The previous overseer had software troubles and the fort was reverted to the end of spacespinner's turn for a quick second turn while it's sorted out.
I'm back baby! Who knew a time machine powered by plump helmets and elf noses would actually work? I managed to thwart Johnny West's scheme by setting an elephant onto him so I'll manage another year as overseer while he rests in the hospital with broken legs. The second year shall now play out (again).
Apparently I'm to believe that out of the hundreds of plants I've harvested off the surface, none of them can be used as seeds for our above ground farms. I beg to differ but what can I do about it. Guess we'll just keep throwing them into the still and see what happens.
I decide to harvest the water for our own means so we'll create an underground river in order to allow safe drinking water, as well as water powered machinery.
Suddenly in the distance: MIGRANTS! Sweet, sweet, unpaid labor! While I was less than happy with the previous wave, we have smiths this time, in addition to master masons, craftsmen, architects and mechanics. With our productive force almost doubled, we can finally get to action.
While I'm happy with the ability to lock down any area of the fortress at a moments notice, until we get a trained unit I want to be able to seal the entrance of the fortress and thus constructed a series of bridges on the entrance. Due to miscommunication with the foreman, no channel was actually dug out and so they're effectively walls for now. On the plus side, they should flatten anything under them if needed.
A mood! Oh drats, it's a possession. Now we get a useless piece of crap instead of a legendary dwarf and it's a- lovely, a pig tail loincloth. Thank you ancestors, we really needed one of those.
The elves arrived and while I wanted nothing less than to feed them to a cave troll, they had a supply of sun berry seeds. Once negotations failed, I negotiated with force instead. Hopefully they'll reconsider my offer next time. On the plus side, we got sun berry alcohol now. Possibly a siege as well but unlikely.
With renewed vigor, I penetrate the caverns and discover a winding passage within down to the second layer caverns. For now I shall settle for defending this entrance with traps and doors, in case of eldritch horrors from the dawn of time. or just crundles doing crundle things. Same thing with no military yet.
Mid summer brings with it 8 more migrants. A master metalcrafter, a weapon smith, butchers farmers and engravers. Nothing huge, just more mouths to feed.
Rodyn is fully clad in battle armor and I have assigned 4 people to train under him. Installed hive system to further supplement our food and alcohol industry. To further our artifact collection, a woodworker has entered a fay mood and produced a... Cedar scepter. With a picture of the artifact loin cloth on it. Only two artifacts in and I already have a bad feeling about this. Artifact armor would be nice, but not if the leggings have loin cloths on the outside.
More kobolds have shown up. The hunters on duty shot one in the lung, propelling it several spaces into the wall. No more kobolds.
Disaster! Three dwarves died in the spear room somehow. Turns out none of them considered wearing a helmet and paid the price. Let that be a lesson: Safety First, my drunk crazy friends.
9 more migrants arrived towards the end of Autumn. A surgeon and a mason were the only useful ones. Rest can go in the military later once gear is made.
Dwarven traders arrived and I traded a portion of our large booze supply for much needed resources. We now have an abundance of leather and cloth in case of strange moods.
ANOTHER dwarf is taken by a mood and we get a pyrite grate, encrusted with oval cut pyrites. Low value, but we now have an artifact gem setter.
Large order of menacing iron spikes have been made for later overseers to trade with due to the high value and ease of production. Strongly recommend more made as required. Set up a new meeting room in order to engrave it and facilitate a mist room. The hypnotic mist should stop them murdering each other for a while.
Suddenly: AMBUSH! Rodyn leads the charge and scores the first kill. Two more goblins go down without any casualties other than a few animals. The remaining three stupidly wander into our traps and get caught for the amusement of others.
Winter ends with me finishing setting up the mist room in the main meeting area (all but last few steps )and a miner gets trapped on the wrong side (south a fair bit) without the wall being made into a fortification to drain the water yet. Problem for next overseer because year ended.
to the next overseer:
The bridges over entrance are quite effective at defense if it comes to it, downside is they kill everyone when activated so keep dwarves in a burrow first.
Stole from the elves when they refused to trade, might not cause siege but be aware just in case.
wall off the part mentioned in the above screenshot BEFORE channeling to the river or we all die. Make sure to let a dwarf engrave a fortification on the block at the bottom of the screen FIRST. Keep someone on the pump at all times and if possible install a grate so we can shut it off if needed.
Two entrances into cavern, one is ceiling to drop animals through so they explore, the other is for dwarves and is currently blocked. Both trapped and doors.
Several prisoners, be inventive.
Once fortification is carved, channel last block to river and keep dwarf on pump at all times. Room is carved out below so build up can occur safely during time of rest.
Expecting goblin sieges soon, definitely more ambushes. Keep military on hand.