Settlements

Thursday, July 14, 2011

Planning for hours!

After arriving here again I spent the first few days just correcting problems with the current organisation. Heres the shortlist:


  1. GOLD BINS/BARRELS... what in the hell... actually thats not a bad idea.
  2. The huge area next to the farm... stopped production of it until i figure out what it was for
  3. Magma smelters.. I'm SURE someone burned to death doing it this way (uncapped magma tiles allowing creatures to venture in)
  4. Labours were set almost randomly on most dwarves, except for a select few with special titles, who also were forced to do menial tasks. Created custom professions so that important dwarves dont do hauling and cleaning tasks.
  5. Militia squads filled and scheduled. Soon they will be able to deal with the goblin incursion
  6. Stockpiles were completely removed from the whole fort
  7. Seeds were stored somewhere, placed a special stockpile near the farms
  8. Forbid most of the items in most areas until they are sorted.
  9. Dumped *=[a lot}=* of items that were cluttering workshops
  10. PUPPIES! Oh my lord we have some puppies (see solution below)
  11. Set our melee soldiers to train war dogs in their downtime
  12. Hauling jobs were not getting done. We now have 5 dedicated haulers and soldiers will help when not training
  13. BINS! We had so many stockpiles that require bins. New stockpiles have been selectively bin-capped
  14. Drinks to be scattered throughout the fort to facilitate faster drink breaks
  15. Nowhere suitable to take freshly harvested plants. Plants were rotting in the fields. Also nothing but plump helmets were being grown.
New projects I have designated:-


  • Dormitory Wing attached to the first barracks
  • A second barracks for our new ranged combat unit, with attached dorm wing
  • Level 2 of our bedrooms for regular dwarves
  • A much nicer residential wing for upstanding citizens
  • Crafts Hall expansion, with extra storage for materials
  • A smelting hall to handle 6 dedicated Smeltdwarves
  • Puppy School breeding rooms
  • Kitchens! with adjoining dedicated food industry processing rooms
  • Dining Hall upgrade to include some of the GOLD we have in excess (Also stockpile management)
  • A separate living area for Forge workers (with food and drink available)
  • Tombs for the more privileged class
  • Arena area to use up captured untrainable creatures
  • Guard Tower for the topside entrance

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