Lordwall sits at the foot of a giant glacier in a high mountain valley. The small microclimate this location enjoys has proven to be stimulating to all dwarves spirituality. Lordwall has just established an organized religion, devoted to the worship of Rîsen, the Goddess of mountains and caverns. Thikut Blowgirder has assumed the role of Sacred Shadow, Rîsen’s earthly prophet. While many of our dwarves worship this deity, not everybody subscribes to Thikut’s teachings. Time will tell if Lordwall’s inhabitants heed the prophecies being foretold, or if division will threaten our fledgling civilization.

  • technologicalcaveman
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    211 months ago

    That’s pretty cool. My usual tactic is making a hatch in the ground in a field, then underground there is several floors of sprawling rooms. Sure, I never get traders, but I also never get attacked. I usually ‘lose’ after someone gets possessed or goes insane.

    • LellsOP
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      11 months ago

      I have an underground area here, mostly stockpiles and offices, but also a proper great hall for whoever the eventual baron will be, and a cathedral for the religion. I’m trying to build up in this one though for the living quarters and day to day stuff, should be an interesting change of pace.

      ETA: The sieges are usually dependent on how much wealth you export from your fortress, so if you don’t get traders, then that makes sense. If you DO get traders and want to get attacked, trade a bunch of lavishly prepared meals.

      • technologicalcaveman
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        211 months ago

        For me, whenever traders come around I get notified they’re in my area then get notified that they cannot find anything and leave. I’m paraphrasing what it said, but that’s the general gist. I have considered building a sort of above ground fort then the real place is all underground. Or go for the classic door in the mountain approach.

        • LellsOP
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          211 months ago

          Ahhh sounds like either you don’t have a Trade Depot built, or they can’t find a way to it. Trade wagons for example are 3 tiles wide, so need an entrance that is at least 3 tiles wide for them to navigate through. Wagons also can not go up or down stairs. They can however travel up/down ramps.

          I usually do what you’re suggesting, have a massive sprawling underground fortress, but also a smaller walled enclosure on the surface that protects the underground, as well as housing a trade depot and barracks (so that my military is nearby to any potential action).

          • technologicalcaveman
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            111 months ago

            Hm, yeah I probably forgot something. DF is so big that I forget there’s tons of things in it and I have to think realistically about what’s needed to accomplish events.

            • LellsOP
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              211 months ago

              It’s definitely a lot to remember! That said though the more you play, the more a lot of it becomes second nature. If you ever have questions, don’t hesitate to ask! I personally have been playing for … holy crap, 15 years now. There’s so much that’s just second nature to me now, but I also learned from others over time. I’m happy to help others learn as well.

  • LellsOP
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    11 months ago

    OOC: This fort was started when a friend who is new to DF confessed to having some confusion on how they should embark. What to look for, what the stuff on the screen meant, etc. While I used my “Small Volcanic Island” world-gen, I wasn’t able to find a great volcano + river start, so opted for this one bordering on a glacier instead. So far I really like this map, and the only real accident we’ve had so far was our ONLY artifact creator, a child, got himself encased in ice when the moat started being dug. Since that time, at least THREE different agents have showed up at our fort, intent on stealing that artifact. Only one has escaped, the rest can be seen in the refuse stockpile on the bottom left.