Deathgame-Deathgame - 503 Early Spring by Fleeting Frames

Map Description:

The state of the succession fortress of Deathgame, of dwarves of The Faint Ring hailing from the Doors of evening, led for the third year by Fleeting Frames.

POIs maybe added later.

Point of Interest: Organic Industry

( 503 Early Spring → onwards )

Centered on tanner, from 0:00 to 12:00: Mill, screw press, still, fishery, magma&bridge dump, bone/wood crafting, leatherworks, refuse and bag piles, dyer and clothier.

On above level, butchery, kitchen, loom and varying food piles rest, with farming above those.

On level below, wood and leather is stored, with wood and ash workshops making use of them, with north holding wheelbarrowed corpse pile, poultsplosion cage and airlocks for animals and poultry.

Below those is where the magma kiln and glasswork rest and ash output and tallow are stored.

Each bed holds at least a professional in their craft, with most assigned to legendaries.

The fishery unfortunately seems unaccepting of fish from that small pool below, a pity :(

The kitchen minecart stores dwarven syrup barrels, for valuable cooking :)

The Cloth QSP between dyer and clother wasn't initially planned. However, I realized that with all the caravan-brought thread one can't rely on thread being directly given from workshops :|

The magma minecart dumper takes from double-linked refuse pile - idea is that anything that doesn't get butchered or isn't a craftable bone or something gets incinerated. It moves diagonally twice, so magma mist cannot leak ;)

....Well, that would be true if I had remembered to floor over those two downward ramps next to chute. Oops. - Fleeting Frames

There are 2 comments for this map series, last post 2016-09-11

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Submitted by: Salmeuk - 2016-09-05 to 503 Early Spring

That dodge training is completely new to me, awesome

though it is too bad about the venom

Submitted by: Fleeting Frames - 2016-09-11 to 503 Early Spring

Yeah. Completed in summer (slow architects), it yields somewhere around 1k exp per day per dwarf (being very consistent). It takes longer to max out all five (Agility, Endurance, Toughness, Spatial Sense, Kinesthetic Sense), though. Many dwarfves have 4400-4900 caps.

Additional time is incurred to get all the military to station inside 1 room (sleep/eat/pray/etc.). There's also some fiddling with minecarts when they won't move to pick few of them up; this is generally solved by mass-forbidding them, letting them give a job cancellation, then reclaiming.

This implementation is decent for stat training citizens of preexisting fortress. It's technically child, sleeping citizen and pet-safe, but multiple people in one box gives only ~15% exp and 0,5% in armor user/something else iirc. In a new fortress, might want to make it the only way in instead though.

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