I fully expect my dwarf to be killed by a later overseer attempting something mad. May as well give them the ability to frame it as them deliberately getting rid of him, for soon to be evident reasons.
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Granite 1, 108The prior overseer, NCommander came by not too long ago and told me that is now me who has the honor of running this place. It seems that adopting this guise has worked out far better than expected. Two years ago, I was set to be put to death for attempting to incite revolution to overthrow the entire nobility so they could be replaced with individuals with a more...realistic and fortress centered mindset. Yet, after a quick swap of identity with someone who looked like me and two years, I'm now in charge of a major outpost.
Ordinarily I would attempt to avoid becoming overseer, but I'm going to make an attempt this time. The prior two have had more...noble...priorities than those that could be of greatest usage to the fortress.
For instance, you see that thing in the upper left corner? No, that's not a statue garden, that is the tomb that the first overseer built. Notice how the thing is built directly upon the main path of the fortress near the prime real estate closest to the central staircase and has been completely smoothed over? Now, I want to redirect your attention. See that area off hidden behind the butcher shop, the forge, and the wood furnace? That's the current communal bedrooms. The smell of the rotting flesh and burning wood far outweighs what benefits the forge provides. Hmm, you know, there is room to the west of the tomb that could solve the inadequate bedrooms, and if you combine the tomb with the room below, you could fit a large table for many dwarves right next to those rooms...
NCommander also had his own minor issues, such as making our food and drink situation critical and (possibly) inadvertently working dwarves to their deaths as a result of working on their 'Freeway' project. Further, while the 'Freeway' as he calls it provides quite a nice chokepoint that does a nice job to funnel merchants and the undead, its been left completely unfortified aside from the old 'raise the drawbridge' trick. His 'Trade Depot in the Sky' could have been edged with fortifications so we could have sent some squads up there to shoot out at anything, but instead it is edged with walls you can't do that with. Don't think that would be important to kill the giant eagles with? Granted, the fortress defenses are riddled with holes, so there's only so much blame that can be handed out for that. Just one building destroyer and anyone would have access to the fortress itself. Just another adjustment to impliment. Think I see a spot where, with a bit of adjustment, we could have a ballista mounted so that it can shoot clear down the freeway to slaughter any who try to encroach as well.
Fortifications is a longer term job than even the bedrooms. Right now, we have some issues that need to be dealt with. Priority one, secure a better supply of food and water. Our current is a bit lacking.
Former can only be solved through growing, which strangely isn't happening, going to need to check in on that, and maybe trading with the elves.
As for the latter and aside from brewing, there's two murky pools to the southeast that can be refilled by the rain. Funnel the water down a tunnel, and I can rig up a well in the fort. Not the best, but should be a good backup if the alcohol gets screwed up again. In addition, there's rumors of an underground river which could solve the problem the quickest, but there's a slight problem. Mining has been done down to the lowest level, so if we wind up guessing wrong, there's a chance the current mines will end up flooded if someone isn't paying attention.
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Granite 2, 108
Found out the problem with the farms. See the below list of seeds in the stocks?
You know what was ordered to be planted? Quarry bushes, pig tails, and other stuff we don't have the seeds for. In fact, it was everything
but plump helmets.
This is going to be a long year.