dfhack/data/blueprints/quickfortress.csv

36 KiB

1#notes label(help)
2This is Buketgeshud, or translated from Dwarvish, The Quick Fortress. It is a set of basic blueprints for quickfort, demonstrating its use in assembling an entire basic (if incomplete) fort.
3Buketgeshud is designed around a 30x20 footprint with a common 2x2 central staircase. Blueprints can be repeated in any direction to connect in a modular fashion with adjacent 30x20 areas. A fortresswide example recirculating waterfall/plumbing system is included as an overlay if you're feeling hardcore.
4Walkthrough:
51) Embark!
62) Clear a 30 wide x 20 high region of trees on the surface. This should be uninterrupted flat ground with soil (so that we can place farms below). Deconstruct your wagon.
73) Run /surface1. You'll want to put the cursor in the middle of the 30x20 cleared area (14 right, 8 down from the top left corner). This digs out stairs on the surface, a farm/depot/workshop level below, as well as the beginnings of an entrance moat. The beginnings of a 3rd z-level are also dug out; don't build anything here if you'd like to put waterfall plumbing in later.
84) After /surface1 is dug out, run /surface2 (beginning from the same starting position as you used for /surface1). This puts down a basic set of workshops commonly needed soon after embark, a couple farm plots, and a depot. It also places and configures starting stockpiles.
95) If your embark site is near any enemies, run /surface3 to build walls and traps on the surface to protect against invaders.
106) Dig out the central shaft and tunnels for several z-levels below our surface/depot level. Place the cursor THREE Z-levels below the surface, where no digging has occurred yet, and run /basic1 for 6 z-levels down starting from that level.
117) Optionally run /basic2 to designate booze-only stockpiles around the central stairs on every z-level below the farming level. The stockpiles are configured to take booze from the level above, so be sure to apply /basic2 on the top level first and work your way down.
128) Run workshops, bedrooms, and storeroom blueprints on any desired Z-level along our central shaft.
139) If desired, add a fortresswide waterfall system, bathing your dwarves in tile after tile of lovely waterfall mist as they go about their day. Run /waterfall1 on the z-level immediately below your farm/depot level (you left that space empty, didn't you?) and run /plumbing1 on z-levels below that, down to the bottom of your fort. Each application of /plumbing1 will dig out two floors. On the bottommost level, the screw pumps that will be placed there require 2 floor tiles to sit on, so remove or refloor the 2 northern channel designations in the lower right corner on that z-level. You'll also need a reservior in the z-level below that (not included).
1410) After all levels are dug out, apply /plumbing2 on the *bottommost* level, just above the reservior. The blueprint will build screw pumps on that level and the level above. Repeat on every alternate level up to the level below where you applied /waterfall1.
1511) Finally, apply /waterfall2 on the z-level where you applied /waterfall1. Route flowing water to the 2 tiles in lower right.
16#dig label(surface1) start(15;10; top left corner of central stairs) message(The 3rd z-level just digs stairs; if you want to install the waterfall plumbing system later, leave this 3rd level EMPTY for now and start the base proper below that; use /basic1 to dig out areas for future use below.) Surface and farm/depot levels
17#meta label(surface2) Build basic workshops and stockpiles
18/surface2_build
19/surface2_place
20/surface2_query
21/surface2_doors
22#build label(surface2_build) hidden() start(15;10; top left corner of central stairs) Populates the surface and farm/depot levels with farm plots, workshops and a depot
23#place label(surface2_place) hidden() start(15;10; top left corner of central stairs) Lay stockpiles on surface and depot/farm levels
24#query label(surface2_query) hidden() start(15;10; top left corner of central stairs) message(remember to set the farm plots to grow plump helmets) Adjust surface/depot level stockpiles
25#build label(surface2_doors) hidden() start(15;10; top left corner of central stairs) Just builds doors on the depot level (just below the surface)
26#meta label(surface3) Build walls and traps to protect against invaders
27/surface3_walls
28/surface3_traps
29#build label(surface3_walls) hidden() start(15;10; top left corner of central stairs) Builds walls and bridges on the surface level. Note that the entrance on the southern wall juts out from the 30x20 footprint by 3 tiles; the southern bridge extends beyond the edge of the blueprint itself.\n\nYou'll need to add and connect levers yourself.
30#build label(surface3_traps) hidden() start(15;10; top left corner of central stairs) Put some stone-fall traps down.
31#dig label(basic1) start(15;10; top left corner of central stairs) Common stair/shaft digging for all floors below surface/depot levels
32#meta label(basic2) Place and configure food/booze stockpiles around the central staircase
33/basic2_place
34/basic2_query
35#place label(basic2_place) hidden() start(15;10; top left corner of central stairs) Places food stockpiles around the central staircase
36#query label(basic2_query) hidden() start(15;10; top left corner of central stairs) configures booze stockpiles around stairway, taking from the stockpile on the level above
37#dig label(workshops1) start(15;10; top left corner of central stairs) Just four big rooms, suitable for workshops
38#meta label(workshops2) Build commonly needed workshops and associated stockpiles
39/workshops2_build
40/workshops2_place
41/workshops2_doors
42#build label(workshops2_build) hidden() start(15;10; top left corner of central stairs) Sufficient workshops for basic non-food needs
43#place label(workshops2_place) hidden() start(15;10; top left corner of central stairs) Workshop source material piles placed around the workshops.
44#build label(workshops2_doors) hidden() start(15;10; top left corner of central stairs) Fill in doors to the workrooms.
45#dig label(storeroom1) start(15;10; Top left corner of central stairs) Just four big rooms, suitable for storerooms
46#meta label(storeroom2a) General stockpiles
47/storeroom2a_place
48/storeroom2_doors
49#meta label(storeroom2b) Extra storage for wood, food and furniture
50/storeroom2b_place
51/storeroom2_doors
52#place label(storeroom2a_place) hidden() start(15;10; top left corner of central stairs) General stockpiles
53#place label(storeroom2b_place) hidden() start(15;10; top left corner of central stairs) Extra storage for wood, food and furniture
54#build label(storeroom2_doors) hidden() start(15;10; top left corner of central stairs) Build storeroom doors
55#dig label(bedrooms1) start(15;10; top left corner of central stairs) Bedroom complex
56#build label(bedrooms2) start(15;10; top left corner of central stairs) Bedroom furniture
57#query label(bedrooms3) start(15;10; top left corner of central stairs) Makes bedrooms and small dining rooms from beds and tables
58#dig label(plumbing1) start(15;10; top left corner of central stairs) Plumbing for the waterfall system
59#build label(plumbing2) start(15;10; top left corner of central stairs) Grates, doors, and screw pumps for the waterfall plumbing
60#dig label(waterfall1) start(15;10; top left corner of central stairs) Top-level plumbing for the waterfall system
61#build label(waterfall2) start(15;10; top left corner of central stairs) message(Remember to link the levers and lock the doors manually) Floodgates, screw pumps, bridges and levers to control flow