Year 4 - Alchemy, Guildhalls, and MagmaSpringFlooding of the tunnels begins! We also discovered the magma sea.
12th GraniteMy barony has been confirmed! Hooray!
15th slateFour dwarves died due to magma related issues in setting up the magma forges. A pity, but progress requires sacrifice…
18th Slate Three more reported missing… Maybe I need to work on this whole digging and lava thing. Usually I do better.
27th SlateMigrants have come. And we built a Guildhall.
For the low, low price of 500 sovereigns (gold coins), this lets you turn a dwarf into a member of one of the 12 guilds, massively increasing how fast they learn the guild skills. The best way to do this is to restrict the workshop to the dwarf you want to change, then run the reaction. The dwarf will go into a trance for a week, and emerge as a new guildmember. I am going to start slowly guilding useful dwarfs.
8th FelsiteI hit a snag – I need coins to use the Guildhall. Coins require a Mint. A mint requires 3 sorts of dies to be built. To make those, I need a Toolmaker. I get the Toolamker built, but run into a snag.
I need spring steel to make parts for dies! Spring Steel is new, and used for many reactions in the mod. To make it I need steel and nickel. Steel is no problem, but nickle needs garnierite. I have no garnierite on this embark, but there is the Alchemist!
Well drat, I need more stuff to research the Alchemist. Specifically I need stone, rough gems, bars, flux, SOAP_MAT (lye!) and oil. I can get oil from a screw press, so I’ll build one of those, and press some oil out of plants. I’ll make lye from ash, which I have been making anyway for slag processing.
Time to get working…
19th felsiteElves. I’ll lock them in and take their stuff.
Summer5th HematiteOur researchers have discovered the secrets of alchemy! Now we can build the alchemist’s shop.
Now we need a mortar and pestle. I’ll send the orders to the craftdwarves.
28th HematiteMore damn migrants. I mean, great, more bodies!
9th GalenaThe elves finally went nuts!
Autumn20th LimestoneWe have an alchemist’s shop! This wonderful building lets you transform metals from one to another around a circle of alchemy. The circle is in the manual, so you can look it up there. Basically, two bars and one flux transmute into a bar of the next metal. It is not efficient, and not all of the transmutation make perfect sense, but they generally go up in value, so all in all, in works to plug holes in the missing minerals for your embark, assuming you have something to work with. You can also use sprites to make water and lava sources, but we have both, so we will leave that for now. Time to transmute some copper to nickel.
We also have a necromancer in disguise! I’ll send Meph and his squads to deal with this.
Well, that was quick. In one motion Meph charged down the stairs, drew his dagger, and cut the necromancer in half.
13th SandstoneI’ve been making great gem axes at the Gemforge, but I’m having issues. It seems random dwarves are picking them up as soon as I make them. I’m not sure what the deal is, but I’ll try to figure it out and get Meph his great axe.
And, we finally have enough spring steel! Time to make coin dies!
16th SandstoneWe have unlocked the secrets of magick!!! Magick is a complex addition to the game. Just now that for now we have unlocked the first step in magickal awesomeness, and this will be returned to later.
19 Sandstone Even more migrants have come. We have also finished two Shrines to Armok. The shrine lets you pick an item to pray for, and you have about a 3% chance per prayer job to get something. Another nice way to try and get some stuff for free. Great if you have lots of useless dwarves.
26th Sandstone The coin mint is built. I’m going to start making gold coins (sovereigns) to use in the Guild Hall. The building uses bars of metal, and turns them into coins. Pretty simple.
28th SandstoneWe have a new Monastery. This building makes a lot of the stuff that gets used in various religious reactions, like ceremonial items, allows praying, and can be used to induct dwarves into the Priest Guild, creating Apostles of Armok.
We need ceremonial statues and totems for an altar of Armok, so I’ll have some built.
5th TimberNow that we are making coins, it is time to get some use out of that guild hall! I am going to make a few more smiths.
In all the hubub, I missed the announcement that we discovered the secrets of the Golemforge a few days ago. We’ll be returning to this topic.
11th Timber At long last, a siege! Orcs…
Time to test the new airlock system.
26th TimberWhile trying to lure in the orcs, a forgotten beast has come to the caverns.
WinterThe squad of orcs seem content to wait, so I’ll see if the drow caravan can whittle them down. They are mostly bowmen, no sense in wasting troops. These orcs are smart invaders. They do not randomly charge in, but instead wait for you to attack them.
23rd MoonstoneOur School of Wizardy is up and running. I’ve set some research to be done in various fields of magic.
1st OpalOne of our dwarves is an acolyte of the carp god! Time to dispatch the military. It appears to be hitting our dwarves with waves of paralysis.
All of our sqauds attack, and the acolyte punches one of the first dwarves on the scene, hitting him in the head and crushing his skull. As the dwarves pile in, our chemist, with a gem great axe, slices of the acolyte’s right arm. Another swing cleaves off the right foot. Finally, the creature bleeds to death. While no one gains credit for the kill, it Sigun Raluzar, a chemist who inexplicably took a gem great axe, that severed both body parts. She has been given the title “Carp Slayer”, and will receive military honors and likely a rank in the militia.
9th OpalOur hospital killed a dwarf due to lack of water. Time to get cracking on the wells.
16th OpalWe discovered the Town Portal at the Wizardry school! I’ll come back to this, but it basically allows you to summon dwarves from the Mountainhome directly to the fortress. Cool, if you need more dwarves.
14th ObsidianAnother artifact, this time an hourglass.
Work progresses on the well system full speed.
21st ObisidianTwo long overdue additions have been made to the fortress. And Archeologist’s Study and a Biologists Study. The Biologist allows our doctors to study fallen corpses of our foes in order to learn the weak points and improve our ability to fight them. In short, the reactions have a chance to provide benefits reducing skills of the enemy. I’ve queued up a bunch of research into orcs and goblins, as they seem to like attacking us.
The Archeologist picks up those random relics and fossils, and randomly turns them into things. Could be useful, might be junk. But it’s kind of a nice flavor addition.
That’s it for year 4. Year five should see use of magic, wells, and more use of advanced workshops.
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