Graniteramparts - 139 Mid Spring by Werdna

Map Description:

The granite fortress nears completion above, and its roots spread further into the earth below. The hall of the dead fills with the failed might of the dark nations. Some hapless visitors, too - the dwarves' corpse collection order are a tad vague.

Point of Interest: 1. House rules

Using Fortress Defense mod, with a dozen or so races added. A little over half made it out of world-gen. The world is overrun by tigermen, the snake-like nakashim, and goblins. War elephants, warwolves, and humans have the next strongest civs. Frogmen, dark stranglers, and dwarves are on the decline. Ferric elves and beak dogs barely cling to existence, and the elves are no more. Graniteramparts is strategically located within range of all the hostile civs, except the ferric elves. Overall, these races are mostly pushovers in a fight, with the exception of the lycanthropic warwolves and the gigantic armored War Elephants. All seasons have potential invaders.

Goals:
1. Build an epic top-side fort
2. Build an epic below-ground fort
3. Kill all the hostiles and collect the bodies for some god-awful purpose
4. See how long I can run a fort this time - I usually get bored after ~5 years, never made it to 15 before.
5. Invade hell

House rules:
1. No traps, no killing chambers.
2. No turtling. One of the four primary fort gates must be open at all times.
3. Exports must exceed imports, preferably exporting arms to the free nations of the world. I've failed mightily at this one - the non-stop invaders bring ridiculous amounts of gear and I'm a bit negligent at making trade goods. I finally have an arms industry active so I've got the trade imbalance up to 1:2, so I anticipate beating this requirement shortly.
4. QSP's and atom-smashers ok, as well as some house-keeping DFHack scripts - Werdna


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