Our population swells.
I also made a small room for the married couples to chat in sometime.
Had to use stationing to get them all inside, though. But on the bright side, fort population has increased by 84% through births.
Okay, why did I get this box this time and not on the previous namings?
Eh, maybe I just forgot.
Moods:
Heck yeah!
(Platinum would be better, but this civ doesn't have any platinum.)
Yes!
Not sure how hammer versus mace fares, some advice suggest one, other advice other.
Now, time to dig for adamantine....I have two spires, and this is the limit of what I can safely extract from SW one
Zon, Legendary glazer and potential weaponsmith, gets the strand extraction job...
Etur smelts the wafers....
...And Solar weaves it -
- along with some other goods -
- into a nice thing to wield!
Okay, less important things can get adamantine too:
Pretty varied
Ends up being the first mat, tho...
A coffer? Well, not expected. but..I guess I'll put it into the library, next to the bone table.
Well, one more miner I guess.
Hm, I guess I should dig for more adamantine...For now, I'll give them malachite, then unrestrict them and see where cards fall.
Okay,
Sure.
A door? I don't need more baits, but....I don't have a door yet. I'll take a door, then.
...Before I could do that, another mood:
Well, no adamantine, but they do get FB bone.
....Statue
Ok, we worship Zon now.
- - - - - -
Sure kid. Don't have a legendary woodcrafter yet anyway.
(Orange wood bracelet)
And hey, neat, a child claimed bones...and 3 gneiss things...Didn't forbid brother picking or forbidding anything, but here's a hope for neat bone shield.
Nope.
Oh well, better than any other stonecrafting result.
...This one should work, though.
Yep.
One more?
They like bracelets...Well, take whatever you wish then.
Really whatever you wish?
Okay
Some of you have noticed that I provide no descriptions of artifacts. As the game generates those on viewing, this is intentional - the fort is a treasure drove.....
And for reaching it, well...Remember the oddly-shaped embark with unnecessary amount of ocean?
I tested- a minecart sent to fly at 109z at max cart speed will hit 100z in 63 tiles.(though note that sending it flying at 100z isn't sufficient to cross embark length at same speed).
So, I built a landing platform, so that you can cross the seas from fort to fort as adventurer without the forts touching on world map. This covers the entire embark width, 48 tiles, with landing zone.
N-S rollers pushing onto high friction track stop, enough to turn aside such max speed cart.
Without buildings:
Dog training: We have lot of dogs, usually in a cage but corrently accessible through a door.
I briefly put inside Cut to train, but brought them out for mood, forbidding the door afterwards.
Now I find them inside it again.
How?
Lets play a game of "spot the hole". Apparently animal trainer can climb to their job, at least i there's an adjacant wall to the tree-hole.
Apparently they won't climb out though, no matter how hungry.
Also, neat to watch FPS slowly climb caging animals, from 70ish back to 220.
Caravan:
Earlier, I put in an animal watchers on their entrance.
However, the dwarves refused to remove the floor now blocking caravan entrance with remove construction,
so I had to dig ramps down quick to let wagons pass.
Now, there is the problem: I can't restore with constructed walls due being too close to the edge.
Enter magma.
There.
Now the animals can keep watch without chance of tortoise on dog action
Though, some of the merchants elected to leave from over the ocean.
Since we're oceanside embark and everyone arrived with novice swimmer, decided to give everyone swimming training. Enter nice room:
z95, Ramp so that door won't be wedged open.
z96: (also has barrel of wine and prepared meal, but they don't take jobs in water / derp )
z97: (hatch)
Filled from above.Entered 11th Moonstone, left on 17th Opal, became Proficent Swimmers.
Interestingly, once I disabled the burrow some of them climbed out - till I unforbid door, then they left.
Amusingly, they brought some things with them:
Saw my first demand:
As a reward and because my actual blacksmith was training, enabled Blacksmithing on them and told them to construct it
Not bad for your first job
I occassionally have animals die.
Sometimes it is mysteriously in the center of my dining hall.
These two died in cage.
....Must be getting old. I arrived in 3, so that means the rest of the turkeys will die in 15, the children of first run.
I guess I should slaughter them first. I haven't had to designate anything for gathering or brewing in half a decade, now.
The food stores are filled mostly by caravans and plant gathering zones. I have farms, but I have yet to need to order anything to be planted.
FPS could be higher. There's ton of animals.
Quite a lot of Yaks.
They all can die now. Expect ones that get chained, and the turtles.
I like turtles.
...Anyway, not through butchery, though. Too much clutter.Maybe atomsmash?...Hm. tempting.
But no. They'll have a metaphorical life after death.
*amused*
Outfitting the lower levers finally proceeds.
Granted, the beds required cavern trees.
Submerged cavern...I initially enginereed dropwalls...
But then went: "I'll make my own cavern! With no water or FBs!"
Finally, small update on FBS.
They're not moving >_>
Oops.
Guess what I learned? You can become very drowsy if you're assigned to a burrow you can't reach.
(though the dude was also mediating outside of a meeting zone).
I wouldn't trust chance. Rhyming Occult-Palisade still lives in Moonhome and has ~200 dwarves elsewhere, but maybe one of the mainland goblin civs should be assassinated.
@Broken image: Eh, it looks like it was supposed to be the one above.
I was drop-dead sleepy when posting the previous day update, so no wonder if there's a lot of mistakes: