There are certainly some mumblings and perhaps some grumblings, but for the most part, everyone basically knows you're right. At least, there's no better option right now. People don't seem to enjoy the very active work schedule, even if they tolerate it. Going into the 6th day, it becomes clear something needs to be done, but no one is entirely sure exactly what the best possible course of action would be, especially given your extenuating circumstances. The general mood does seem to brighten somewhat when you mention the idea of a hunting and fishing lodge as a place to relax, lounge, and fish a bit. It isn't everyone's idea of a wonderful time, but it is something to look forward to.
People seem to be "looking forward to" various and opposing things, generally speaking and factions have come up. The first, smallest, and best defined is the small group of people looking to stay regardless of rescue. There are barely a handful of them, but they seem determined. Incidently, they are seemingly some of the more motivated builders, as they plan to stay if possible. Olabv is among them, though he is characteristically quiet about it, as he is with everything it seems.
With all of the above, you manage to convince the assembled group to put forth one more day of sustained labor before resting and/or slowing down from a breakneck pace. You've done quite a bit in 5 days, after all.
Moreover, you have four newly recovered dwarves, leaving the doctor. Two of these are engineers with a focus on masonry and machinery. The third is a latented seemstress and tailor skilled in leatherwork and clothiering. Finally, the last states she is a carpenter and lumberjack:
1.) Rival Thoral (Noble Birthplace) Male Engineer (Masonry/Mechanics)
2.) Nordri Thoral (Noble Birthplace) Female Engineer (Masonry/Mechanics)
3.) Ashali Whurmek (Iron Outpost) Female Tailor (Leatherworking and Clothier)
4.) Farunni Belserd (First Virtue) Female (Carpenter and Lumberjack)
The doctor focuses on his charge, working ceaselessly with untold dedication to heal. The newly healed dwarves seem eager to do something besides lay in a hospital bed. The new engineers happily make creating masoned areas faster, much as having the two new miners did beforehand. Moreover, the newly healed carpenter doubles your furniture making capacity from 6 beds to 12 for a total of 18 after this day is done. The fact that you now have a tailor makes the possibility of upholstery may become a real thing if you can get her something to work with in the way of hides or cloth.
Your efforts are focused upon setting up a fishing and hunting lodge right next to the sea. The ample rock excavations leave lots of material for your three professionals to use. There is currently no roof, but one of the sails serves as a temporary canvas one over the stone arching vault ceiling supports. The fact that there is actually something material taking place gives people some hope or at least reason to quiet down somewhat. This area, just west of the courtyard, leads north to a kitchen area with a butcher's area next to that. The idea seems elegantly understated but brilliant to some point. The supply chain management is integrated into the location. The food will eventually be grown on the topmost soil, from there, it can be taken under to the kitchen, or perhaps later a brewery if you decide to make one. Additionally, the fish and perhaps hunting kills can be put through the lodge to the butcher and then the kitchen.... It's a nicely created food industry, complete with the storage (for food anyhow) required for a significant amount of food preparation needs.
Thevma comes back with Olabv from the foray to the area immediately west with berries, plants and seeds. Thevma is quite happy at the idea of being able to grow something behind a well made sea wall (preventing sea spray). She immediately goes about planting a small garden. She is rather thrilled to have something to do besides lay in a bed all day and takes to planting quite nicely, a fairly small garden to begin with, but you imagine that will grow with time. You suspect but are not sure that she may well be going after some way to cope with her recent injury/tragedy (shipwreck) etc.
You now have a kitchen setup with plenty of stone counterspace and two ovens. East (Screen right) of that you have a butchery/fish preparation area, and both with ample food storage. You currently don't have a dining room, but it is entirely possible you could take meals in any room or in the hunting/fishing lodge makeshift area. The mob of survivors is placated for now it seems, or if nothing else the mumblings have subsided for the time being on the promise of less work in the future. The area seems rather well designed because the oven chimneys and vents from the butcher area will vent right out into the aboveground area on top of them instead of stinking or smoking up the area.
Moreover, you find that the small ship is coming along quite nicely. A fair deal of the debris floating or stuck in the shore sand is used and you see the nice but rough and unfinished ship floating precariously on the shore. You are told that it will be seaworthy in a short while. One of the old ship's sails is now serving as a sail once more for this vessel. It won't be an oceangoing ship, but will be capable of sailing relatively close to the shore. Coastal sailing and perhaps additional fishing activities and clearly scouting are something that seems interesting to you. The humans served as crew on the last ship, and seem somewhat interested in crewing this one, (mostly). The fisherdwarf, Trovaln Savondev, seems to welcome the prospect of fishing in deeper waters than along the shore.
I.) Immediate Actions for tomorrow: (Pick 3)A.) Stay in Starting Area and build up your infrastructure (specify?).
B.) Stay in Starting Area and Craft (With what materials, results desired etc).
C.) Stay in Starting Area and Fish
D.) Hunt for Food in the immediate area
E.) Continue creation of the new (smaller) boat.
F.) Investigate the cave or other area in your immediate surroundings
G.) travel to a different location (presumably leaving the wounded where they are).
H.) Create item out of metal (specify item etc)
I.) Focus on aiding the miners and mason (removing rubble and speeding the construction by making it easier for them).
J.) Cut down wood (or have someone else do it.
K.) Other (specify?)
II.) How would you suggest Vaubv and Quivan mine/construct buildings (Pick Three ranked more and less important):A.) Focus on Defense first
B.) Focus on establishing a hospital or other safe interior space to place the wounded first. (would expand the hospital even further, now that private rooms and physician's office have been created).
C.) Focus on Religious and Burial accommodations for the dead, etc.
D.) Focus on establishing industry and infrastructure (specify)
E.) Focus on expanding space that is flexible and not specialized at present.
F.) Focus on Mercantile and trading with commerce
G.) Focus on creating transportation (Stables, docks, etc)
H.) Focus on justice and administration areas
I.) Focus on long term growth and infrastructure (Hallways, with areas to mine out/build later).
J.) Focus on establishing private rooms perhaps later use as an inn (Expansion of current INN)
K.) Focus on establishing private residence(s) (Create a house or essentially a condo/apartment)
L.) Focus on ascetics and cultural concerns
M.) Focus on recreation. (Theater, dining/ale lounge, baths, some sort of sport, etc)
N.) Focus on creating the above ground farm area ( clearing trees, and completing wall?)
III. Work ScheduleIt has been 6 days at incredible productivity and effort. Also you promised one more day of work like that, which has just ended with a significant amount of work.... Do you:
A.) Suggest working full bore again (break your promise, bad morale will almost certainly result).
B.) Suggest working only a regular workday (could be interpreted as keeping your promise, but some may baulk).
C.) Suggest working only a partial day
D.) Taking a day of rest (will regain morale, as only voluntary work will happen on this day).
IV.) On crafting and space for it. You seem fairly lucky to have a significant portion of skilled craftsdwarves and professionals with you (including the doctor). That said many of them don't seem to have the facilities to boost their productivity. The cook, Kershi Lovachin, is ecstatic with her kitchen space. The miners have no guild, the masons and engineers don't have any work space, the carpenters also lack a dedicated area for their craft. Additionally, the supply chain management and logistics are at best, poor, because there is no dedicated storage (besides the food and butchery storage. You yourself have only a makeshift forge and no steady supply of ore at all, relying entirely upon a static number of steel bars you were lucky enough to salvage from the wreck.
The labor issues from a tired pool of survivors may limit the speed at which you can construct anything, but it becomes clear to you that proper tools, work space and infrastructure would speed the creation of various items. You can work towards these things, but not as quickly as you did before the exhaustion set in.
A.) Resolve to create work space for carpentry in the near future (requires choosing "D.) Focus on establishing industry and infrastructure (specify)" for choice II above).
B.) Resolve to create work space for masonry in the near future (requires choosing "D.) Focus on establishing industry and infrastructure (specify)" for choice II above).
C.) Resolve to create work space for engineering in the near future (requires choosing "D.) Focus on establishing industry and infrastructure (specify)" for choice II above).
D.) Resolve to create work space for forging in the near future (requires choosing "D.) Focus on establishing industry and infrastructure (specify)" for choice II above).
E.) do not focus on creating work space in the near future.
V.) On military etc.You have exactly two trained soldiers and Olabv. This represents about 10% of your population, and you have a fair deal of your area walled off, but not entirely.
A.) Excuse the soldiers from other duties to focus on drills and training (less labor)
B.) Excuse the soldiers from other duties to focus on drills and join them yourself (even less labor while building a small amount of skills yourself)
C.) Excuse the soldiers from other duties to focus on drills and training along with 3 other individuals Far less labor
D.) Keep the soldiers working just like everyone else (more labor, less defense).
PERSONAL SKILL INCREASE:Your experiences in the past week have resulted in an increase of your skills~
Your Skills: Forger
+5 (Craft Armor)
+6 (Craft Weapons)
+7 (Craft Metalwork)
+6 (Skill Merchant)
+6 (Artistry Engraving)
+1 (Craft Masonry)
+1 (Skill Mining)
+1 (Skill Speech)
+1 Endurance
(Note: I will have to label the map at some point in the near future to make it clear what area is what. Working on it).