I got through to the end of autumn. Luckily, there was no seige this season! Since I started in winter, I'm declaring this turn done.
Here's the save. I had issues uploading to dffd. If you use Windows or an older Macintosh (or a
really old--pre-xzip--Linux), 7zip does speak tarball.
Oh, and next overseer: I left notes on every bridge/lever/whatever-machine I set up or discovered the function of, so you can at least see if there's a note for whatever you're wondering how to raise. Also, there are now a load of useful hotkeys, though F4 ("workshops") is now, happily, mislabeled. You'll see.
Alas, once again, I didn't get much of any mad science or vampire slaying done, due to
still trying to get the fortress back on its feet. Next overseer, things should be a little easier for you, but this place is madness, sheer madness. Therefore, since it was all administrativa, I'm afraid poor Uzol "Escondida" Whirlurns will have to do without a farewell journal entry.
I've moved all industry that isn't farming-related down to the stone layers.
The military needed a serious reorganization--there were, like, 3 squads of 1-3 axedwarves apiece, I really wanted to disband the Guard before they did any more damage, uniforms were all over the place, and
there was a macedwarf. There's no good reason ever to use maces over hammers, so I just added Urist McUseless to the hammer squad so hopefully they'll be useful at some point.
The clothing industry is up and running again! This time, we even have a weaver! Not a very good one, yet, but he's been working very steadily for a while, and we no longer need to depend on foreign cloth.
Not pictured: I downloaded an agèd edition of Dwarf Therapist and redid the labors. Now, generally, there's one or two (preferably skilled, unless all skilled dwarves were dead) dwarf assigned to most skilled labors and allowed to create stuff, and a ton of haulers/unskilled laborers. No more of this cranking out loads of no-quality goods.
This brings me to my long-term challenge: get rid of the low-quality furniture around the fort and replace it with high-quality stuff. It'll really, really help dwarven moods like you wouldn't believe, and good moods are what this fort needs more than anything right now.
Oh, and the queen is safely locked away. I built a wall outside her room.
The fort's grand old tradition of chaos continues unabated. For instance, I have
no idea how this happened, but you know what? I'm perfectly happy that it did.
Someone tore down the bridge to the hut on the surface. I'm okay with that, since I couldn't find the lever for it, anyway. So I rebuilt it, hooked it up to a (labeled) lever just underneath it, and---and this part is important---
closed it. Hopefully it will now bring a little less death...until someone pulls that lever without checking its note. (-:
Medical malpractice! The doctors now have nothing to do
but practice medicine (except "The Butcher," of course, who still gets to be a butcher)! Also, note for future overseers: medicine is unskilled, so I just gave all the quacks all the medical labors. Oh, and we need soap. There's a little ash ready to be processed, I think, but I'll leave that to the next poor fool in charge of this place.
Of course, not all is rosy in the hospital, because the lazy assholes are still letting people dehydrate in their hospital beds, so now the hospital is a sea of miasma.
Oh...and can I just say...ew. This does not bode well. The fort apparently has some sort of numbing/necrotizing contaminant...somewhere...that someone should probably find and block off.
Speaking of contaminants, why do we have barrel upon barrel of blood on hand?
And now, gentle readers, I leave you with some good news. I managed to deal with nearly all the prisoners, except for a few trained enemy mounts--we'll need to wait for them to forget their training if we want to kill them
sans loyalty cascade. Luckily, all it will take is pitting them--and the arena pit zone is all set up. It's not much to look at, but it's functional. Oh, and butchering most of the animals is going well. In fact, both of these sets of deaths, plus all the dwarf deaths, leads in to the happiest news of all: 10 years, 1,000 deaths!
Harvestcoast, for your 10th anniversary, I got you 1000 deaths!
Here's to another 10 years and another 1,000 deaths.
Long-term challenge: Good furniture for dwarven happiness!
Short-term challenge: Finish roofing over the outside constructions in case of titans and/or flyers, and walling the caverns (see hotkeys for the last construction site) in case of FBs and/or flyers...or, you know, in case of out of control wildfires that half the fort is screwing around in the middle of for no reason, kicking off a ton of deaths and a year-long tantrum spiral.
sighSorry this turn wasn't wackier...just trying to get this place back on its feet has been
insane, and there's still a lot to do. I wish all future overseers luck...and fun.