As much as I hate to admit it, this fort is doing incredibly well for the situation it is in. The thieves attacking us already alludes to this all going downhill pretty soon though, but we'll see how long I actually care to keep this going before I dfhack something stupid in to end it all.
Anyways, migrants and the caravan are here. The migrants only turned out to be a great bookbinder and a guy with pretty good glass making and mechanic skills. They were both put into the military because it seems that death is on every horizon, along with the stray yoshi, yoshi's suck. I don't know who here has ever played with the Rise of the Mushroom Kingdom mod, but yoshis will literally pick up an item in an attempt to haul it and then hold it for a few days, until they have to drink, but then they pick up another item and hold it. I have no idea how this will affect his military performance, but at least he should work as a distraction. A minimal amount of meat was bought from the caravan, didn't have much to barter with nor did the caravan have anything really of value on it.
Dug out a smelting room 5 urists down from the main hall, next to a magnetite vein and coal. Birdemic birds left the map without causing any trouble (unfortunately) and were replaced with staravias (more birds). A Carnivine starved to death, it was a grazer and died because it was incubating its egg for too long. It's a shame we lost her, if the baby doesn't turn out to be a girl we won't have a breading pair. A carnivine is basically a giant venus flytrap with a mess of vines that it uses to walk, seems like a potentially really useful war animal.
Dug out hospital, stockpile area, dining room, bookkeeper's study, underground farm, and training area. I was going to lable them, but you can probably figure it out from the picture.
We were attacked by another goomba theif, made an attempt at having the military chase him down, with no luck. Some cage traps were set out in the field in front of the entrance, and almost immediately we caught a biddybug. This is pretty convenient, considering we dropped a tree on the last one we had. She tamed instantly, so more meat for the meat fortress. Speaking of which, I built an entrance bridge out of charizard brain. I would have preferred to make it out of hte meat of our enemies, but until we actually have some meat for that we need defense. I'll replace it when viable. Caught another biddybug, tamed and pastured.
Many babies were born at the same time, then some migrants arive: novice farmer, cottonee (owned), great metal smith, great trapper, great engraver, great weapon smith, great fisherkoopa.
The weapon smith literally makes two masterworks in like 5 seconds of being in the fort. I don't know if anyone has any experience with this, but even though the Koopas have six arms they weild all their weapons with the same hand. I give them six swords and it's all in the same hand, and yet they can still use each individual sword effectively. I can only imagine that this is a detriment to their combat effectiveness, any ideas on how to fix this?
Dug out tavern, library, and temple, and get three bards maybe the day after it is opened. I would normally never open a tavern this early, but for the sake of testing I wanted to see what we'd get. And it seems to be a Squeek bard and two white tiger women bards. I quit for the night a few days after I opened the tavern, so hopefully we'll get some useful mercenaries. Caught another biddybug, despite them being decent livestock, this is not really an animal that I care to waste cages on. Despite the impending invasions and bard-pocalypse, this is going pretty well, hopefully it will still be working fine when we decide ot make real fort. Any news on the progress of the meat drink?
Edit: making an attempt to add that script for butchering sapient animals, stay tuned.
Edit Again: In adventure mode I found that Koopa's in adventure mode have an "Unidentified Interaction" or something where the communist greeting should be, I'm not sure what I did wrong.