Year 103.
Here's how the fort looks now with the primary living areas dug out:
Level 1. Entrance level. North is the trade depot which can be sealed off during an invasion, and a passage leading up to the marksdwarf bunker. The south passage leads to a staging area for my army. The south passage will be trapped eventually as I get around to building traps, and there's some cage traps behind the trade depot to catch wild animals that wander into my fort. Woodworking industries are south of the depot and farms to the west.
Level 2 is mostly agricultural work. There's a farmer workshop for processing plants and a second one for various livestock tasks. Butcher, tanner, mill, weaver, dyer and still are located on the level. On the east side is the ashery and soap making workshop. In the center are storage areas for empty containers like barrels, bins, bags, and so on.
Level 3 is the first main residential and industrial area. There's a stone stockpile to the west to gather boulders which are then quantum stockpiled next to the mason and stone crafter workshops. The clothier and leatherworker have their work areas here too. To the north is our burial ground which hasn't been needed -- yet. Each bedroom has a window that looks out onto the central shaft over the tavern.
Level 4 has the jeweler workshops and bone carver. To the east is a collection area for ores that gets dropped down to the smelters and accessway to the mines. Two stockpiles for kaolin boulders and sand bags to supply the glass furnace and kiln below. To the west are the clothing stockpiles and then stockpiles for rock blocks sorted by color. Underneath the clothier and leatherworker are three levels of stockpiles for cloth and leather.
Level 5 are the magma powered workshops, smelters, forges, a kiln and glass furnace. Also storage areas for gems and bones for the workshops above.
Level 6 has the magma channel to power the workshops above and a storage area for uncut gems. The mayor has his office and bedroom here which is in need of some expansion. To the southwest is the bookmaking work area.
Level 7 is the social area. Here's the tavern, kitchen, food and drink storage areas, temples, guildhalls and library. Garbage disposal area to the southeast.
Level 8 has the training barracks, archery range and storage areas for military gear. To the north are overflow storage rooms for food and drink. A murder room and museum will eventually be dug out here connected to the barracks, and there's another entrance to the mines as well.
Our civilization grows. Toward the end of 102, 4 hillocks were established west of the fort all linking themselves economically to us, and the Amazing Craft's population has grown to 419 dwarves.
The goblin poet that visited us was up to no good. She threatened our doctor into becoming an agent for her. So we were justified in killing her. The second goblin didn't corrupt anyone, but possibly she was killed before she could subvert anyone.
The necromancers to the north made an attack on us, but then fled almost immediately.
The first artifact created in the fort, Reasonblew the Bridled Droplets, has apparently gained some measure of fame in the world. According to Legends Viewer, several dozen goblins, dwarves and humans all over the world have claimed it for themselves (including that goblin poet that was executed). What is this great prize? A weapon of extraordinary keenness? A gleaming suit of indomitable armor? Nope:
Yeah...the artifact that dozens across the world desperately covet is a freakin'
toy.