12 limestone:
I noticed a "recover wounded" job and it appears that Stakud I, our leathercrafter, has been wounded somehow. There is no relevant report.
I'm going to guess that it had something to do with one of the two ghosts who are haunting the fort at present.
14 limestone:
At last! It's deep, a good 92 levels beneath the tundra.
1st timber:
Only three migrants this season. Way fewer than I'd hoped. I was hoping, at least, that I could put the melee squads on full-time training, but they're going to be needed for hauling and other odd jobs for the rest of the year at least.
12 timber:
The dwarven caravan has arrived... and so has...
About a dozen each of speargoblins and macegoblins, and trolls, plus about 25 (!) bowgoblins. We'll keep the door open and see if the caravan makes it in. Closing the inner gate will be the last resort.
Update: outpost liaison made it in, but caravan was driven away with many casualties. outer gate closed. archers on ramparts but won't walk up to the edge so they aren't shooting at goblins yet. goblin bowmen still have plenty ammo, so we're going to stay inside for this one.
26th moonstone:
Nil M, one of my axedwarves, was so taken by a strange mood that he walked away from a drink! He's claimed a forge... hope this is something good. Come on, artifact silver hammer!
[update: he needed wood, so we've cracked a cavern open. so far no trouble.]
17th opal:
He's now a legendary blacksmith, but that's not going to get him out of military service. Sorry, buddy, next time make something useful.
Interestingly, this is our second artifact animal trap. I'll put it in the dining hall with the other one.
20th obsidian:
Major miscalculation! I tried to drop some (presumed disarmed) goblins into the killing room for military training, but they still had their weapons! We won the fight with no one killed, but several members of the melee militia (maybe all?) are wounded and recuperating now. Orders have been given to strip all prisoners... again.
2 granite:
It's spring, and the siege has been lifted. I have opened the outer gate, and workers are beginning to collect the bodies and bury the dead. We are fifty dwarves exactly now, although several are wounded from the... er... training incident.
The military has full iron armor now (for 12). The archers have plenty of leather armor but few leather leggings or boots, so you might want to make some of those and then tell them to "replace clothing" with leather armor. We could use a lot more reserve archers. Barracks have been created for the three melee squads, but there wasn't enough manpower to set them to full-time training. You of course will want to check out their injuries and perhaps assign new recruits to those squads. The training rooms design is based on the "mass pitting" idea from the wiki. Upstairs is a room that accepts lots of caged creatures. Downstairs is a "killing room", a muster room (airlock) for melee soldiers, a muster room for archers with a drawbridge to open the turrets. Levers are color coded.
We have plenty of iron and coke now, so I have ordered steel production to commence. Marble is being quarried for this purpose. The jobs are queued and some of the pig iron is already done.
Some of my other accomplishments are:
- dug a tree farm
- located first cavern and dug stairs all the way to the bottom where magma is accessible
- built in indoor refuse pile (inside the outer gate, but outside the inner gate) so we don't have to take so much risk to dump refuse
- built graveyard although there STILL aren't enough coffins. the idea for the location is so that it's right next to the outdoor corpse stockpile and you could build a stair directly to that corpse pile -- but if you do so, be sure to make a drawbridge or something to close off that security vulnerability if needed.
- i finally built beds, both a dorm and several bedrooms. i also built a ton of wheelbarrows which may seem a risky use of scarce wood, but it was my call. you desperately need bins. i have ordered several copper ones.
I re-organized the stone, leather, bone, cloth, and gem workshops and stockpiles on this level:
The agricultural workshops (and kitchens) are a mess. The metalworking shops and stockpiles are confusing, as are the wood ones. Feel free to re-architect them as you wish.
Suggestions for my successor:
- Re-build the water system. I can't tell how it was supposed to work, but I can tell you that there are corpses down the well. Better just dig a new one. Apparently there's an aquifer there somewhere.
- Start making soap. The fort needs lots of cleaning. If you get a big migrant wave, assign a bunch of them to do nothing but hauling and cleaning. They'll be busy. By the way, I deleted most stockpiles to cut down on hauling. I believe there's one for food and one for finished goods, and I created new ones for furniture and raw materials on the new workshop floor. But all of them could be expanded or streamlined. Even if it looks like things are sitting in a stockpile, I may have deleted the stockpile out from under them.
- Before you train the militia, be sure to strip the prisoners (again). I just opened the gate, so when you unpause, the dwarfs will bring in newly-caged goblins who haven't been disarmed yet. (note: the garbage dump is a one-tile zone in the hallway outside the caged-goblin stockpile; that's where their gear will go)
- Start making magma-safe pump components. I've quarried gabbro and olivine and am producing magma-safe blocks and mechanisms on repeat. Getting magma to the surface will probably be a multi-year, multi-overseer project, so do your part. Maybe you will also be the one who excavates the pump stack hole.
- You may want to scrounge the surface. The remains of more than one caravan are lying on the surface, probably full of good stuff like cloth and wood you could use if you unforbid and haul it in.