and built Paved Roads on that space to prevent more trees from growing. I then made roads from all 4 edges of the map to the entrance of my fortress, insuring that Wagons would always be able to reach my Trade Depot.

I did not export many of the layers below the main fortress. They are not pictured. Because of this, the scene will take a jump from the second cavern layer directly to the magma caverns as you go down.

Keep in mind that all dates mention in Points of Interest are estimations. I can't remember exactly when I did some things, so I just took my best guess.

Translation of the name "Libashsakrith Zustashgostangustosbidok Uthgar" is:
"Axeblazes the Ancient Awe-Inspiring Angry-Act of Demons"
Started in Early Autumn of year 126.

Graphics pack used is "Phoebus' Graphic Set 0.34.11v00" (not most current)
(http://www.bay12forums.com/smf/index.php?topic=57557.0)

Point of Interest: Main Hub

( 126 → onwards )

This and the next 2 z-levels down are the main areas of the fortress. On this z-level, there is the Trade Depot right in the center. Everything pretty much branches off of it.

To the left is the original Dining Room/Meeting Hall. It was replaced with the much more grand Dining Room/Meeting Hall after population began to rise too high. Also to the left are Kitchens, Stills, Fisheries, and Butchers. The top-left stockpile is nothing but booze. The bottom-left stockpile is food. They seem empty right now, but that is only because the stockpiles in the main dining hall are set to take from these. At the very bottom-left is a Refuse Stockpile for everything except Corpses and Bones.

To the top is the main stockpile. Pretty much everything except raw materials (Wood, Stone, Bars/Blocks, Gems) is stored here. This includes weapons, armor, cloth, leather, finished goods, etc. It does not store any food, however.

To the bottom is one of my main sources of food and booze: Farms. That is 6 3x3 farms. The stockpile below is a stockpile for the harvested plants, while the stockpile to the right is for seeds only.

To the right and up is a Pen/Pasture Zone. I intended this to be for the animals so they could wait out a siege in safety, but the Goblins weren't discovered in time during one AMBUSH and killed pretty much all of my animals. It's just empty space that I can use as a pen for captured wild animals. It is locked by a drawn up drawbridge. The lever to control it is located right below the Hospital. Caged wild animals can be dropped in through a Pit Zone located on the roof. As this is a way for enemies to get in by dropping through the hole where the Pit Zone is, the drawbridge is always locked. This is now used as a kind of trap for attacking enemies. See it's own PoI for details.

To the right and down is the Hospital Zone. Below the Hospital is a Soap Making area and my cloth production area. This area is very rarely used. The stockpile to the right is for Fat and Tallow. It was put there for ease of access from the Soap Making Workshop. - zackman0010

There are 2 comments for this map series, last post 2013-07-24

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Comments

Submitted by: ajr_ - 2013-07-06 to 131 Mid Autumn

It's very nice

Submitted by: GinerL - 2013-07-24 to 131 Mid Autumn

Really liked how you design the entrance defenses of this fortress. How did you even sustain enough booze and food for the archer barracks when they where training?

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You can download the compressed map file: 2013-07/zackman0010-Axeblazes.fdf-map but you will need the .NET version of SL's DF Map Compressor to convert to the .PNG image format.

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