You're pushin' your luck Archie. Though it does give Eric more time to get caught up...
Uh yeah, if it comes down to it, I'll upload the save and write the full update later. For posterity, the tl;dr of what happened in winter was as follows: We war trained the cave dragon, had the militia train for a while while everyone else worked on harvesting adamantine, made some addy swords and silver maces and whatnot, lured some of the husks into cage traps, then sent in the militia to mop up the upper fortress. We lost one of the dwarves, Lebo, who bled out while being moved to the hospital. The war dragon is pretty tough, but I'd strongly advise against using it in outright combat if you can avoid it. The cave dragon is assigned to Spish by the way, and while there were militia necromancers, there didn't seem to be any loyalty issues; they attacked their own undead as soon as they turned on their living allies.
My successor should probably do the following:
- Set up enough taverns to keep the necrodwarves drinking and brew some alcohol. Quick tip: since necromancers neither sleep nor eat, you can just burrow them in the general area of their work place plus relevant stockpiles and they'll work pretty much continuously; the lack of downtime meant I was extremely productive near the end of the year, though dwarves are starting to slow down from alcohol withdrawal, so we might want to let up on that.
- Keep non-necromancer immortals (ie Archereon, SpeciesUnkn0wn, and the random poets who showed up) burrowed in the lower fortress unless you manage to get a vampire. (note that if you don't want vampires draining children, you'll need to use clever burrow management.
- Note that, aside from the professional milititary (who should probably be 100% necromancer/vampire), I've put every member of the fortress who is not in a uniformed profession (ie not miners or woodcutters) into "citizen's militia" squads, so that everyone is at least carrying a weapon and, if possible, some armor/a shield.
- Come up for a plan for what to do when someone inevitably digs to deep and wakes up the circus. IIRC the top tlayer of adamantine veins are always safe to mine, but we should probably not go deeper than that except in places where its safe to dig due to there being no space for the hollow segment.
- There's a forgotten beast in the caverns; doesn't seem particularly dangerous, but I was preoccupied.
- Make sure all the entrances are properly accounted for.
- Devise a means for migrants and traders to safely enter the fortress; we have 19 citizens plus like 8 visitors or something thanks to a giant poetry troupe showing up alongside the Fall migrant wave.
- In the spirit of fortresses of yore, when it becomes feasible to embark on a megaproject, we should build a magma cannon that floods the surface (and probably also the caverns for good measure), because we arguably have more need of such a device right now than the original boatmurdered ever did.