So, as a general non-story update, things have gone a bit sideways. While progress was pretty quick there in the beginning, once the mechanics started it really, really bogged down. I think we're nearing 2000 mechanisms and it's maybe half ready. It hard to tell if things are working or not because some elements are behaving oddly. I have doors attached to pressure plates that are built correctly, but the doors keep sticking open. I don't know why - stuff like that. That's caused more mechanisms to be added to resync things, etc.
Anyway, though I may have to retcon the story a bit, things are progressing. This is all part of what I intended to learn in the process. The single biggest time killer in this are the distances given the small number of dwarves. The winding passages (remember, nobody is ever supposed to walk this place) make that even worse. Hooking mechanisms together often involves distances of 300-400 tiles. The mechanic needs to stop for booze at least once in that process.
The job system isn't helping. There are too many potential jobs that the queue doesn't add them in any way to come out efficient. And with so few dwarves, almost no jobs go onto the queue. I think it'll be fine later on, but you put all of these things into the mix and it's more like a walking around simulator than anything else. By the time I start the 2nd level things should be much better. More dwarves, the setup costs (the power plant, the sorting area, etc.) will already be done, etc. And we'll have the first level mostly occupied, making food and booze, and taking that load off of the guards. Oh! And I'll have my new laptop which should be at least 5x faster than this poor aging one. 2.3GHz i7, 16GB RAM, SSD. And we'll see what DF does with a 220 dpi monitor (shit all over it, I suspect).
I'll try and get a proper update up this weekend. My todo list is insidious at the moment, but Sunday should buy me some time to get things going again.