Mirroredpapers - Survivors - 230 Mid Autumn by HSZeg

Map Description:

21 years into my 'Survivors' Fortress. The last 7 dwarves in the world came here to dig in and rebuild thier civilisation. Many, many maps were generated, followed by liberal use of 'reveal' to find a site where my survivors could relearn all the dwarven skills lost in the collapse of thier civillisation. I've also been limiting the baby cap, so the last 7 childen of this generation will be growing up shortly, bringing me up to 28 dwarves. Then I'll allow children again and build the population some more...

I've put a few limits on myself, just to make things a little more interesting. Firstly, my dwarves only do two jobs each within the correct profession. No mass crosstraining or anything like that (though I let that slide a little for the fact that alot of my children made artifacts and became legendary crafters before they grew up, which wouldn't have been useful at all). All barrels are made only of Tower Cap wood, raw material bins (that won't be traded) are made only of Aluminium and Trade bins are made only of Copper. I have been using plenty of traps, since I still don't have a military until the last few children of this generation grow up.

Point of Interest: Meeting Hall

- HSZeg

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maps/2009-04/hszeg-Mirroredpapers.fdf-map 21 years into my 'Survivors' Fortress. The last 7 dwarves in the world came here to dig in and rebuild thier civilisation. Many, many maps were generated, followed by liberal use of 'reveal' to find a site where my survivors could relearn all the dwarven skills lost in the collapse of thier civillisation. I've also been limiting the baby cap, so the last 7 childen of this generation will be growing up shortly, bringing me up to 28 dwarves. Then I'll allow children again and build the population some more... I've put a few limits on myself, just to make things a little more interesting. Firstly, my dwarves only do two jobs each within the correct profession. No mass crosstraining or anything like that (though I let that slide a little for the fact that alot of my children made artifacts and became legendary crafters before they grew up, which wouldn't have been useful at all). All barrels are made only of Tower Cap wood, raw material bins (that won't be traded) are made only of Aluminium and Trade bins are made only of Copper. I have been using plenty of traps, since I still don't have a military until the last few children of this generation grow up. 18 2430 2160 1.00 top HSZeg

Comments

Submitted by: Markavian - 2009-04-03 to 230 Mid Autumn

Two jobs each, what are your initial professions?

Submitted by: HSZeg - 2009-04-03 to 230 Mid Autumn

Well, I will admit that I was a little lax on that rule too with my inital 7, letting them do a few unskilled jobs to make a couple of things easier.

Miner/Mason
Miner/Engraver
Brewer/Cook
Planter/Trader
Mechanic/Architect
Butcher/Tanner (I had plenty of animals to start with)
Stonecraft/Bonecraft

I let the crafter do the few extra things unskilled, carpentry to make the pumps for my farms, a tiny bit of gem cutting and weaving when needed for moods. As though his skills would let him do just enough in other areas, but not fulltime.

[Message edited on 2009/04/03 at 09:54 by HSZeg]

Submitted by: Maggarg - 2009-04-04 to 230 Mid Autumn

I always like this kind of fortress.
I love the way that it makes each dwarf more individual, because it encourages the player to make a more unique fortress.

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