35 KiB
35 KiB
1 | #notes label(help) |
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2 | This 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. |
3 | |
4 | Buketgeshud 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. |
5 | |
6 | Walkthrough: |
7 | 1) Embark! |
8 | |
9 | 2) 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. |
10 | |
11 | 3) 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. |
12 | |
13 | 4) 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. |
14 | |
15 | 5) If your embark site is near any enemies, run /surface3 to build walls and traps on the surface to protect against invaders. |
16 | |
17 | 6) 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. |
18 | |
19 | 7) 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. |
20 | |
21 | 8) Run workshops, bedrooms, and storeroom blueprints on any desired Z-level along our central shaft. |
22 | |
23 | 9) 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). |
24 | |
25 | 10) 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. |
26 | |
27 | 11) Finally, apply /waterfall2 on the z-level where you applied /waterfall1. Route flowing water to the 2 tiles in lower right. |
28 | #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 |
29 | #meta label(surface2) Build basic workshops and stockpiles |
30 | /surface2_build |
31 | /surface2_place |
32 | /surface2_query |
33 | /surface2_doors |
34 | #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 |
35 | #place label(surface2_place) hidden() start(15;10; top left corner of central stairs) Lay stockpiles on surface and depot/farm levels |
36 | #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 |
37 | #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) |
38 | #meta label(surface3) Build walls and traps to protect against invaders |
39 | /surface3_walls |
40 | /surface3_traps |
41 | #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. |
42 | #build label(surface3_traps) hidden() start(15;10; top left corner of central stairs) Put some stone-fall traps down. |
43 | #dig label(basic1) start(15;10; top left corner of central stairs) Common stair/shaft digging for all floors below surface/depot levels |
44 | #meta label(basic2) Place and configure food/booze stockpiles around the central staircase |
45 | /basic2_place |
46 | /basic2_query |
47 | #place label(basic2_place) hidden() start(15;10; top left corner of central stairs) Places food stockpiles around the central staircase |
48 | #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 |
49 | #dig label(workshops1) start(15;10; top left corner of central stairs) Just four big rooms, suitable for workshops |
50 | #meta label(workshops2) Build commonly needed workshops and associated stockpiles |
51 | /workshops2_build |
52 | /workshops2_place |
53 | /workshops2_doors |
54 | #build label(workshops2_build) hidden() start(15;10; top left corner of central stairs) Sufficient workshops for basic non-food needs |
55 | #place label(workshops2_place) hidden() start(15;10; top left corner of central stairs) Workshop source material piles placed around the workshops. |
56 | #build label(workshops2_doors) hidden() start(15;10; top left corner of central stairs) Fill in doors to the workrooms. |
57 | #dig label(storeroom1) start(15;10; Top left corner of central stairs) Just four big rooms, suitable for storerooms |
58 | #meta label(storeroom2a) General stockpiles |
59 | /storeroom2a_place |
60 | /storeroom2_doors |
61 | #meta label(storeroom2b) Extra storage for wood, food and furniture |
62 | /storeroom2b_place |
63 | /storeroom2_doors |
64 | #place label(storeroom2a_place) hidden() start(15;10; top left corner of central stairs) General stockpiles |
65 | #place label(storeroom2b_place) hidden() start(15;10; top left corner of central stairs) Extra storage for wood, food and furniture |
66 | #build label(storeroom2_doors) hidden() start(15;10; top left corner of central stairs) Build storeroom doors |
67 | #dig label(bedrooms1) start(15;10; top left corner of central stairs) Bedroom complex |
68 | #build label(bedrooms2) start(15;10; top left corner of central stairs) Bedroom furniture |
69 | #query label(bedrooms3) start(15;10; top left corner of central stairs) Makes bedrooms and small dining rooms from beds and tables |
70 | #dig label(plumbing1) start(15;10; top left corner of central stairs) Plumbing for the waterfall system |
71 | #build label(plumbing2) start(15;10; top left corner of central stairs) Grates, doors, and screw pumps for the waterfall plumbing |
72 | #dig label(waterfall1) start(15;10; top left corner of central stairs) Top-level plumbing for the waterfall system |
73 | #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 |