Colony Survival

Colony Survival

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Dwarven City of ForgeHeart[2024 Builder's Contest][Unfinished]
   
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Main type: World
Version: 0.9+
File Size
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1.434 MB
4 Jan, 2024 @ 10:34pm
5 Jan, 2024 @ 10:52pm
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Dwarven City of ForgeHeart[2024 Builder's Contest][Unfinished]

Description
The Dwarven City of Forgeheart and it's satellite towns act as a hub of trade, commerce and industry.
Built into the side of a protective mountain, it's dense fortifications protect the cave network where the industrious people mine, work and sleep.
Though the stout architecture might seem ugly to an untrained mind, the bustling city has numerous pathways and secrets to get lost inside, with puzzles, traps and misdirection keeping the population safe from the ever present monstrous threat.

[I built this city completely without mods or cheats. I am a solo builder and this build isn't finished yet. :(
That said, I've tried to clean it up as best as I can so hopefully it can still be used for the trailer.
This build features a fortress that doubles as both working space as well as a zombie pathway. If you examine closely, the street network and wall network are kept carefully separate, so that the mobs that come in through one of the two entry ways are hounded by defenders on the walls the entire time they walk through the streets. This creates a very natural looking defence maze that seems to create an organic scene of invaders storming through a fortress.
Of course, that is a trap the Dwarves have designed, as the true living space is only found at the peak of where the fortress meets the mountain.
Once the two separate zombie pathways merge, they enter the Great Dwarven Gate, and must cross a bridge before turning left at the wall into the true city, to continue up more gauntlet to the flag.
If I can toot my own horn a bit, I think I've done a pretty good job with the detailed individual buildings. I've done alot of testing to figure out how to fit farms inside of shops and homes, so that small front lawn gardens decorate building's facade, whilst larger, hidden portions of the farms are kept inside the walls and mountains. I really hope you'll take some time to explore the admittedly unfinished, but detailed and inventive minutiae of this world.
As I mentioned, this build isn't done yet, and so the defences may not be adequate, but I'm sure you can set up some really cool scenes with just a bit of tweaking.]

[In terms of sub colonies, there are 6:
1394, 166, 656: Alecore - Originally started when a exploratory expedition seeking a sustainable source of silica sand discovered a large patch in these lowlands. Mining immediately went underway and a colony developed around it. Eventually, when the small deposit was depleted, the Dwarves found it was a extremely fertile and level site, and decided to settle down. Now it's the commonwealth's breadbasket, hosting the largest bar in the country; the Rock & Stone Inn. In the year's since, Dwarves have flocked to this land and it's abundant alcohol, and the town of Alecore stands as one of the biggest and most important towns the Dwarves have!

642, 180, -989: Vorn Gungnir - Deserts aren't what most think of when they think of the Dwarves. They hate sand, it's course, and rough, and gets everywhere in the tunnels. However, with their invention of gunpowder, the Kingdom has become a force to be reckoned with! The vast and great quarries of the outpost mine great amounts of sulphur and silica to fuel the Industrial Revolution back home!

-1321, 161, 1380: Khan Rootus - Underneath a great mammoth tree lies a powerful magic gem that helps to fuel the Dwarves' local mining operation. It radiates Green nature energy, giving the exposed roots and cave system a ethereal glow from the air. It's been very useful and the Dwarves don't care how sacred the damn Keeblers claim it is, it makes good rock and stone, and the stupid knife ears aren't getting it back!

218, 173, -450: Wheat Bhorn - A humble township that exists on a island not far from the Capital. It grows wheat and berries, and since it's connected to ForgeHeart via the winding rivers and artificial canals, it's often used as a resting point for vessels shipping for greater voyages.

1446, 165, -827: Vamgarum - Built in the marshes, it's not exactly a tourist destiniation for Dwarven kind. However, it is nonetheless an important township as it's a direct port the the greater ocean, allowing trade to flourish in the otherwise landlocked nation. The port city is largely underground as Dwarves are not great at building on the muddy surface.

292, 188, 1008: Marat's Bloomery - A enterprising merchant has found a unique strain of tree not often found anywhere else. The young entrepreneur immediately started farming and selling it, in which he saw great success as the leaves of the woodland are prized both for their beauty and scientific value. Now in the space lies a sizeable farm as well as the young Dwarf's manor.
1 Comments
gamer13 19 Jul, 2024 @ 6:38am 
yo good mod