The past 2 weeks.
region 1. A grand plan for above ground city planning commences.
This seems to work, but then fails.
I mean I want above ground fortress, but fail to not dig for stones.
And then split jobs to doing food, and forge.
Then it all gets messed up when digging for the garbage chute 5z below the surface where I found steel making ores.
My small population of 12 wants it all done: stone buildings, tree clearing, steel making, and food & drink for the tavern.
region 2. A self-imposed technology. Pick one ability to construct a workshop at the start of the game, and for each successful caravan trade.
Started with a Carpenter's shop; It made sense that the default embark comes with rope, so I can make a well sooner when I can't make a Brewery until Autumn.
Wow, I can actually build above ground with all these logs, that I even make 7 temples for my civ's deities. I'm already constructing 2 to 3 story tall buildings in anticipation to house my next tech.
A snag. A strange mood--a metal smith? I change the rule to be allowed to build the mood building! Yeah, a Metalsmith's Forge. Still usedless without Wood Furnace or Smelter--but if I can trade for coal and bar.
But what about magma forge? Can I assume with magma sea discovered, this opens up Magma Tech, or have Metalsmith's Forge pre-requisite to Magma Forge? but not Magma Smelters? Hmmm...
region 3. Checklist. This was inspired about a bay12 post on checklist after embarking.
Basically, I made plans on paper while away from the computer, so I have a step by step "to do".
I went for an anvil, ores, 1 pick, 1 axe, 1 cat embark: and with jump start of some key skills.
I got 2 sets of bronze armor with broze battle axes, ready to have 2 go full time training when necro siege happen in summer.
killed 9 undead, but no necro. That was fun.
region 4. Checklist v2.
Similar to region 3; but with aquifer as I want flat dessert with water source to play with.
Had 2 tower neighbors this time, and summer necro siege got my 2 miliia dwarfs working great, killed 1 necro and 7 undead, with 1 undead leaving map.
Had a possession mood, gained an artifact copper pick.
Had a crash, was using 43.05 too. wtf!
region 5. LNP v43.03 Rocky Wasteland, flat, with aquifer. Tower x2
Just another exercise to making 40 bronze bars and making 2 sets of militia gear.
A nice 3 layer aquifer, but breached by summer. No time to search for magma so make stones to build above fort and get ready for autumn. Making extra bronze discs to trade.
region 6. Find Magma and Make Green Glass Fort.
Simple idea. 2 militia, 2 miners who will be glassmakers. 3 left over for everything else.
I got side tracked into bringing 3 stones liked by each of the 7 founders: Tetrahedrite, Brimstone, Diorite, Slate and Orthoclase. That's only 5; well the other 2 likes Copper and Sterling Silver. Made Door, Chest, and Cabinet for each; they have to settle for willow beds.
Doing the specific furniture is such a distraction that the surface does not have any decent walls / choke point yet, but below the aquifer breach, I have new migrants focused on smoothing stone walls.
Then wait, I have not done a pump stack through an aquifer yet... a puzzle to solve.
region 7. v43.03 History Spin.
export legends in a small world, short history, High others, Max minerals.
Temperate Sand Dessert. 4x4 embark with 3 biomes of 2 Terrifying and 1 Haunted.
Undead ravens from day 1. Manage to secure z-2 only; there's aquifer.
We're on re-animating. And there are 2 clouds forming from different biome areas, dunno what cloud does yet.
Hammer commander
Farmer Axe
Brewer Carp Mech
Cook Axe Mason
Doctor Mace
Miner Mayor
Miner Admin
12 bronze set smelting = 48 bars, and 2 silver ores = 8 bars later; they are equipped.
Dumping skins and heads will be an issue.
2 biomes with aquifer, and found solid rock to dig down; made garbage chute.
2 pack horses are starving by summer; so butchering commences;
On the 2nd tanning hide, head skin reanimates which got shredded into 3 pieces. 2 got tanned; the other was dumped.
No underground passage dug yet, so some migrants showed up and made it inside fine.
Yak Calf was with them; later calf was starving so butcher resulted in unkillable head/skin/hair.
Used exterminate undead. Moving on.
Slow going, made 5 of the migrants into miners to dig trade depot and 7 wide passage to the north edge of map.
This one looks worthwhile continuing, breached north surface opening trade depot before summer ends.
End up using reveal map so I can see where the aquifers are; Wow, a mess. Shallow 1 to 2z aquifers, but patches of aquifer will be touched in the west and south passage; east can be avoided.