❄ Copper spear? Bronze sword? Eh.... If most fighters weren't so OP with decades of training and retired fort battles simulated those this could perhaps matter a little bit.
...As it doesn't, I guess not spending time to upgrade was the right choice.
Though I notice you didn't put all of those into military - ex, omnilegendary Ǐton Nòmoltar "Mechanic Iton" with level 106 Fighting.
Though it seems enabling mining before retiring was fruitful.
Did Solar even carry their pick into battle? *checks*
Possibly because their mining is still enabled, though Captain Rith Kolirtir also suffers from this, combined with backbag, with their roast left on the roof of Sandals of Swimming
Maybe there's some merit to no-item refuse/food stockpiles in bedrooms. Would that rot away the food or preserve it? Hm, not sure and cba to check.
Nonetheless, some of your piled roasts seem delicious.
As for their uniform, well...
I should have foreseen this. Welp, the goblin asses were kicked by pretty much naked dwarves.
Anyway, were there any morningstars on macegoblins? Would be nice to upgrade, but then again - perhaps pointless.
Checking the save, I dunno - 9 morningstars in fort, at any rate.
Ah well, new clothes for the children.
Now though, which goblins were these, though? Mainland southern, mainland northern or island ones? The northern ones?
Checking the save...Toguosta, "The God-forsaken Witch" -
the southern mainland goblins.
The human civ was Omon Bini, The Realm of Planks, aka the dudes with wrecked city.
(Btw, Sanctume did indeed upload unretired save - though still 14th Galena 48.)
❄ Nice overview, nice bridge, nice shaped temples. The channeled desert for Cabana beach gives a striking profile.
Checking the library, I find copies of some books authored originally in Moonhome
- and it certainly never had any codices, for I was lazy and focused on quires instead.
This confirms books written elsewhere will be used by civilization in trade.
That said, it is interesting how the dwarves filled 1 NE bookcase on second floor and three NW ones on first floor.
As for the tavern, heh.
I think that was supposed to be private room
Temples, meanwhile, steal the instruments.
Only stationary instruments can be built, and I don't think anything will be built after retiring,
but if they're playing the instruments as the fortress is retired they may visit or emigrate with them.
Well, just the general temple and Oggez's, Arban's, Kekath's and Madush's.
Shame, for I've never seen anyone dance in a temple.
Still, it is neat how all of them have booze stockpiles on second floor.
And how children reach for the sky in the temple of Earth.
❄ Other than goblin groups I fear the FBs might also give you trouble - so often do I have wrecked mountainhomes in worldgen due them.
Perhaps they'll eat some cats, at least
Or die to a rutherer.
Time to check what Hydra did...Absolutely nothing. Meanwhile, bronze colossi...
Heh. Also absolutely nothing, though.
❄ Checking the save, can't tell why your magma loading stopped functioning - I think you did the bridge drain afterwards.
...Some memorials down there are creepy.
Kudo could be still out there, you say?
Now, looking over the tracks, there are some curious spots.
SE, instead of corner? The cart comes from west at 20k, goes over the impulse ramp - hitting 35k speed (last step neutralized by checkpoint) - then as the slant is towards south crashes into wall 3 steps in, putting it's southward position towards 71% of crossing over tile. Then, gets to spend 5 steps on the ramp, accelerating to ~20k and cruising to the south...
Seems like the two ramps in the screenshot pretty much neutralize each other, heh.
Happens again on next segment:
The ascending ramp is SW, so it behaves as flat track.
This sort of behaviour repeats through the entire 40z spiral. I am slightly amused, but I guess it does reset the corner/floor friction dragging present otherwise.
The marble block ascension starts similarly, at 30k speed...
(both SE track/ramps)
...but replaces the corners, thus removing the "crash into wall" part - as a result, I would believe the cart would be constantly accelerated, until it becomes too fast to ascend the flat track/ramp to next level.
In that screenshot, I would have put the ramps right after each other and made then NE leading into NS, making it still accelerate, but checkpoint over the now non-flat NS.
Checking it out with an empty cart...To my surprise, it manages to ascend the flat track/ramps just fine at ~90k in the later leg of the journey, contradicting Larix's experience with using chained flat/track ramps to ascend 40z with no impulse or checkpoint ramps. Hm, maybe because the start position is in latter half of the tile, or perhaps just having two connections to wall, even without floor connection?
Might be worth investigating.
❄ What a pile of raw green glass in the wagon!
What was planned for it?
Also, some sheets too - and library coffers hold none. Tsk, dwarves.
❄ Seems your honey bees work fine in Inside/Light/Above ground.
Though few are not working in Inside/Dark/Subterranean, at z98.
❄ Why
instead of auto-loom?
❄ Now, I don't know what will happen with island goblins. But...The Southern Goblins are not satisfied yet.
Somehow Legends mode thinks there was only 1 goblin, though.
That said, that goblin - Othõs Valerust - hauled from Maliceshook.
74: Xuspgastuz, "Maliceshook", dark pits
Owner: The Hazy Jackal, goblins
Parent Civ: The God-forsaken Witch, goblins
96 goblins
18: –sburong, "Evilfamine", dark fortress
Owner: The Bold Wickedness, goblins
Parent Civ: The God-forsaken Witch, goblins
1 emerald fiend
211 goblins
6 trolls
6 beak dogs
14: Snodubusnar, "Plaguejuice", dark fortress
Owner: The Mischievous Torments, goblins
Parent Civ: The Simple Malice, goblins
lady: Ngerxung Punchstole, goblin
4 goblins
1 gila monster demon
6 trolls
6 beak dogs
28 goblin outcasts
+Yeah, The Stoked Confederation, the northern human civ, sure loves Waxglazed's tributes. That's just one instance out of dozen+ in past five years.
Strangely, their population seems to have gone down - From 310 to 209+5+7 in two forest retreats.
And, oh hm?
I don't think anybody in thread mentioned the reclaimation of Kingdomsabre!
79: Osorast, "Kingdomssabre", fortress
Owner: The Washed Hame, dwarves
Parent Civ: The Rhyming Occult-Palisade, dwarves
9 dwarves
2 horses
2 cats
2 dogs
Either Gwolfski or Sanctume...Going to assume Gwolfski without checking the save because Gwolfski barely said anything. Especially as there's curious gap....Autumn to spring? That's a while.
Come to think, it says same stuff for me:
I founded Moonhome 2 weeks before caravan was scheduled, not in spring.
Still...
&
❄ Seems I get 44 FPS with those 150 citizens and 64 livestock. Not bad.
Counting with the 5+ Swimming skill in manipulator, it seems the fortress got 30 migrants from Moonhome. Less than I expected when you founded Sandalswims.
81: ‹lonbom, "Moonhome", fortress
Owner: Hopefulchildren, dwarves
Parent Civ: The Rhyming Occult-Palisade, dwarves
115 dwarves
4 giant tortoises
1 duck
1 turkey
5 bugbats
1 voracious cave crawler
5 rutherers
1 cow
1 dog
1 guineafowl
1 reindeer
1 yak
1 hydra outcast
1 giant olm outcast
146-30=116. Hm?
Ah. The outpost liaison is constantly travelling.
Nor did the dwarves come from
11: Atolendok, "Trueattic", fortress
190 dwarves
5 ducks
7 water buffalos
5 reindeer
5 geese
6 horses
7 cows
2 sheep
9 dogs
6 cats
5 pigs
6 goats
6 chickens
4 yaks
5 llamas
8 alpacas
6 guineafowls
5 blue peafowls
4 mules
8 donkeys
8 turkeys
7 rabbits
7 cavies
Between the retirement of Moonhome and retirement of Sandalswims, the number of dwarves in the world simply increased by 123, to 1176.
Meanwhile, goblins are 2340 strong (+41), elves are 931 (+37), humans are mere 285 (+32) and kobolds are 227 (-2). No vampires or werebeasts yet either that I notice.
At this rate, it would take 15 years to surpass goblin population. Void migrants OP.
Though life...doesn't go on in abanoned fortresses:
Even if some beasts even leave them.
Anyway, I was wrong about gg66 solar.
However, partially right about Etur Amkinurist:
And then, with no romantic involvement...
And now, in Sandalswims
Hm, rechecking gaydar
`gg66 Solar' Nîlessigun (♂) will marry males and likes females
As expected, I just didn't notice.
Etur Amkinurist (♀) will marry males
And didn't properly finish shipping Etur. Well, perhaps if Nil had migrated you could have gotten a gal with two hubbies. Who knows?