I backed up the save so if something goes horribly and ridiculously wrong at this point, we can revert. When the fortress becomes developed enough (likely by the end of the year), we can finally call this “developed enough to fail properly”.
Journal of Captain Brony, 4th Felsite 101
-Designated some new rooms opposite current setup.
-Hit soil. We have enough space in stone for a resident trade minister in there though, but I have to figure out the depot access.
-I ordered the soilworks to be expanded so we can start farming. I will lay down some strong stone walls there just in case the undead can burrow, and to prevent collapses that would expose us to them.
-McJerb is wearing stockings and a cloak covered in the horrid filth. I’m not a doctor, but this guy is, and the dirty clothes might be one of the reasons why he is still dizzy and covered in blisters.
-I had our resident psychoanalyst, “Horse McShortwood" move the mason’s workshop out of the entrance hallway and into the residential hallway. He said that it is important for the psychology of future migrants to make our fortress seem productive. Migrants? Mason’s shops are good things to have in an anti-undead airlock? What witchcraft is this!
-I’m making a metric fuckton of mechanisms. While the fresh water is upstream and the horrid filth downstream, the entire stream is likely contaminated, so we need to power some pumps and a purification device. We also need more drawbridges to seal off parts of the fortress, particularly to allow future traders inside without exposing everyone to the undead.