BunnyBunches the Rabbit-Hut
19) Blade swinging is hard work20) Zombie-geddonI'm laughing, smirking, and listening to good music, even as my fort hits a zombie-geddon.
I am so proud, yet so angry at myself too.
I got greedy. That's why I lost.
...
Human merchants arrived. I thought "Great, they stand next to migrant tube #1 just waiting for me to open it"
But I was foolish, and I left the migrant tube #3 on the other side of the map still open.
So the humans started to path across the map, to that Camel corpse from earlier.
Thankfully they dispatched it without too much trouble (lucky, because camels have hooves).
It was another blasphemy I have made.
Then I had also decided that I wanted to prepare to search for cavern #2. So I openned cavern #1 in preparation.
I didn't realize that Cave Crocodiles would path so quickly !!
That Cave Crocodile killed my starting mason/mechanic and a starting militia.
Here is some other damage he did:
Metal greaves and such are great at protection, but mail shirts still leave the upper arms vulnerable.
But who needs arms anyway.
I was also in a rush to butcher a Yak who was starving in a butcher chamber.
I wanted his meat, no matter what, and I didn't want to have to fight a full Yak Bull Corpse later.
So I butchered it, then got pre-occupied with the cave crocodile.
Forgot to lock the room.
Yes, the human traders are there with my broker, ready to trade.
With the garbage chute blocked due to rubble, 3 starting dwarves dead, and last militia is miserable, I'm going to succumb to the infection.
This fort is salvagable, just change all dwarves to Dump-Haulers and I'd be fine.
But I was
way too lucky throughout this fort.
Armork's justice has caught up with me.
I had deliberately built my fort under the evil area, because I am one tough Doe Rabbit. But I wasn't man enough to maintain it.
So, Uncle Xykon, what's the moral of the story ?Positives
Butcher chambers work fantastic.
Migrant tubes (underground passage so your migrants don't get g-raped on the surface) are awesome
Pro-active Surface Management allowed me to do lots of cool things, even in a reanimating, ash-husking biome.
Garbage-chute-construction-time is great for medical testing, and I'm very happy I invested in him at embark.
Bedrooms for your military are a must.
Migrants and their livestock embody pure evil.
Negatives
I didn't manage the sealing/opening of migrant tubes efficiently.
I didn't get the garbage chute working fast enough because I was distracted by megaproject.
I didn't have enough food/booze in the beginning.
I actually wish this site had more evil-map-edges,
like 40% of it was untamed wilds even though only I only had 1 embark square that wasn't terrifying.