I can't quite recall the name of the Masterwork fortress I'm playing, but the year is 135. A lot has been accomplished. Much has been lost as well. And still there are many challenges to overcome.
The fortress itself is fairly well designed for my normal abilities. As an overseer I find myself making rooms and hallways as needed instead of following any layout. My patience for designating lots of things wears thin easily and I am never quite sure of what an ideal layout should look like. Adding to that the topography of my embarks often throws a wrench into my plans. This time, however, I believe I've made progress by organizing my workshops into relevant floors. Each worhouse floor is identical with its own stockpiles, food production, and bedrooms.
Among our infrastructural works is the well system. Three wells feed into the lakes of the first caverns in a compact formation, with bridges rigged to close them off in an emergency. On the surface is a grand bridge, spanning half the map to funnel invaders into a 22 zlevel drop midway across. Work would continue on roads to beautify the area if it weren't for the constant attacks. Our military enjoys a full suite of facilities including an arena, a luxurious barracks, and our new Shaft of Enlightenment. Because as an overseer I am also a dirty cheater.
Due to vigilance and a few well placed tunnels that can be sealed at a moments notice, deaths are uncommon. Our population sits around 200, with booze and food stocks never in short supply. Farms with various animals keep the larders full. Though moleweasel and beetle are often on the menu. I'm bad with farms, so I believe my booze stocks are keeping up from what I buy off the caravans. I need to work on that.
Although I said deaths are uncommon, they do happen. Mostly from combat. A recruit here or there would be picked off when they got overzealous or unlucky, but the recent rampage by a green glass humanoid with a penchant for kicking in skulls claimed my best soldiers and a few unlucky civilians. As we can't go a month without an ambush or a siege, the Shaft of Enlightenment was ordered as soon as I learned of it. My only problem with it seems to be getting my soldiers to actually stand on the hatch cover. Station orders make them get close, but they rarely stand on the tile I want. Burrow orders seem to have gone ignored. Still, two subjects were dropped and made into my new two best soldiers with no injuries.
As for my problems living in a bad neighborhood, I am under almost constant attack by orcs, goblins, automatons, and warlocks. I'm not sure if the elves, humans, or drow have lost enough caravans to be mad at me yet. Most recently the orcs have laid siege, led by a demon that didn't even bother to pick a name when it disguised itself as a deity. (Bug?) As such, he is listed as " , Deity" and I must destroy him. Maybe the orcs will leave me alone if I do. I really need those enlightened soldiers. On top of the orcs the caverns are held hostage by a noxious secretion spewing crocodile.
We just need some peace for a while. There's so much dumping to do and the fortress design I was so proud of starting needs some restructuring. And I must had an old version of Masterwork. I've not gotten anyone who slings magic. In fact, I tried the region-pops command this thread was discussing a few pages back and it didn't work. Something is holding me back, and I kinda hope I don't have to start a new fort because of it.