Year 205, the rule of Mitch
Chapter 7: The Machine Turns
So, considering last week's success against the Spawn, we're in a pretty good spot right now. Or we would be, if the Spawn weren't just getting stronger and stronger. We need to make more Fischers and Draigneans; Headshoots wasn't carried on the back of just two champions! My plans to properly outfit our guys in sets of iron, followed by sets of adamantine when we're ready (proper armourers, enough strands) are currently being shot by our dreadful under-population I keep banging on about. Also, we're out of bars. All of them. And ore. So, like the proper under-appreciated ladder-rung I am, I will (again) single-handedly lift our fortress up one more step, this time by procuring these valuable resources.
Strike the earth!
26th Felsite:To properly accommodate the increase in industry, I will construct additional forges, smelters and (eventually), workers. As it stands, we have six forges (this is a good surprise twist), being supplied by two ore smelters (this is a horrible surprise twist). Naturally, none of them are being used. Additionally, all of the smelters are being set to... ugh, waste their time collecting scrap to melt down. My current plan is my personal favourite method of fixing a problem at it; throwing a lot of cheap labour at it. Six additional smelters, a large levy of furnace operators (now we have 15) and in the future (when there's enough idlers), an ore stockpile.
Oh, and birds fly, sun shines, rain is blood, and Spearbreakers will probably take at least a month to find some free time to make those smelters.
Next on my agenda is crossbow-dwarves.
PS. Woe be he who doth ignore this [MANDATE]; please for the love of Tehsid, do not kill migrants. Please.
5th Hematite:A few ghosts have been put down with commemorative slabs. It was gruesome; Fischer hit one in the face and now we can't recognise who it was.
*tear drops can bee seen scattered on the leather journal*14th Hematite:Okay, I've cut down on, on-average, 5 jobs at a time by cancelling a stone-stockpile and a bar-stockpile. Smelters can go and fetch their ores for the time being, and soon I will look for more hematite near the smelters to alleviate this a bit.
All but one of our dwarves has been released from hospital; this is good news. They're fixed, thanks to my new medicare system.
I've given the architecture job to 40 additional dwarves, to speed up the smelter construciton.
23rd Hematite:Okay, I've begun digging out our mine of magnetite and hematite. The latter usually comes in veins (bad), whereas the former comes in giant clusters (good). On the other hand, hematite comes in sweet dark red... Whatever, dig it all.
I've also finally finished, and am currently linking up, the remaining repeating spike traps. Oh, and my hospital is finally finished (nearly, a bit of furniture to add yet).
The roads not only cheer up the residents, but they also keep the place clean(er). Also, note the adjacency of tables, traction benches, and beds. Each bed gets both a table and bench, all to itself. The coffins are there for a few reasons; we're filling our current ones too quickly (well, not under my rule anyway), and it'll be convenient for when the next guy takes over and promptly ruins it all.
A mason has entered a mood, and claimed a... mason shop. Masons happen to be useful, and easy to cater to, mood-wise.
10th Malachite:So yeah, it's worth a lot. That should get the migrants flowing.
...speaking of which. You know, I seem to recall others having trouble with Spawn ambushing migrants, so I'll keep an eye out for that.
25th Malachite:Two of the migrants are... quite strange. They appear to be traders, but they won't come inside. I'm safe to assume there aren't any Spawn nearby, so I let down the alert. They still seem content to sell me their counterfeit pig-tail pants from all the way over there, so either they're legally banned from selling their 'goods' within 50 meters of civilisation, they're fucking insane or they're just lazy. Whatever. Added 5 more craftdwarf shops to begin strand extraction too.
3rd Galena:My, what a productive few months it has been. Most of the surplus furniture has finished, we received about 15 immigrants to curb the under-population, leaving us at 85 so far. I've cut down a lot of hauling, fixed the medical system, set up the basis for weapons and armour development, dug a lot of ore, fixed a
lot of unfinished spikes, and am about to create more jobs for strand-extraction. Also on my to-do list is memorialise those who have fallen and had not been recovered, a new military squad (axes) and perhaps... crossbows, if I have time.
The Great Plan is going along quite well; what we're going to do will set history. It will either lead us to great expansion and glory, or great ruin. Given preparation, I think we can make it.