Pop is up in the 90s now. The dwarves have finished the dungeon, have added more bedrooms, and have begun finishing the dining hall and furnishing the first guild hall. Bloody bastards have been pestering about it for too long.
Food automation is roaring. I've decided to only let specific planters work the farm, so the dwarves aren't wasting so much of their time on that. Granted, the yield will take an initial hit, but I think once the fort has legendary planters, the food industry should kick up again. I've also made some adjustment to the food stockpiles. I
wish you could specify any pig meat—not just the muscle tissue—in the work manager as an item condition.
Clothing industry has also been initialized, albeit at a slow pace until more dwarves arrives and farm output kicks up. The metal industry is in full gear—burning the imported wood while the fort still has some—in order to gear up the other squads and furnish the fortress.
The fort has been visited by a werepig, and a wereskink (captured), as well as a captured cyclops. There has also been an issue with a vampire. Just a drained body out of nowhere, like usual. One of the dedicated planters, mind you. I have noticed while setting up the scholars that one the dwarves looks odd. A pale green, if you will. On a hunch, the captain interrogates the scholar and lo, the scholar has confesses. He has a fake identity and has been part of some corruption schemes out in the country. So for the murder of one of the valuable planters, this little shit only gets to serve a little over 200 days in prison. The duchess has served just a little less than that for violating a production order. I lock the vampire inside the dungeon until I know what to do with the fucker.
The fort has two sieges. The first one fucks over human caravan opportunity. Strangely, the enemies are humans. Bandits, I presume, as they are just a single squad with bows and crossbows. The fort scrambles to get the checker board set up. But the enemies are dispatched, with a few having been caged and others killed by steel spike ball traps. One clever bastard takes the merchant route and makes it down to the checker board. I guess I have to extend it a bit north for the future.
The second siege is more of the same. A squad of ranged humans. This gives me an idea. Why not give the vampire a chance to prove himself. So I make him a militia captain and send him out to wrestle. But the fucker isn't done. The moment I let him out, he tries to suck another one dry. Luckily I manage to lock the door on the poor sod.
Unfortunately, one idiot peasant then decides to sleep on the floor in the meeting area. It is inevitable.
In any case, the vampire makes it to the gauntlet, and with the door locked behind is forced to fight for his life.
For an unarmed vampire wrestler-scholar, this is an acceptable result.