Hi all, I'm playing along although I'm not "eligible" for the official challenge for a couple reasons. (1) I'm still on the pre-DF2012 version waiting for the bug storm to die down (2) I'm not playing default settings (no harder mining; no harder smelting; no warlocks, automatons, or giants; no aquifers; Add naga from FD; Burning skulls deleted from raws.
It's year 5 of the fort, year 105 on Gaia, where a major river meets the ocean. A pretty easy site, savage-good with plenty of ores. Things are going well, I have learned to deploy advanced golems and fire turrets outside the walls to not burn down my base; and I don't underestimate the antmen any more. (they pack a pretty crazy mix of advanced weapons including slade and wolfram if you're unlucky. I don't mess with them in melee but rather just lock down the gates, carve pillboxes out of the cavern stone, "Dust off and nuke em from orbit")
I have a three-wide gate for wagons, which come down a copper paved road, down a few ramps to the riverside port. A barge built on the river serves as depot; an upper deck doubles as a ballista battery that covers some of the camp sites where siegers hang out. The Naga however, destroy their own sieges by burning the place down with Magma hounds. Those hounds are tough, since they seem to have no vital organs. Right now the crossbows are training on them while I decide how dangerous it would be to let down the gate.
The lumberyard dominates the above ground and supplies the "shipwrights". Another area of the complex holds the new lamellar armor and ash/lye/soap at the refuse dump. It would be convenient if there were a separate reaction to make armor from the lamellar pieces, since I have probably 20:1 ratio of other stuff in the pile, but I'll address it by messing around with stockpiles.
http://dl.dropbox.com/u/8021058/mwdf%20decade%20y5%20topside.jpgA trap corridor built into the natural estuary, overwatched by the marks-barracks, it should hold pretty well if it's ever needed. So far it hasn't seen much use, we've just been meeting the enemy at the front gate. In this shot you can also see the desalination pump and goods warehouse near the base of the dock. Human civilization hasn't survived in this land, but we've successfully negotiated the elvin diplomat to bring us raptors and grizzly bears.
http://dl.dropbox.com/u/8021058/mwdf%20decade%20y5%20z001.jpgIn this embark I deployed with the Engineering crew, swapping in some anthracite and hens, so in the first few years we had to trade with the Mountainhomes for animals, fiber and oil crops to get the farms running for real. Now we're pretty sufficient. The site has a bit of steel and mithril for weapons but is heavy on the precious metals. After ship in a few bronze bars for metallurgists' shops, the forge is humming along black-bronze non stop. Unfortunately, the caravan has been getting hit by ambushers and the last one was lost, so I may need some perimeter defenses.
http://dl.dropbox.com/u/8021058/mwdf%20decade%20y5%20z185.jpgLiving quarters; nothing specifically Masterwork going on here, although you can see the Scriptorium and Apothecary. (typo in the image, those are not on the same level, Z-7 and Z-6)
http://dl.dropbox.com/u/8021058/mwdf%20decade%20y5%20lvgqtrs.jpgMaybe this is on purpose but it has me a little puzzled, Is it intended that the "Remove Netherwood Bark" at the lumbermill produces a SKIN_TANNED? I expected it to be the first step in making processing to get more/better wood, since it had such a similar name to "Remove Tree Bark".
[REACTION:NETHERWOOD_BARK]
[NAME:remove netherwood bark]
[BUILDING:TIMBERYARD:NONE]
[REAGENT:A:1:WOOD:NO_SUBTYPE:PLANT_MAT:NETHERWOOD:WOOD]
[PRODUCT:100:1:SKIN_TANNED:NONE:INORGANIC:NETHER_WOOD]
[PRODUCT_DIMENSION:150]
[SKILL:WOODCUTTING]
As I get into a longer game and try to optimize my stockpiles, I notice that the categories of stone, "ore", "economic" etc. -- i can't put my finger on it, but they're not quite right. The arc-smelter ores and adamantine aren't listed under ores. Economic seems to be pretty much everything: gabbro, shale, etc. There doesn't seem to be a category that catches all junk stone. With simple stone it's not *so* bad, I just make stockpiles for each specific thing. Tetrahedrite here, gabbro there.
Still, having a blast. Set up a javelin squad and along with my first master Crossbowdwarves, drove away a big wave of naga. Didn't have a great shooting position on the walls, but I think we got lucky and sniped a commander, and the rest fled. Goblin thieves keep startling dwarves off the trap hallway into the water - been lucky and no deaths yet, somehow they scramble back out safely. No matter how many "R"estricted signs I put up I can't get the lumber/loot harvesters to take the safer tunnel under the river. Setting up some animals to try to spot the thieves. Hawk, raptor, mastiff and grizzly breeding is booming at the kennels.
Time to do some rebuilding to extend the field of fire from the battlements over the winter and do some mining, steel and bronze supplies are depleted. (I think ballista heads are costing 3 bars! that's new, right? I have a new turret set up overlooking the place where the biggest group of invaders camp but ouch, that's expensive per one shot.) Fortunately the naga dropped some gear that helps equip the javelineers well enough for now.