Autumn/Winter 201 --Implementor37The female drake has given birth to two baby drakes—1 male and 1 female. My breeding program is a success! I’m going to put the baby female up for adoption—that should ensure that I always have 1 safe breeder.
Armok’s beard, things are getting out of hand! We
ran out chugged all the drinks! Damn parties…I don’t know what this “sobriety” thing I keep hearing about is, but I don’t think I’m going to enjoy drinking this elvish “water” until the Plump Helmets are ripe. Please come soon Dwarven Caravan! Wait! What’s this? My animals keep getting stung by honey bees! When possible, I’m going to build some hives and get the mead industry going—NMS (no more sobriety)!
More migrants! Here comes a skilled fisherdwarf and a Wood Burner. Hmm…maybe I should make some of this mysterious “soap”, but no! We are not elves! We are dwarves!
Huh. Apparently the merchants decided to bypass my “inhospitable site” which the mysterious ‘shift-D’ declares inaccessible (though I don’t see why)…and then walked all the way into the depot. Hrmm… If we didn’t desperately need their booze I’d be a lot more frustrated with their whining. Curses! They didn’t bring any booze! I gave them a couple of gems in exchange for their plant supplies. Our brewers need to get cracking if we want to survive the winter!
Praise Armok! We now have fresh whisky to drink! In honor of this monumental achievement, I have constructed a Shrine to Armok. I have plans to build a Temple later (got to keep those Carpists at bay), but lack the candelabras at the moment. Besides, now we can always pray for booze if we get desperate!
I also started a tunnel up into the middle of the walls. The plan is to make the walls inaccessible from anywhere on the outside, so that even if invaders breach the walls the Marksdwarfs stationed on them will be secure. This means every entrance needs a bridge on both sides, so that’s up next too.
Curses! An invasion of Forest Imp’s! Time to deploy my secret weapon! The war dr—whaaa? Well look at that. Guess Tuskoxen don’t really like Imps. That lone Tuskox scared off all of the imps.
And my hivekeppers managed to kill the honey bees, so now they are keeping bane spiders and cochineals. Now, dye and poisons are useful an all that, but you can’t DRINK them like mead… *sigh*. I guess I’ll build more hives and hope that they find some bees.
Who uses the old-fashioned stills anymore? These new distilleries are amazing. Now I can specify WHICH fruit/veggies to brew from, and then my brewer turns 5 muck roots into 25 whisky! Woohoo! Must be because crops take so long to grow, but it sure made trading those gems for fruit worth it!
As my time as overseer draws to a close, I conclude with a few notes for the next overseer(s): The tower in the corner of the wall is an example—it’s designed to house a ballista. While ground floor has walls, build fortifications on top of those walls (marksdwarfs can shoot through those, but won’t take return fire). Equally important is the wall material. The walls are made of dolomite, which is EVERYWHERE (it’s a layer stone—and I have some 200+ boulders) because dolomite is magma-safe and has the highest melting point of any common stone (means a little more safety from dragonfire). I’ve also ordered the construction of a Sawmill, a Monastary, and an Altar of Armok—but my Architect’s have not got around to designing them yet…The Sawmill in particular will be great—turning logs into planks/plywood enables more furniture/constructions to be produced on a per-log basis in the Woodcrafter as compared to the carpenter (Whoever named that trade after the filthy carp should be
dunked in magma sacrificed to Armok!).
I conclude this term with pictures of the fortress from top to bottom:
Ground + 1
[size=78%]
[/size]Ground [size=78%][/size][spoiler][/size]
[size=78%]Z-level 1 [size=78%]Z-level 2 [size=78%]Z-level 3 [size=78%]Z-level 4 [size=78%]Z-level 5 [size=78%]Z-level 6 [size=78%]Z-level 7 [size=78%][size=78%]
And the fortress’s wealth:
[/size][/spoiler]