Year 57. Population 183. It's been an eventful couple of years, but perhaps the most interesting finding was what did not happen.
What didn't happen was baby minotaurs. I finally got around to putting a pair of minotaurs together to see if they would breed. The two are getting along okay, and not fighting, but it's been more than a year since I put them together and no births yet. I have other semi-megabeasts for when the time comes to re-start silk production, so I'm in no hurry to end the experiment, but my hopes are not high.
We've bred 11 cave dragons thus far. I have to say that I am perfectly charmed by the fact that the Phoebus tileset creator(s) anticipated my putting child states onto cavern creatures so that they can be domesticated. There are unique graphics for baby giant olms, baby giant toads, and baby cave dragons, despite none of those being possible without modding.
Speaking of baby animals, my culling of substandard cavern animals so that I can breed only the better specimens has resulted in the fort accumulating 15,000 prepared meals, most of them being massive stacks of pure meat. This is obviously excessive, but the game has gained 5 FPS overall so any FPS loss from the ridiculous quantity of food is apparently compensated by FPS gain from having fewer animals.
In more annoying news, the human guild representative has been absent now for 4 years straight. This is seriously hampering the fort's ability to import leather, and so gloves this year are being made out of cloth.