Well I have finally finished the all-ecompassing fortifications and I can start training and recruiting Snipers. The Lawkeepers (mauls/kiteshields) and Warcalled (multigrasped zweihanders) are training in the front yard, while a baby boom brought the number of kids from 3 to 15 in a single month. Four of said babies are depressed for some reason.
Finally ran out of iron, but I can't mine out any more because all the hematite veins are in the caverns where a squad of Gremlin bowmen all armed with bows and rusty steel arrows await in the unexplored regions. Since my troops are armoured in iron, though a few have orichalcum zweihanders, I won't be challenging them any time soon.
The victims of a warlock thief have finally succumbed to the rotting of their limbs. Their places in the militia have been filled and enquiries have been made into securing a set of turrets to protect against further forays.
Second artifact finished, but is a useless craft, same as the first. The Smith is only a level 2 armoursmith, though he made 9 armoursets and 5 kiteshields, which is annoying. I don't have the materials to give him the experience and there's no gold to make him part of the guild.
I have about 8 Forge Serfs (Furnace Operating, Oven Operating and Machine Operating) working on metal production, while 5 Gamekeepers (all Beast Warden skills except hunting) sit in the meeting hall. One of them might become mayor, if we ever make it to that point. The ammo caster is pumping out bolts, which on second glance are actually some of the most valuable things I can make. Irritating that all my bone crafts are vendor junk while they all want the bolts. Those are meant for my Snipers.
Half of the Warcalled are now mothers, one of whom lost her baby to a snatcher. Accessing the child's screen through the mother shows him as ecstatic and 'happy to be free'. Makes sense; he did get most of his bones broken by a rogue nymph.