The Good: 40 meleedwarves and 10 supporting rangerdwarves fought off a 250+ gobbo siege in 1 FPS carnage.
The Bad: A meleedwarf bled to death.
The Ugly: 6 months of post-siege cleanup.
We've finished off the artificial river island, Elephant Island, and the underground river. Unfortunately, despite being in direct contact with the river, we cannot fish from the underground river. Not even pond fish. Nevertheless, we created a somewhat shielded fishing spot at the tip of the trunk of the island.
We've pierced the first cavern and have begun securing it. We've got a security checkpoint, multiple washing troughs, some FOB lodgings and stockpiles, LOS breaks, and a checkerboard--all caravan certified. Two forgotten beasts are trapped by trees, one of which due to lacking wings (it gets harassed by a giant bat every now and then). The checkerboard has proven itself useful by making webspitting forgotten beasts much less effective at trapping soldiers in webs.
We've also setup a rudimentary minecart route to the first cavern to ease the hauling workload. A population cap of 100 dwarves, and 55% military at 67% active, do not make hauling easy.
Oh, and we're overflowing in bars and goblinite. The caverns must burn.
We've also built a clear glass greenhouse, so now we can supplement our clothing industry with rope reed. Milling has also screwed us over a bit. We have had tons of dimple cups, but we milled mostly non-dye plants. That has been fixed now.
I've furthermore learned that adding "DRINK-MAT-producing" to your milling job plant reagent condition can reduce cancellation spam when separating dye plants from the rest. Only creates problems with oats (non-dye plant, millable but non-brewable) and sliver barb (dye plant, millable and brewable).
Slowly, we'll work our way to the magma.