Just started Lancesack today. Playing with everything as it is in the released version, no extras, and a random gen world. It's my first DF2010 fortress, and the first that I'm going to chronicle the trials and exploits of. I haven't read any DF2010 wiki articles yet, and seeing as my last fortress in the previous version lasted as long as it did (My longest ever, ended by an unfortunate incident involving a hydra, two cats, and a very tight knit military that had taken a liking to the two cats), I think I'll just wing it until I am completely destroyed.
It's been an interesting first couple of seasons for the up and coming fortress; spawned into a wilderness surrounding (Is it just me, or is an evil surrounding significantly harder to find in this release?), so nothing totally crazy as far as wild opposition to my presence is concerned, a few wolf packs wandering around, but nothing a couple dorfs can't scare away. It's a temperate zone, with an unfortunately long winter it seems. A small brook passing through the southeast corner dictates where I'm going to base the entrance of my fortress. Fortunately, there is a very nice place to put a courtyard between the cliffside entrance and the brook, as well as a nice large patch of grassland where I can find easy farming ground under.
Got a nice group of 7 migrants right near the beginning of summer, helped with setting up the fortress, but certainly hurt as far as food/liquor stocks are concerned. At first I figured it wouldn't be a problem, seeing as I already had the areas chosen to be my farm plots dug out, and enough supply to allow time for the plump helmets to grow. Oh, how wrong I was. From what I gather, I have to flood my future farm fields before I'm able to plant anything there. This is a a major change from the previous version of DF that I most certainly wasn't expecting. Unfortunately, my autumn had arrived before I realized this would be a problem, and my brook has frozen over, preventing me from performing a mass flood of my fields. An emergency shrub gathering team was dispatched, hoping that the homeland dwarves would soon come to the rescue. Since I was able to butcher the animals that were with my group, I was able to have enough food until the dwarven caravan arrived in late Autumn. Drink, on the other hand, was a much more tricky subject. Barely staying at the 2-3 drink range as my conscript brewer was frantically trying to find and ferment the plants necessary to keep alcohol in ready supply, my fortress was now in desperate need of help from the mountainhomes. The bad quickly turned into worse as the "Migrants have arrived" message appeared. That little bit of extra stock in alcohol supply that I was just barely able to manage would quickly vanish under the thirst of 2 new parched mouths.
It wasn't until the end of Autumn, after the deep freeze, and at the point when I had 14/16 dwarves starting to be very irritated by the lack of even basic water, that the caravan finally showed up. It didn't take long for the trade of every drop of alcohol available on the wagon to be negotiated, to much rejoicing among the dwarves. There is now alcohol to last another long winter.
With winter upon the stout people, and another caravan not expected until spring, there is still wonder as to how long the current supplies will last, and if the ice will thaw or the elves will be able to save them from their dehydrated state.
Spring is here! The brook should be beginning to thaw soon, which means that farming can finally commence. It can't thaw too soon though, seeing as with the arrival of spring, a whole new wave of 22 migrants have come to witness the advantages of famine for their own. Now sitting at 38 dwarves, and only about 120 total food to feed them. It's going to be an interesting problem until the elves decide to show their elongated faces.