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Well, it's dead.

Goodnight, sweet prince.
Hah!
Haha!
Hohoho!
I'm just glad you managed to finish the dong - which I know, somehow.
I'm downloading your save.
Far away, the misty mountains cooooooooold

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Author Topic: Agepoint - We dead now.  (Read 5352 times)

MDFification

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Agepoint - We dead now.
« on: November 26, 2013, 09:46:14 am »

It died. Feel free to download the save and continue the farce. Save can be found here.

---

Zerfron, King of the Dwarfen nation named, to his eternal befuddlement, the Dye of Folding, brooded in his throne room.
The problem, it seemed, was the gods were powerless. Sure, they cursed you if you profaned their temples. So you had to worship them, or face the consequences. But they didn't seem to actually do anything.
The Human's had gods that did things. Of course, the humans worshipped demons. Those gods didn't curse people. Disemboweling people wasn't much better, but at least the demons did it in person. The elfs seemed to worship plants, or something, but at least those were useful.
You know what? It was bloody embarassing. All of the civilized races had Armok, of course. He wasn't really a god. Well, he was in name, but he was something more than the petty deities bound to the world. Zerfron wouldn't let the other races think that the dwarfs had gods less powerful than theirs. There was only one way to spare the pride of the Dwarfen race.
Kill the gods of the other races, rub it in their faces, and then carve mocking engravings in the corpses of what they worshipped.
And of course, this endeavor would require a fortress. As tradition stated, he'd only send seven at first.

The King forgot about his plan the next day, but by then it was too late. The dwarfs had already been sent. Not that the King noticed. He was busy planning to create a fortress for the sole purpose of murdering the concept of "short" by amputating the calves of all they captured.
Forgotten, seven dwarfs set out to build a fortress to find the human gods and mock them. Mock them to death. Those poor souls.

---

Well then. I'm back, ladies, gentlemen and ageless, formless terrors incomprehensible to men, to show you exactly how bad I am at Dwarf Fortress. If you have advice, please, give it.
In the meantime, if you want your name attatched to the unintentional attrocities I'll be committing on my own dwarfs, just ask!

---

Dorf'd Persons:
-MDFification (Broker/Manager/Expedition Leader)
-WoobMonkey (Cook)
-Sumyunguy (Mechanic)
-darkpaladin190 (Weaponsmith)
-Icefire (Militia Captain)

---

Year 1
1 2 3 Annual Report
Year 2
1 2 Annual Report
Years 3&4
1 2 3 4
Year 5
1 2 Annual Report
Year 6
1 2
Year 7
1 2
Year 8
The Final Update
« Last Edit: December 07, 2013, 03:24:26 pm by MDFification »
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MDFification

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Re: Agepoint - A Community Fort
« Reply #1 on: November 26, 2013, 01:29:38 pm »

Excerpts taken from the journal of MDFification, 1st Overseer of Agepoint.

---

1st Granite, 21

Today we arrived at Agepoint - "The Defender of Realms".
Doesn't seem to bad a place to settle. I mean, half of it is just a rocky wasteland. But the other half we can grow food on. And I mean, it has its benefits. A volcano, for easy access to magma. I've asked the miners, and they think there's flux, and likely iron-bearing ores as well. There are three ways into this place for those of us who walk rather than fly - narrow mountainous passes that we can easily wall off.
First things first. The fort must be planned. Farms must be dug, a depot established, a defensible entrance created. I'm no tactician, but I know that us having no tactician, we'll probably be messily killed by the first patrol of gobbos to come hither.
So I have a plan. We'll establish a satellite fortress. This fortress will be self-sustaining. In the event of emergency, we'll seal it off from the inside and outlast whatever's besieging us. The King will no doubt be sending us reinforcements.

6th Granite, 21

We've started work on an entrance. A cunning trap shall be implemented here, when we find the time to build it.
Spoiler (click to show/hide)
After the business with the entrance is concluded, I've ordered a tunnel to be dug to the other side of the brook. That is where the farms must be located, as that's where the soil is.
Outside the entrance, I've decided to place our Depot. Soon, we can begin settlement in earnest.

12th Slate, 21

At last! Our entrance is excavated if not ready for invasion, our tunnel under the stream is being widened, and we can begin work on our early settlement!
I have decided that some key industries might be moved above ground. Provided it is secure, a surface fort would strike fear into the hearts of our foes. Or just piss off Elves, because trees might have grown there. Either way, score one for Agepoint.

1st Felcite

Work has begun on the farms. A grand total of 9 3-by-3 plots are planned, for now. We'll set up suitable crop rotation to maximize output, and grow a wide variety of plants to brew.
I now need to build a kitchen area, a dormitory, a place for our carpentry and stoneworking industries... So much to do!
We've managed to bring all our supplies inside. All that remains outdoors is our depot, a gigantic pile of wood (our woodcutters got bored) and two yaks. As luck would have it, the beasts of burden that carried us here are a breeding pair. How fortuitous!

After we attain the goals stated above, I have other plans. We'll need offices, individual rooms, a burial ground (should the worst happen)... mass production of mechanisms to fortify the entrance is necessary, walling off the passages desirable, and future projects innumerable. I wish I was half the architect needed to exploit this place's full potential!

16th Felcite

Work has finished on the farms. A rather optimistic planting schedule has been drawn up. We could run a decent industry off this initial plot alone. In the future, we might want to expand to include surface plants.
A space for our carpentry industry has been dug, with room for storage expansion above and below. Next, I'll be digging out a dormitory and a space for the kitchens/food storage.

11th Hetmatite

A penegrine falcon wandered into the fort today. One of the miners promptly put a pick through its skull. Still, now I have to dispose of the body before it stinks up the place. Ugh.
It's about time we get those beds installed in the dormitory. Sleeping on the ground has taken a toll on us. At least we're underground.
The space for the kitchens has been dug out. We have yet to build the aforementioned kitchens, but at least it's a place to store our food. The booze supply has been halfed over the course of the spring, and it's about time we got to brewing more.

So much more to do... managing an outpost is exhausting. Following the dormitory and the kitchen complex, I think I need to get our masonic industries up and running. After that, well, we can get started making this hole in the ground a home.
« Last Edit: November 26, 2013, 02:40:32 pm by MDFification »
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WoobMonkey

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Re: Agepoint - "The Defender of Realms"
« Reply #2 on: November 26, 2013, 04:16:11 pm »

May I have a dorf?  WoobMonkey, master chef, reporting for duty, SIR!

Try my beautiful kitten roasts in plump helmet sauce!  Guaranteed to no longer cause spontaneous mutation!
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Edangzak Utharsanad Gedor - think you have what it takes?
CharmCrafted

The dog misses the ball!
The ball softly hits Urist McTrainer in the head, breaking the paper-thin skull and denting the non-existent brain!

MDFification

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Re: Agepoint - "The Defender of Realms"
« Reply #3 on: November 26, 2013, 04:24:10 pm »

6th Malacite, 21

We've finally finished the kitchens and the Dormitory. Took us long enough. Mason's quarter is finished as well. This leaves me free to begin working on other plans.
I have two priorities right now; make our entrance a proper deathtrap, and make this outpost comfortable for dwarfen habitation. Both of these require digging. The Miners must be having a good time.
I'm also considering building an installation for butchering animals. A small addition to the farms has already been dug to allow for egg production. Supplementing our diet with meat and possible fish would do wonders for morale, which has been low ever since we discovered a tribe of mountain gnomes nearby. Volunteers are keeping watch over the booze.
In other news, we're running very low on food. Resorting to brewing our booze form above-surface plants will hurt morale even further, so our farm better get a move on and produce us more plump helmets.

1st Galena, 21

A sudden influx of plump helmets has allevated the food crisis, but we're still at risk, especially if migrants arrive. To this aim, I have started an attempt to breed chickens to generate what our Grower has termed "one metric f*ck-tonne of eggs".
Progress on the entrance trap is surprisingly rapid. As we speak, the miners are digging out a pit 8 deep underneath the entrance. This will be filled with spikes, sealed, and flooded with water in its time. Invaders will fall into the pit and drown in an ocean of BLOOD FOR THE BLOOD GOD.
On a semi-relevant note, one of the miners decided to spend his break alone in a mineshaft. Whatever floats your metaphorical boat, sir.

3rd Galena, 21

Remember when I mentioned that if migrants arrived, we'd be at risk of starving to death?
Well, I was overly optimistic. It's getting mighty crowded in here. 13 Dwarfs, one Dormitory. Making the fort more comfortable sudden takes precedence over the entrance. Still, nice to get some new hands around here.
... just kidding, we got four useless children, a miller and a fishery worker. We don't have a mill and I'm too paranoid to fish. Welcome to the team, haulers! I hope you're stronger than you look.

22nd Galena, 21

Our miller friend has been assigned to full-time kitchen duty. Hopefully he'll learn how to brew up some mighty fine ale, or at least something stronger than the piss we've been drinking.
It's about time we started to plan a dining room, an office for meself, and individual quarters. First, however, we need to start producing some mechanisms; an engineer is needed for us to make the fort defensible for the next year.
Fisherman, you're up.

2nd Limestone, 21

A yak gave birth. Nice way to start an autumn.
The entrance trap is nearly completely excavated. There's so much excavation to be done before this fort becomes impenetrable, however. I think it's about time we got started on that dining hall and individual rooms. And my office. How am I supposed to count everything in the fort without an office?
Still, I haven't ordered it yet for several reasons. First is that we have to dig out a space for a farmers workshop. Second is that we have to make a place for a butcher to work. Only then will I give in to creature comforts!

26th Limestone, 21

Someone's pet gosling was savaged by a wolverine. Tragic. And completely unnecessary. Nobody's pets go outside from here on.

6th Slate, 21

Migrants arrive, bringing the forts population to 23. Still no dining hall. Still no individual rooms. Still extremely low food supplies. Nine children do absolutely nothing to contribute to the fort beyond shifting the occasional rock.
So this is why overseers are typically crazy.

22nd Sandstone, 21

A dining hall and some 25 bedrooms have been dug out, and are in the process of being furnished. What interests me most is out weaponsmith. He ran out of the fort yelling how he'd build it, he'd show them all. Whateve he needs, we don't seem to have it. Regretable. I'm trying to rush production of a forge for him to work his craft in hopes of calming him down, but too much is going on. Damn you, inspiration. Couldn't you wait until I'd build the rest of the fort?
Incidentally, chicks have hatched. That means that we can start harvesting us some eggs. Thank god.

18th Timber, 21

Merchants have arrived. I guess it's time for me to actually do my chosen job.
We trade some wooden spiked balls for seeds, cheese, wood and metal bars. Almost instantly, our rogue metalsmith grabs them and rushes to the temporary forge I'd ordered built.
My office is finally being constructed. If we get more wood, I'm sure that everyone can have a room in time for the next immigrant wave. The fortress is slowly getting more comfortable. I'd like to make sure that I don't have as stressful a time as I've had recently in days to come, but I doubt it. I doubt it very much.
« Last Edit: November 26, 2013, 04:41:17 pm by MDFification »
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MDFification

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Re: Agepoint - "The Defender of Realms"
« Reply #4 on: November 26, 2013, 04:47:25 pm »

28th Timber, 21

Our metalsmith finally returns from the forge, which I have dismantled after him. He was clutching the most beautiful I've ever seen. Composed of bronze, studded with brown zircons and weighing in at a hefty 38400 dorfbucks, this weapon proves him a master of his craft. You cannot comprehend how happy I am to have such a man among us.
Spoiler (click to show/hide)

20th Moonstone, 21

The merchants have left. The liason has conducted an agreement with us (we're importing wood and spikes, mostly) and left. The brook has frozen over. Now is the time for us to prepare for the next year.
I'd personally like to start making the place defensible. Our engineer is hard at work allowing us to seal the entrance against invasion. Our trap is not yet fully funcitonal; I'd like it finished before we decide to use it.
Our food supplies are holding. I reckon that now might be a good time to construct a farm for above-ground plants. We might never get the chance to do so safely again, now that rumors of our outpost's existence have undoubtedly leaked to the outside world.
Ultimately, I decide against it in favour of a more ambition project; Cutting the gentle slops of the nearby mountains into cliffs, at least at the two lowest layers. This will be utilized when our walls are constructed to prevent invading archers from raining arrows down on anyone standing outdoors. If I designed it right, that is. I undoubtedly screwed it up somehow.

2nd Opal, 21

To celebrate the month of Opal, our gemstone industry finally has workshops and storage space of its own. Hooray! Shiny things!

7th Opal, 21

One of the children has suddenly metamorphosed into an adult. Welcome to the team, garbagedwarf.

16th Opal

I have decided to appoint myself manager, because reasons.

2nd Obsidian, 21

A child has been possessed. Barricaded itself with a craftdwarf's workshop. Nobody, except presumably its parents, cared. It grabbed a bunch of our wood (YOU MONSTER! NOT OUR WOOD!) and cloth. It's currently demanding dyes. Tough luck, kid. We don't have a millstone.

16th Obsidian

A kobold thief attempted to break into the stores today. We chased him off, but didn't kill him. That means more of the adorable little buggers will be showing up. Work on the entrance is accelerated in response to this.
I'm also setting up an alarm system. In case of emergency, everyone will try to get back into the fort, past the drawbrige. If an invader approaching the drawbridge, it will be closed remotely.
The only problem is keeping watch. I'm considering suspending a rooster above the entrance and training it to squack every time a non-dwarf passes by. The plans are a little tricky, however.
Attempts to start a military have met with the issue of us only possessing one crossbow and one sword (one too beautiful for combat, I might add). Our metal industry will have to be started. The thing is, we can't spare any wood at this point. I hope to set up magma forges, but that could easily lead to the fort being flooded with hot, piping, delicious earthblood. Problematic, to say the least.

19th Obsidian

Another thief gets away. Work on the defenses must proceed faster. Considered withholding booze until it's finished. Questioned own sanity.
---

That's it for this year. At the end of each year, I intend to post a collection of screenshots to show you the state of the fort. (In stonesense, perhaps?) Just letting you know.
« Last Edit: November 26, 2013, 05:41:14 pm by MDFification »
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WoobMonkey

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Re: Agepoint - "The Defender of Realms"
« Reply #5 on: November 26, 2013, 05:05:21 pm »

WoobMonkey, head chef pipes in:

BEDS?!?!?!?!  Here I am, cooking Armokbedamned seeds, and the overseer is worried about BEDS???

Hmmm... suddenly, a ++Leader Tallow Roast++ is sounding pretty good. 

<aside> Hey!  Urist!  You're gonna burn that gravy, you elf-lovin' fool!

Work, work, work - plenty of time to sleep after we're all properly fed.
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Edangzak Utharsanad Gedor - think you have what it takes?
CharmCrafted

The dog misses the ball!
The ball softly hits Urist McTrainer in the head, breaking the paper-thin skull and denting the non-existent brain!

MDFification

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Re: Agepoint - "The Defender of Realms"
« Reply #6 on: November 26, 2013, 06:04:31 pm »

Annual Architecture Report: 21

The first year of Agepoint's existence has seen some pretty hefty work done! Highlights of the year are;
Our entrance (a walk-of-peace type trap. Weapon traps knock foes into the pit. Pit isn't too deep; I mean to seal it off, flood it, fill it with spikes (not in that order) and allow foes to wound themselves and drown in a pool of their and their allies blood. Man, that's dark.
Spoiler (click to show/hide)
Here's our industrial zone. It's one big hallway, because we have a masochistic obsession with traffic delays. Features backup workshops to work around moods and multiple z-level storage (not pictured) to allow for faster production. Also pictured is our main bedroom, fitting 25 dwarfs (although it's not currently fully utilized). It's, rather obviously, unfinished.
Spoiler (click to show/hide)
Here is our kitchen zone (of a similar one-huge-corridor design), food/seed storage, dormitory, dining hall and solitary office. Note the lack of comfort, fanciness, or adequate furniture.
Spoiler (click to show/hide)
Last but not least, our farms. The chicken coop is full of fighting animals, and following this update the blood starts to splatter. I stick people's pets in there because while they won't die, serves you right for migrating with a pet. Yes, that's 9 3-by-3 plots. It's not actually excessive, since they each only operate half the year to prevent plants from being lost during the next planting.
Spoiler (click to show/hide)

---

Here is the current state of the Fort's Supplies
Spoiler (click to show/hide)

---

Where are we going from here?
Well, glad you asked. Obviously, we need to make our living areas more fancy to improve morale (actually pretty good right now). We also need to finish the entrance traps.
The next year is going to focus mainly on military industries, although we'll continue to expand to accommodate new migrants. These include:
-A hospital
-A well of some kind (non-freezing, preferably)
-Metal industries (thank you, legendary weaponsmith)
-Training grounds/equipment storage/barracks (soldiers need to be kept happy with with individual rooms and their own mess hall)
-An archery tower to cover the main entrance
-THE WALL

We'll probably only bring one or two to an acceptable state.
See y'all in 22!
« Last Edit: November 26, 2013, 09:14:18 pm by MDFification »
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MDFification

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Re: Agepoint - "The Defender of Realms"
« Reply #7 on: November 26, 2013, 08:49:33 pm »

1st Granite, 22

The winter is over. But the winter of our discontent is merely beginning. Something rotten in the outpost of Agepoint (possibly due to garbagedwarf laziness). It was the mediocre-est of times, it was the...
Ok. I will never again attempt to be poetic.
Two thieves have attempted to steal the treasures (actually just one sword) of our fair home. Both have escaped unscathed, spreading tales of our weakness. It is only so long until more invaders come. Come to take our gold. Come to take our children (those of us without children wouldn't be too upset, but we must consider morale). Come to poke us full of holes just for kicks. This must not come to pass.
We need a military. A few brave dwarfs (with the equipment and training we can give them, at least) in the right place could hold off an entire goblin.

With our supplies well in order, I must prepare us for the inevitable invasion. Until of course I have to preoccupy myself feeding migrants. To this end, I must have metal. I must have steel. There's iron on this map somewhere, and I aim to find it.
Though our wood supply is too small for me to justify expending precious, precious wood, we have two alternatives. The first is coal or lignite. There is flux here (specifically marble - pretty, ain't it?) but we have yet to find either. The second is the usage of a Dwarf's best friend, magma. Lack of mechanic expertise notwithstanding, this has the potential to turn this fort into our tomb and burn us all to death horribly.
The miners will be exploring for iron-bearing ores anyway. Pray with me that they find Lignite. Still, we will attempt to plan and prepare for magma usage. It's simply too economic long term for me to pass over.

18th Granite, 22

Unable to access dye to fingerpaint with or something, our possessed child has fallen into a deep depression. The parents will be upset. I'm glad to have the workshop back.

25th Granite

Another yak calf! Praise be to Armok! Not that we have the facilities or personnel to butcher them. Also, the first goblin incursion will slaughter them since we can't feed them indoors. Should have brought pigs.
That reminds me. I should make an indoor refuse dump. That's not priority for now, but could prove useful later.
The space for our Metal industry has been dug out. It's literally as far as it could possible be from the Magma, because apparently I derive sick pleasure from logistical nightmares. It's generated a boatload of stone that needs to be moved. Thankfully, there isn't much stone to move into the new spaces we've dug yet, as we haven't found much ore. The Garbagedwarfs haven't had a break in literally a year.

3rd Slate

Began digging exploration tunnels to find ores or coal. Migrants arrived, bringing the population of our little outpost (more of a hamlet now) to 46. Got an Armorer (fantastic!) an Engineer (DOUBLE FANTASTIC!) and a talented surgeon (2.5x fantastic?) out of the bargain, plus a lot more garbagedwarfs. The downside of this windfall in labour (beyond the inevitable formation of unions) is that now I have to feed and house them all. *sigh*
For some reason, they brought me plenty of chicks. As if we didn't already have enough chicken-related tomfoolery going on here. I only have half the booze I'd recommend for this population, nowhere near the food I need to feed them and make the booze, and I'll have to double our housing capacity (with what wood? WITH WHAT WOOD?) now.
As a unquestionably wise man once said, "They terk our JERBS".

There is another benefit to this migration that I might have overlooked, however. Three of the migrants brought crossbows to hunt the wildlife that they were shocked to find isn't really that abundant here. Presumably, they know how to use them. This could be of extreme importance for the defense of this fort, should we build them a decent fortification.

11th Slate, 22

One of the migrants proudly dropped off a wolverine carcass in the dining hall. Cats doing that is adorable, young garbage/marksdwarf. You doing it is not so good.
Now I have to get rid of the thing. Bugger.

2nd Felcite

A second bedroom complex has been dug. If we can stock it, we might be able to squeeze this immigrant wave in. When the next one shows up, of course, we're back to square one, but what do you expect me to do.
Furniture production and making the fort more liveable being our priorities now (as we'll just have to shut the gates in the advent of invasion anyway) I think that I might was well dig out a garbage disposal area. Seems reasonable if we'll have to live down here for great amounts of time.
Anyway, another possessed dwarf. This time, a useful stoneworker. I hope nothing happens to him.
After a strenuous amount of effort, I've managed to train a rooster to squack every time a non-dwarfen figure strolls past it. Now, if I can only install this in the entrance somehow, nothing will be able to sneak its way into Agepoint.
Nothing does happen to our stonework, and he promptly starts his work.

10th Felcite, 22

He has created a bracelet. Treasure score: Agepoint 2. Everyone Else: ???
Work on the second bedroom progresses smoothly. Work on the indoor garbage dump (with functioning airlocks to keep miasma from escaping) is progressing smoothly. A few dwarfs are starting to fall through the cracks, managing to avoid being assigned anything even though there's more hauling to be done. At least if we ever need more labour I'll just have to go to the dining hall. I'll consider this a little breathing space for future labour shortages.

13th Felcite

Elves have arrived! Their entire caravan is promptly seized, and wood bandied in their face. Leave, pointy-eared ones.
The depressed child has been found, dehydrated. Sad, really. In retrospect. I'll have to build facilities to bury the thing.
My own tomb would be nice, now that I think about it. After all, I built this place with my OWN TWO HANDS planning skills. I deserve something special. I think I'll build one for the Wooby as well. Not because he's overworked, but because he looks at me funny and I've never seen him not holding a knife.

27th Felcite, 22

We're still dragging in the loot from the Elves, who understandably left in a huff. I've had to designate huge areas just to hold it. The corridors are full of elf-nonsense. The kitchen is full of berries. Our wood supplies are looking better. Our armory is full of... wooden things.
I ordered a few trees chopped as they went. I have never felt so smug, or so racist, in my life.

10th Hetmatite, 22

Someone gave birth. The first child to be born in Agepoint was ignored, because we were all still busy dragging in elf-junk.
The search for ore (ore flux beyond marble) continues, to no avail. Dwarfen living space continues to be insufficient. Dwarfen junk-managed continues to be insufficient. Everything is insufficient. At least there's enough booze.

17th Hetmatite, 22

More migrants arrived. Just in time to help us with the elf-junk! Just in time to not have beds or food!
Goddamn, who's enticing them to come here. Next time a caravan comes I'll just feign extreme poverty. Our population is now 57, with a maximum capacity of 50 (+10 in the dormitory) if we had enough furniture, which we still don't. Our booze supplies are, again, less than half of what I'd like with a population this large. Food isn't comming in at a rate that can support a growth in booze production to get me the leeway I want, however.

21st Malchite, 22

Booze supplies approaching minimum required for me to feel safe. Elf-junk has been fully stored. Food supplies disturbingly low, specifically in terms of plants. Tombs for myself and Wooby constructed, if sparse.
No military developments of note as of yet. I guess that we'll just have to muddle along until we've got these problems of overpopulation sorted out.
We struck iron ore, at long last. Still nothing to smelt it with. I don't trust these dwarfs around magma, too. I guess iron/steel production is something we'll have to improve upon later. Nothing but busywork for now. Routine, routine, routine. The fact that overpopulation and food shortage are routine might worry a lesser overseer, but I have more important things to take care of, like making sure all walls are smoothed.

2nd Galena, 22

Plant supply continues to drop. Disturbing. I'd thought that it'd begin to bounce back, but we're burning through it faster than we can grow it.
My ideal solution would be to start an above-ground farm. I believe I'll do so immediately. Increases yeild, increases variety, gives the masons something to do (note: they already have plenty to do)... it's perfect

11th Galena, 22

A human caravan has arrived. Trade goods must be prepared. I hope they like elf-junk.
Food and drink continue to diminish alarmingly. Expansion of the farms is making little headway. The masons say they're too busy, and I can't seem to motivate them to help us not starve to death. "You're being overly dramatic" they say. "You said we'd starve to death last migrant wave" they say. "Bugger, why do you keep ordering so many doors" they say.

20th Galena, 22

Why, the nerve of those tall-folk! Refusing to buy the goods we stole! Who do they think they are?
Well, we wouldn't want to buy the stuff we were trying to sell them, so I guess that's reasonable. But their tone of moral supperiority? Oh please. When we dig to your gods and put them all to the sword/axe/pick, we'll see who has moral superiority then. It'll be us. Because we have gods who aren't dead.

15th Limestone, 22

A child gets possessed. Half the dwarfs randomly decide that the ore doesn't need to be hauled now and get bored. (To be fair, we're hauling the ore to the site where I plan to build forges, eventually) I think I'll have a statue garden built for them, or something.
I want this metal industry to get going before the skills we have start to rust. Infuriating, this lack of fuel. I'm just going to throw caution into the wind and go for the magma soon.

---

Fun fact: I have only made magma forges once before! Another Fun fact: It cost me 3 dwarfs, and eventually the fort!
More updates tomorrow, I'm tired.
« Last Edit: November 27, 2013, 08:17:09 am by MDFification »
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MDFification

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Re: Agepoint - "The Defender of Realms"
« Reply #8 on: November 27, 2013, 10:46:05 am »

16th Limestone, 22

Another child is barricaded in a craftsdwarf's workshop. Kids and their art projects.

24th Limestone, 22

A goblin pedophile showed up today to steal the children. It somehow managed to break both its hands and feet before making it to our entrance, and is now hobbling off across the wasteland, occassionally fainting. Here's hoping blood loss finishes it off, because we still have no functional military.
It's partner makes it across the entrance, spots a dwarf, and tries to run back. It then falls into the pit. Another one follows. So far, the entrance has killed two goblins, but one has gotten away.
I'm ordering the pit sealed off. Flooded or no, it will have to do. Death to the invaders! AHAHAHAHAHAHA

2nd Sandstone, 22

The only thing worse than invaders, it turns out, is migrants. We got more of them. Our population is now 63.
I'm just going to have to build an additional farm. This food crisis cannot be allowed to continue. I have other things to focus on.
We also are finally getting a place for the butcher to work, even if it's only temporary. We have an excess of livestock and a shortage of food. Go figure. Our yak herd is huge, and there's a dozen non-breeding food animals out in our pastures, wasting our grass.
I need to move the herd inside, somehow. Pity no grass grows down here.

27th Sandstone, 22

The food crisis now being dealt with by mass animal slaughter and brewing in attempt to generate more seeds. Cooking of plants is shut down temporarily. I hope Wooby doesn't mind.
Our chicken coop is coated in animal blood now. It's more full of animals than I could posssibly have imagined, and they're all trying to kill eachother. Thankfully they seem to be completely incompetent at it, or we'd be wasting birds.
Our wood supply is looking better by the day. Soon, we'll have beds for all! I need more mason. We need cabinets and coffers for all too.

14th Timber, 22

The caravan has arrived. And we have scarcely anything to trade? I order some hasty mug production.
We buy a lot of food and seeds. They're what we need the most right now. I notice they too won't buy our elf junk. Damn. How am I going to get rid of what we can't use? I think I'll start a textile industry. We have the plants, we have the cloth, we have the labour surplus.
I think I'm the least happy person in the fort right now. That is as it should be.

1st Moonstone, 22

We've concluded a trade agreement. The above-ground farm is almost finished. The entrance utilizes additional traps. I think this is all we're going to accomplish this year.
Mysterious pools of goblin blood appear in the cattle herd. None of us saw goblins there. The yaks don't seem to notice the blood. This worries me. What are  the yaks planning?

23 Moonstone, 22

A craftsdwarf has been possessed. A chicken was found dead, mysteriously outside the chicken coop. The outdoor farm complex has been finished. Another child commited suicide through refusing to drink after failed attempts at arts 'n crafts.

27th Moonstone

Adults don't waste time. Another legendary craft, coming right up! He makes the fanciest ring ever to be constructed from goat bone.
So, a beautiful sword, the mother of all bracelets, and a ring recently separated from a goat's skeleton. Damn, Agepoint, you artistic!
More work to be done. A statue garden is being constructed above ground. The aim is to reduce crowding in the dining hall, and keep our garbagedwarfs accustomed to the sun. We're also installing cabinets in all the rooms.Spare clothing takes up so much space.

19th Obsidian

Another day, another dead goblin thief. The pit is gradually filling with blood. Soon, it will be diluted with water, allowing our foes to truly drown in their own blood. Wonderful.
Mysterious goblin blood has appeared inside the farms. I think it's just the work of some merry prankster. That or we've decided to dwarf the hell up and start watering the fields with the blood of our foes.

---

That's it for the year. My personal highlights involve the inhumane chicken coop and the effectiveness of the bridge trap. Also that the food crisis looks possible to solve now and our housing problem is abating.
Next year? I think we might start building an archery tower and training some marksdwarfs to supplement our siege-defeating ability. Finishing the entrance trap is also on the way.
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MDFification

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Re: Agepoint - "The Defender of Realms"
« Reply #9 on: November 27, 2013, 11:01:10 am »

Annual Architecture Report: Year 22

Welcome back to the part of the thread with screenshots! We had a busy year here at Agepoint. Many things were worked on (the entrance is almost fully trapped) expanded or added.

First off, here's our new outdoor farm and statue garden (under construction). Future expansions to the outdoor farm might be in order - they tend to be less than efficient, and I could use some extra variety of plants!
Spoiler (click to show/hide)
Secondly, here's the communal tombs. The two (rather sparse) tombs here are for myself and Wooby. I plan to build better tombs at some point, but it's not priority.
Spoiler (click to show/hide)
Our industrial zone has been expanded. Though we haven't built forges yet, the multiple z-level storage has been constructed (and is being filled, slowly). As per the polls instructions, magma forges will be constructed over the next year. In theory.
Spoiler (click to show/hide)
Our new indoor garbage dump. Not pictured: An extension of the fractal bedroom design seen in the image above, directly beneath the miasma-pits. Pictured: A load of junk, in storage.
Spoiler (click to show/hide)

---

So, what's next for Agepoint? Well, the plans include
-Magma forges
-An archery tower
-Completing the drown-in-your-own-blood entrance
-A statue garden
-THE WALL (AIN'T NOTHING ON EARTH CAN MAKE IT FAAALLLL)
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Sumyunguy

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Re: Agepoint - "The Defender of Realms"
« Reply #10 on: November 27, 2013, 11:49:25 am »

Great fort so far, MDFifocation. And don't worry, I too have no idea how to use pumpstacks, water wheels, and the like...

That is why I must ask for a dwarf, ironically with the profession of mechanic. I want to assist in any crazy mechanical happenings in this fort, even the ones that fail miserably. :D
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MDFification

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Re: Agepoint - "The Defender of Realms"
« Reply #11 on: November 27, 2013, 12:17:10 pm »

Great fort so far, MDFifocation. And don't worry, I too have no idea how to use pumpstacks, water wheels, and the like...

That is why I must ask for a dwarf, ironically with the profession of mechanic. I want to assist in any crazy mechanical happenings in this fort, even the ones that fail miserably. :D

You're married to Woobmonkey now. When your dorf inevitable burns to death it will probably be a sweet release.

---

1st Galena, 23

The battle royale in the chiclken coop is starting to annoy several of our more moral residents. This might have something to do with me locking their pets inside two years ago. Now that the coop is full of chickens and painted with blood, and their pets are being beaten to death over a period of several months, this gives them reason to complain.
I'd like to just unlock the coop and let the animals roam a bit, but I have to keep it shut until a new batch of eggs hatches. I guess we'll just bury the dead pets then. Not going to win me any favours, but hey, I worship the god of nightmares, organization and craft. Interesting all of these traits have a single god.
We have enough food again, although I hope to see the store of plants continue to grow. Now that that crisis is out of the way, it's time to plan for the next one. Increasing our living space, additional food stores, expanding the farms... but it's about time we got around to the real dwarf work. Magma forges. It must happen.

11th Granite, 23

Another yak calf. It's about time we moved those things inside, so we can eat them during sieges.
I've been reading a book one of the migrants bought, about some fortress called Truthdoors. Most of it's nonsense, but it mentions something about caverns under the earth, and mosses that grow within. If we could some of those, I could not only make an indoor pasture - I could make an indoor tree farm!
But where are these caverns? I'll have someone start digging.

15th Granite, 23

Another thief escaped us today. Word of our weakness must surely be spreading. I don't pay it any heed. Our conquest of the surface continues unabated.
I have decided to use the space set out for a statue garden for a farm instead. The statue garden will be built closer to our future archery tower.
I also start flooding the bottom of the pit by the entrance trap. Enjoy drowning, gobbos.

19th Granite, 23

Additional migrants have arrived. Armok-damnit. Our population is now 84. Time for new bedrooms to be dug, I guess.
Still, we get another future marksdwarf. I think it's about time we started training this squad. The foundation for the tower must be laid, an archery range constructed, a barracks built... yes, I think it's about damn time.

12th Slate, 23

An additional 25 bedrooms have been dug, and prepartions made to furnish them. I've emptied the chicken coop. It's to be expanded, emptied of non-chickens, and resealed. None of the damn birds were claiming boxes, they were too busy fighting.
Another child's been possessed. The entrance trap has been properly flooded. The archery tower's foundations have begun construction. After I've renovated the fort to accomodate the new migrants, I'll work on starting up our marksdwarf squad. It's about time, if you ask me, that we had a military.
There's only one problem... the gate that floods the entrance won't close. I need to find out how to drain it or the entrance trap won't work as specified.

23rd Slate, 23

A artifact dwarven figurine has been produced in by a craftsdwarf. A drain has been produced to try and allevate flooding in the entrance until the river freezes again. Life is good here in Agepoint.
The river freezes... that gives me a wonderful idea. A wonderful, horrible idea.
I could divert the river to under the trap. Construct a drain, so it always flows under the trap. Whoever falls in won't be able to escape... but once a year, the trap will freeze, killing all within. Armok, how horrifying.
Food stores are decreasing again. I've been devoting too much time to engineering and too little time to making sure these idiots feed themselves. This is all starting to go wrong.

15th Felcite, 23

A vile force of darkness has arrived! With no military, the entrance trap gradually flooding itself and no reinforcements arriving, I order all of our dwarfs into the fort. We'll seal it off, and outlast them.
The invaders slaughter our herds of yak. Though none of our dwarfs were killed, this is a dire loss. Damn the flooding entrance! If I'd just held off I could could have dealt with this invasion easily.
I open the gate to lure them into the trap. It won't kill them yet, but if they stay in there till the winter (and it doesn't flood to the point they can escape) they'll die. In addition to this, at least we'll make 'em bleed. BLOOD FOR THE BLOOD GOD. +Goblin Skull Totem+s for the Overseer's bedroom!

27th Felcite, 23

Some fool darts out of the fort to grab a piece of loot. He's promptly poked full of holes by goblin pikemen. I reiterate my order to the dwarfs that none of them is to leave the fort FOR ANY REASON.
The goblins are too smart to continuously rush to their demise on the trap. (For reasons I don't understand; maybe pathfinding isn't as bad as I assumed it was, and they won't just blindly rush into what they can tell is a trap)
Animals from the chicken coop roam through the fort, occasionally attacking a dwarf. This is bad for morale. Back into the coop with you, foul beasts! Teaches me to liberate you.

15th Hetmatite, 23

The siege drags on. I'm concerned about how long our food and booze can be maintained, but being stuck in here gives me time for a lot of housework. Building new bedrooms, furnishing rooms, smothing stone, expanding farms... the siege limits us in a rather productive fashion. Two goblins have been killed by our trap, and no more come into it. I'm starting to understand the necessity of an indoor water source.

28th Hetmatite, 23

My god. Those fools. I have been deposed. And they've elected Woobmonkey the chef mayor.
And he's demanding an office and a private dining room. And two crowns, for him and his wife. By the beard of Sankris, this makes we want to vomit. And yet I'm still the manager and the broker, the true power behind the throne in this fort.
May Armok have mercy on us all.
« Last Edit: November 27, 2013, 01:53:18 pm by MDFification »
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WoobMonkey

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Re: Agepoint - "The Defender of Realms"
« Reply #12 on: November 27, 2013, 12:18:39 pm »

Okay, that settles it.  MDFication tallow roast, anyone?

XD
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Edangzak Utharsanad Gedor - think you have what it takes?
CharmCrafted

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The ball softly hits Urist McTrainer in the head, breaking the paper-thin skull and denting the non-existent brain!

MDFification

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Re: Agepoint - "The Defender of Realms"
« Reply #13 on: November 27, 2013, 02:43:24 pm »

Okay, that settles it.  MDFication tallow roast, anyone?

XD

I worship the god of nightmares. I dig a pit so our foes can die in a pool of their own blood. I paint a room with chicken blood. Still, you mock me.

---

27th Malachite, 23

Woobmonkey's got his office, his dining room (they never gave me a dining room) and improved quarters. We've even crowned the bastard. If he didn't make such damn good quarry leaf salad he might have had an unfortunate accident.

6th Galena, 23

Mysteriously, Woobmonkey steps down as mayor, holds another election, and declares himself mayor again. I can only assume with was meant to rub it in everyone else's faces that he's the most popular person in the fort. Only because you have the most children, Woobmonkey. Only because you have the most children.
Our supplies are slowly dropping, and the siege has yet to either lift of charge our gates again. Our farms have doubled in size, and I'm focusing on upgrading our living quarters to accomodate more dwarfs/be fancier in general.
To pass the time, I'm setting up the textile industry. This should supplement the fort's income. I'm also digging for more gemstones to decorate the cloth with. I'd like to set up a millstone and start dyeing cloth, but that requires a power source that I don't have.

12th Galena, 23

A stonecrafter is taken by a fey mood. That is literally the most interesting thing to happen all week.

15th Galena, 23

The siege is lifted as the Goblins flee an oncomming human caravan. Hurrah! Take that, foul demon worshippers! Flee from our... demon worshiper allies! It's been a long while since I've traded, and I'm glad to do it again.

25th Galena, 23

An ambush! Curse them! I barely make it back inside with my skin intact. Thankfully the goobo filth run straight into the human caravan guards. A great slaughter ensues.
Regrettably, however, the humans loose many traders. They run off, leaving a great amount of goods behind. It feels like stealing to just take it... but what the hell, they aren't coming back for it.
Another artifact has been made. A cup. He made a cup. We don't even drink out of cups; it's undwarfly to not just quaff out of the barrel/pot. Bah.
I'm dissapointed in our dwarfs: they cleaned the blood off the entrance. I know it was attracting flies, but we have a reputation to uphold, damnit.  :'(

7th Limestone, 23

I just want this train wreck of a year over with. But there are a few good points. Firstly, our food/booze supply has bounced back. It's now producing more than enough to feed our population, swollen as it is with recent births. Being penned up in the fortress has made us very, very bored. We've also improved our rooms en masse, and managed to get everybody who didn't previously have one their own appartment. All said, things are looking up for Agepoint.
Kind of worried about what happens when the humans find out we took their stuff. At least the goblins got a taste of what happens when they mess with the stout dwarfs of Agepoint! (That is, we hide until you die/leave) I'm also pleased to report that we looted a fine quantity of armour off the bodies of the invaders. Even more weapons and armour lie at the bottom of our pit, but we're not going to be able to recover that any time soon.

11th Limestone, 23

Woobmonkey demands more crowns. I try to tell him how silly he'd look wearing two crowns, but he refuses to listen.

27th Limestone, 23

The statue garden I've been planning for years is finally completed. This should reduce dining room crowding.
More migrants have arrived, bringing our population to 98. Lord. Looks like I'll have to expand everything again.
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WoobMonkey

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Re: Agepoint - "The Defender of Realms"
« Reply #14 on: November 27, 2013, 03:52:03 pm »

Married, be-spawned, and pumping out food by the barrel-full; the only way life could be any better is if all my bret'ren have the latest and greatest in fashionable headgear.

The overseer forgets his place; who's mayor around here, anyways?  Sheesh, without my amazing, uberleet culinary wizardry, we'd all still be scrounging our meals out of seeds and twigs!

But hey, the lodgings are pretty swell - 'cept my dreams keep getting weirder and bloodier by the night.  It seems only a matter of time before an unexplained, unfortunate 'accident' involving a lever and that loathsome blood-pit comes about...
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CharmCrafted

The dog misses the ball!
The ball softly hits Urist McTrainer in the head, breaking the paper-thin skull and denting the non-existent brain!
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