Wouldn't have done us any good. It was a goblin mount - therefore, untameable. Untameable and delicious.
Well ok then
why jabberers why
Urist and Catten's Excellent Adventure19th GraniteThe time has come for our military to get reorganized. I see we have two marksdwarf squads. I assume the original idea was to have one of the two training at all times. However, the first squad's appears to have been decimated at some point (it's positions are filled seemingly at random, and it has no commander) and morale is low enough that I'd prefer both kept off active duty for now. We have just enough marksdwarves for a full squad under my command - which promptly takes to calling itself the revolutionary guard.
Speaking of that squad, there's no reason for them to be decked out in only leather when we have metal armor available. Anything that helps stop a bolt is useful.
Rhaken being back to normal means his gang will continue on as they currently stand, although they're 3 members short of a full squad.
Our remaining melee squad has 4 soldiers but no commander. Our champion also has no underlings - he appears to hold the position of champion and militia commander. I'd put them under his command, but perhaps later - the confusion might hurt morale worse than it already has been.
Also, I'm ordering the ammunition scattered around the map collected. We can use that ammunition. At the very least, it can be melted down and used to train our weaponsmiths before we start smelting adamantine gear.
I'm also starting to plan upgrading the military to steel armor first. This will provide valuable training for the armorsmith. Other than that, no new jobs! We have too many jobs. There are mass engraving projects that likely won't end till my reign if over. Unneccessary smoothing is canceled until further notice.
20th GraniteIs it just me, or are our medical facilities far too small? I appreciate that Asmoth's work has taken place in what is also her office, but I don't see how this design is efficient. A new hospital will have to be built, one that can both meet higher numbers of patients (ours can currently only house 3, put 1 in traction and do surgery on 1) and has more efficient means of storage.
(OOC: This is also a good way to prevent the hospital form using adamantine threads in suturing, which is really annoying when you start adamantine production, let me tell you)
21st GraniteI've ceased production of rope, because armok-be-damned we have a lot of ropes already. More ropes than we could ever use for practical matters. All for the sole purpose of decorating our cells.
I have a plan, you see. The moutainhomes doesn't care about the conditions in Steelhold. It's a penal colony, not a dungeon. Being sent here is a life sentence. The desert is our jailer - after all, even if we tried to escape how long would we last? We have no domesticated wagons here, and without such mighty beasts of burden we'd never make it back to civilization. So I say, once you enter Steelhold, you're a free citizen - unless you commit further crimes against the colony or try to leave. From now on, no more fooling the inspection. I figure they can't really punish us if they want to, anyway. Bringing an entire army across the desert just to deal with a few convicts you're never going to have to deal with again if you leave alone doesn't seem like something that would be popular back in the mountainhomes.
So, all those restraints could be taken our of our
cells bedrooms and put in a stockpile where they can be used in various projects. Although we'd probably never run through out supply. Anyway, the dwarves seem to like them (I never stop hearing about how they admire the fine craftsmanship on the ropes) and it's almost a matter of civic pride at this point. No more will be installed, but none will be removed yet.
22nd GraniteA kidnapper has made off with one of our children! Disaster! I don't know why I haven't chained up one of these animals to stop the enemy from just waltzing into our fort. The parents will be upset. Probably nobody else though, because if there's anything this fort produces in surplus it's children.
I've decided also that the construction of the new fortifications can be worked into a partial solution for this. If the pillbox is large enough, then my marksdwarves can train in it; training will double as being on watch. Efficient.
The new fortifications's foundation under construction) I'm also informed the party really isn't worth attending, serious man, just go hit up a bar instead.
24th GraniteMigrants! The first migrant wave in years! I'm informed they arrived "despite the danger" which basically just means the queen doesn't care what happens to there poor murderers and thieves.
With this wave, we get many much needed haulers. We also get four pre-trained marksdwarves, which is rather convenient. Deserters and poachers, most likely, but trained in dodging, ambushing, archery and armor use. They'll make fine additions to the second marksdwarf squad, which has just been reinstated! We also get two competent soldiers (wielding swords and axes, respectively) who are promptly drafted into Rhaken's gang. I'd rather field one full-strength squad and let the soldiers watch eachothers backs than field two smaller squads.
This brings our population up to 200.
Corley gets in on the martial spirit of things and mandates the construction of 3 bucklers. Good thinking, Corley! Bucklers are lighter than shields and pretty much as effective in terms of blocking.
27th GraniteA werelizard has come! Judging by the lenght of the name, a pretty famous one too. Fortunately, even lizards twisted into humanoid form have a natural aversion to crossbow bolts.
However, before we can kill the beast, it savages a metalcrafter to death, transforms into a cave fish man, and runs away. I'm glad to see it gone, and glad it didn't kill anyone too valuable - like a smith - but it's still a tragedy.
As with other posts, this one will grow more as I play. Let me tell you about our military. It's insanely disorganized. It's also small and could use a
lot more training! I'd expect better by year 8, but of course we lost almost all our old military on year 4 and our numbers have fallen considerably from what they were in Rhaken's day.
Once the magma forges have run out of things to do, I'll redesign it. We could use more than on forge, for starters, although I like the number of smelters. Also, they should be powered by placing an impassable building tile over the magma - that way nothing can path into our fort. Currently anything in the magma sea can. Also we've dropped a
lot of ore down those shafts by accident, I seen it.
Some random musing; we seem to get a lot of job cancellations from dwarves far away from the food stockpiles deciding to go get a drink. Maybe that can be fixed with smaller food/booze stockpiles in strategic positions? We could certainly do with one down at the forge level...