6th Timber, Late Autumn.
The fortress now has plenty of gold. The year is nearly finished and I didn’t write up a narrative for the Overseer. Actually, after the first week of Spring, I wasn’t confident we’d make it through the month let alone the year. That doesn’t make for an interesting thread so, sorry for that.
9th Timber.
We have a were-bunny!
He’s pretty good with the new Centaurs come to join the fun:
But against a Giant DrowSpider, not so much a contest.
9th Timber.
Dang. Nish Dugan, our level 5 Diagnostician, is running around and babbling. No red message yet but clearly he didn’t find the Tree of Life for his artifact. 18, soon.
19th Moonstone, Early Winter.
Not much to report, just working on projects as labor allows. 70 Orcs and bats still hanging around outside the walls.
14th Opal, mid-Winter.
Now our Vampire, Urvash, is running around babbling.
20 Opal.
Dugan Shus was Guilded as a Farmer. That’s double duty because he’s also a level 7 Cook. He’s also a level 11 Engraver but that’s not of immediate use. Since we have so few laborers, it seems more important to maximize stack size yield of the farm plots.
18 dwarves plus 4 infants and children. Nobody is hungry or thirsty. The vampire is miserable, 2 are happy, 1 Fishworker is inexplicably ecstatic and everyone else is content.
2nd Obsidian, late winter.
Kogsak Lal, child, is taken by a mood. A fey mood. Finally! And then he naturally grabbed 5 wooden logs, half our remaining supply. We now have a one-year old, level 10 Woodcrafter.
17th Obsidian.
Just tapped out on the charcoal for working the gold. 7,000 coins currently in stock, 4 logs and perhaps a dozen trees on the surface within the walls, should be enough. The broached cavern is barren of moss but purple shrubs are showing up on the sand. The Giant Drowspiders outside are breeding! One more week, next Overseer’s problem. Anyway, the Elite Orcs are bored and using them for target practice.
Year End Summary:
18 dwarves, 4 infants and children. Booze and food in stock. Barbarians at the gates (76 Orcs and bats).
Workshops added:
- Embassy.
- Guildhall.
- Garrison. For someday.
- Tavern. Waiting on instruments for mood.
- Stonecrafter’s Shop: we have no wood, so …
- Prison. For the next tantrum spiral!
- Crematorium. Burning crawfish shells for ash => potash.
- Apothecary.
Other:
Some workshops were moved closer to raw materials (Farmer’s next to Pig Tails).
Potash placed next to strategic farm plots.
Pig Tails are now being spun to threads and woven to cloth.
Pig Tails, Plump Helmets, Strawberries and Cave Wheat are now cycling.
Plenty of gold and more discovered but not mined. Mensrea: no cheating but I don’t consider DFHack digv to be a cheat since the dwarves would mine it anyway one tile at a time.
It may not have been those gold-rock mugs which brought the invaders: there are several high value artifacts including one Orichalcum large dagger worth 102K.
Thanks to everyone for the suggestions.Notes for the next Overseer.
- Sorry about the invaders, not much I could do about it.
- Most of the farm plots were removed but nothing that had plants growing. A smaller plot tended by an experienced planter and fertilized gives more than enough of anything, anyhow. I was concerned about the booze so there’s a 3x5 strawberry plot on the surface and another for bloated tubers come Spring. Lots of steeloaks (good, because this embark has no flux). There’s no Thatchery or Library system yet in place.
- Most of the wood was turned into hundreds of planks before my turn so energy will be your biggest constraint. The Bloody Gem is visible on level 121 just outside the drawbridge. I never found any coal or anthracite. Ores, plenty. Levers are marked.
- Most everything in stocks was forbidden last Spring. It’s unforbidden now (except ammo) since that makes it easier to collect if you should ever get a caravan.
- Fish ponds are incredibly productive. We haven’t fished since summer, have been putting ‘em up ever since before they can rot.
- The Mayor is not particularly pleased with the quality of his quarters. I didn’t care that much and was short-handed all year.
- Doctors all succumbed to infection, tantrums or insanity. You might want to pick somebody and Guild them.
- There are large, general stockpiles; I broke some up but not all of them.
- Some of the caverns go off-screen. It was suggested to use those for caravans. I considered it but without a militia, who knows what’s first to come through?
- Labor is in short supply so I had to use most everyone for everything. You’ll likely want to adjust Therapist right away.
- Since we’re no longer eating the vermin, they’re making a comeback.
- Late Winter, I’ve just noticed the well and cistern are fed directly from surface water without a pump. It’s stagnant water.
- You aren’t getting many dwarves but some of them are quite skilled. Good luck!
Ending stats:
Here’s the save:
http://dffd.wimbli.com/file.php?id=8255