Man, that last battle's writing (I felt) was a let down akin to the off screen Battle of the Shire.
Nevertheless, it was better than my intended turtle-ing and avoiding a fight and focus on completing my projects.
I do feel a bit naive of what I've done (or haven't done FUN-wise) compared to the other succession games I've been reading lately.
But I suppose that's the charm in Breadbowl.
Anyway, I played until middle of the 12th month until 1 am, and I had to slay my OCD for completion and go to bed.
There's little story going, and I somehow stopped taking notes as I go to one area project and finish constructions mostly.
So please excuse my rants here as I list things that will probably be lost in my ending chapters:
1. Best news: sentient corpse / body parts are dumped.
1.1 OCD, still some junk in moat, set to forbid.
1.2 A minor bad news, some masterwork was atom smashed -- probably a lone bolt. Sorry Legendary Carpenter Neblime.
1.3 I did rescue "wagon wood" -- it has its own 1x1 wood stockpile outside, forbid. I wanted Nebime to make a wagon wood throne--but I'll give that fun to the future overseer.
2. Moat
2.1 One minor adjustment was I needed to add 2 water wheels to west power plant.
It ran ok as long as the 1 drain pump disengaged, buy may prove complicated in future use.
So I went for more power, and KIS (keep it simple) via 2 bridges for drain, and 1 bridge for refill.
2.2 North refill station had stupid builders trapping themselves. Added restricted traffic seems to help.
2.3 Added Restricted traffic in moat.
2.4 Bonus, 2 drain bridges should act like atom smashing water for faster draining via manual repeat pulls.
2.5 Question: If a manual lever linked to a bridge, can the bridge be liked to a gear for auto open and close via power lines? (no time now)
2.6 Good news, FPS is at 35 with both refill triple-triple pumps going.
3. Farms
3.1 I committed to make our main farms below ground, with no ceiling.
3.2 ceiling will get done overtime as long as the queue to make clear glass blocks are done.
3.3 I have 20 clear glass blocks in a stockpile, so I will leave that where they are.
3.4 I had to put roads in between farm plot so the trees will not grow.
3.5 Kitchen area roads are done in a nice blue cobaltite.
3.6 Stockpiles did not go as planned, so I rearranged. Most likely my final chapters will have some sort of production flow chart of some sort.
3.7 "Mill House" and screw press is just a mess, but the windmills and millstones are untouched. It's just no concrete plan on how to manage them.
3.7.1 Farm Plots 2 through 6 are all millable to make flour; but also brewable and we have lots, so I think we made a lot of booze.
3.8 I did create a separate 40 tile room for Plants & Dye, but did not connect with the CLG.
3.9 I have honey going, but can't figure out if I can move the hives into it's own building. I can press honeycombs though.
3.10 OCD - I build floors on ants / termites mounds when I see them. So be wary of Urist going out in the forest with rock salt blocks (and maybe even the moat).
3.11 I can't quite grasp the issue concerning creating Soap and Pressing Oils. I know the bug about lye in buckets that are in in barrels.
I'm unsure if tallow or oil need also be in stockpile without barrels.
I suppose we don't have pressable items. Olive Pits seems useless as I thought Olive Oil is possible. No other "nut" can be pressed to make oil.
I know I have had success with "rock nuts" but King's Mandate forbid the use for that underground crop.
4. Marble
4.1 Yeah I found it exposed near from that one deep cavern where the "Reacher" was in the units list.
4.2 There's a spot to dig straight down. But then OCD kicks in and I now have extra room shelter / rest stop lockable by bridge. Maybe I should put a pick here, and call it a "oh crap shelter"
4.3 Got some steel going though.
5. Steel Battle Axe for the Duke
5.1 I make steel battle axe so I can get Gwolfski to cut glumprongs with all other axes forbid (except new steel battle axe), and he with the only woodcutter labor. But Shafts and Earthen takes the steel axes first.
5.2 I order 5 more steel axes and forget the whole thing. So if the duke goes out and chops wood, you'll know what's up.
5.3 What does 100 cap from elves mean? Is that 100 trees, or 100 logs?
6. Labors and Happiness and Dwarf Therapist.
6.1 I nicknamed a few with "Corpse Duty" and there is a bug in DT that has Squad IP Civilians !. It turns out "Rakust" something still shows in DT, but no longer a citizen. I had to remove this from DT and it's fixed. I instead created Corpse Duty squad.
6.2 Lots of unhappy people, and Happy Place burrow has all these citizens roaming with "red down arrows" but I think they are hanging on. They roam between the mayor's house, to the luxury jails, and to that happy place dinning / lounge.
6.3 No wonder the cages aren't moving, they were set to forbid. That fixed, the metal cages were used
So slow to reload those outside.
7. Castles
7.1 Speaking of castle. I think the moat and walls are a start.
7.2 The Wall Construction burrow is set to be 4z tall, so there is plenty of room to build ramparts.
7.3 Speaking of ramparts, West Drain and North Drain can be considered rampart for they are enclosed and roof with fortification.
7.4 West Drain can only be accessed from the inside kithens.
7.5 North Drain is a separate building, but can be dig to for inside access only in the future.
7.6 CLG is an internal building with 2nd floor fortification, so a possible rampart when roofed, and made to be accessed from the inside only.
7.7 The Blacksmith's 2nd floor is also roofed and half fortification on the North and East for line of sight of the east bridge. Access from the Blacksmith building only instead of the outside ramps.
7.8 z88 is where I make the animal stock pile for goblins, trolls, ogress* and gorlak. It has a microline door too, the way I dig for stone so I can forbid and cut off pathing for FPS savings later.
8. Fishing Shack, Fishery, Boneyard, Butcher.
8.1 I got the fishing shack with 3 grates, and a shut off bridge.
8.2 4 Fishery built.
8.3 the Boneyard is a mess.
8.4 I am building 4 Craftdwarf shops above the fishery--still working on the floors.
8.5 There is room below the Fishery for future stockpile flow on how the shells / bones can be used to decorate but that's someone elses' project maybe.
8.6 The stairs from Fishing to Fishery to Fish stockpile to Kitchen should work out ok.
8.7 Deconstruct old Craftsdwarf and walls, and expand the building to house 2 Butcher Shops.
8.8 Stairs down to Meat Stockpile should prove a bit more better for flow.
8.9 Maybe in the future, these will connect to the CLG also
9. My "cheesy" Architecture Design screenshot is done.