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Editing User:Kidinnu

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=Fortress Ideas and Philosophy=
 
=Fortress Ideas and Philosophy=
  
I wrote the first versions of [[Challenges#Hunting_Party]] and [[Challenges#Immigration_and_Customs_Enforcement]], and still find myself drawn to variants on those for my roleplay attempts (i.e. just about all my forts).
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I wrote the first versions of [[Challenge_Builds#Hunting_Party]] and [[Challenge_Builds#Immigration_and_Customs_Enforcement]], and still find myself drawn to variants on those for my roleplay attempts (i.e. just about all my forts).
  
 
I've historically taken a "Bethabara" (18th century Moravian German term for "House of Passage" - they literally built a small village where they lived comunally in order to have a place to live while they were building a well-organized city) approach since DF moved to 3d: build a tiny fort of 6-8 6x6 rooms, get food, masonry, carpentry, and crafting going there, and then dig the "main fort". However, I tend to find that (1) I end up with main fort layouts that I don't like or that have something ill-considered/rushed about them, and (2) moving from the Bethabara to the main fort is often awkward.
 
I've historically taken a "Bethabara" (18th century Moravian German term for "House of Passage" - they literally built a small village where they lived comunally in order to have a place to live while they were building a well-organized city) approach since DF moved to 3d: build a tiny fort of 6-8 6x6 rooms, get food, masonry, carpentry, and crafting going there, and then dig the "main fort". However, I tend to find that (1) I end up with main fort layouts that I don't like or that have something ill-considered/rushed about them, and (2) moving from the Bethabara to the main fort is often awkward.

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