We'll see about elven pricing as spring arrives.
Further notes:
- I could make a wood furnace and create both ash and coal, and I could convert ash into lye. However, the Soapery is not available to build, nor will the elves process the fat from butchered animals, so no washing.... They won't tan the hides either, even though they could build a tannery.
- The process to produce coke is not available in the smelter, so the only way to melt metal there is to use wood coal (or go to magma, of course).
- None of the starting animals show up in Dwarf Therapist, but both imported animals and young produced by the embark animals do.
- It's possible to butcher an embark animal (using the z-animal screen, since DT won't show them).
- I received 8 new immigrants in the autumn, but no caravan.
- Cannot produce hives either.
- It definitely seems the elves are unable to use a still for anything other than the extract task. They do consume the booze imported, though, as well as drink water.
- The DO fish and clean the fish, as I had some clam shells in the refuse pile.
Edit:
- Prices are indeed shown when the elves come around the second time.
- Neither elves nor humans bring leather, nest boxes, or hives. Thus, backpacks have to be purchased from the humans. Let's hope no leather requiring moods arrive.
- Message about no immigrants during the second spring. Still at a pop of 18.
- The furnace could be used to smelt ore using coal. As expected, neither pig iron, nor steel are available in the production list.
- Bought two anvils from the humans, so I'll be able to see what smithing can be done.
- Close to have magma facilities going. I don't expect those to have different production options than regular ones, though.
- Looks like it will be possible to eventually get some wool production going by getting what the humans happen to bring to eventually get a breeding pair of something. So far I've got one of each (except trolls, of course).
- Butchering of dead animals (dingoes killed by human caravan guards) works (had some doubts after the last time, when rotten bodies didn't seem to be butchered for bones).
- Bone carving seems to work as normal, so some bone armor has been produced. Of course, all bolt crafting is replaced by arrows.
Edit 2:
- And underground farming seems to work. The plot show crops as normal, but I haven't herbalized any seeds yet.
Edit 3:
- The magma forge cannot produce any siege equipment (the list under the metals are empty). While I haven't tried to build a siege workshop, I assume it cannot be used to produce anything either. Nor can the elves produce menacing spikes, corkscrews, etc (either out of metal, wood, or glass), so the only magma moving method is to use a magma piston. Normal armor can be produced, however, while the selection of weapons is limited, but probably useable. An interesting point is that pipe sections can be produced, and I think corkscrews could be bought from the humans.
- I did receive an additional immigration wave (total sum 27), so it seems new waves keep arriving.
- A human weresheep arrived and killed one elf and bruised another. Apparently, sheep teeth are particularly useless, because despite the combat report claiming the sheep bit the elf in the leg, bruised it, and kept the bite, the only bruise the elf had was on an arm from a punch. He deflected attacks well with the training axe, but was nevertheless horrified by sustaining a grievous wound from the ordeal.
I retire my experiment here, as no mine carts, screw pumps, or menacing spikes largely derails my play style. Cave-ins could substitute for spikes to some extent, but it would still be awkward.