done at last! sorry I am so slow
Here have some handover notes:Don't forget the save is in version 40.13I recommend you read through all the earlier turns if you haven't already so you can keep track of who is on who's side for the story
This fort is a logistical nightmare, because prospects keep trying to haul things from the mountain and then cancelling their job because it's outside their burrow (thats part of the reason for this work crew thing) so don't expect work to proceed very quickly. When i need work done in the mountain basically I just set the slums burrow over the area and remove it when the work is done, it actually works pretty well.
The were-infected dwarf is behind the wooden wall/fortifications underground (I'm sure you'll notice the room with the corpses) let him out at your own risk. He has a pick so he can mine out his own little home if you want.
The squad sionnach (and a couple of other people) are in is the loyalists with the illegal weapons, not set to train full time because they are supposed to be training in secret.
There is barely any wood accesible to the slums, when you set constructions I recommend you choose the wood that is FURTHEST away (as that is probably in the neutral zone) because the closest wood tends to be the wood just over the river that they are not allowed to take.
the drink situation is ok for now, but it's generally hard to get people to brew. Not sure what the problem is since there is plenty of raw plants accesible to both sides, but just keep adding the job to the still and it works well enough (I also recommend trading for booze)
Careful about the caverns there's a forgotten beast with webs somewhere down there that peeked out about halfway through my turn but I haven't seen it since. The lever north of the cage traps closes a bridge to seal off the cavern
That should be about it! don't get goblin'd
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