So, this is it. It's
15th Granite, exactly a year from me becoming an overseer. I'm supposed to step down in favour of
Canemaster, so be it. Let me just summarize what has happened during autumn and winter.
A caravan arrived in early autumn. They managed to scavenge some thread, cloth and gypsum plaster. I traded for some, because I had to stock our hospital. I received word on
22nd Sandstone that all furniture for our hospital is ready. I've ordered it furnished. Here is the result:
(I checked legends for deity of healing. There is none, so I chose at least those with healy names for statues.)
Queen also demanded a copper sarcophagus for her tomb. That reminded me she doesn't have a tomp yet. I hate that dwarf, so I took great joy in designing tomb for her. I added royal crypt on the northern side of our cemetary and had a copper sarcophagus moved in there. It's not "royal" yet, but it is a start. Some engraving may liven the place up. Also, we don't yet have skilled blacksmith, so the statue is rather plain.
(Copper sarcophagus kinda looks like a bed, doesn't it?)
At this point smoothing of workshop halls got finished. With now free dwarf power and some time left, I decided to start working on our own tavern. We already had a place ready for it, so I ordered some chairs and tables to be made. I designated booze and prepared food stockpiles in there and had a kitchen dug nearby. Now here is the problem. Kitchen is really far from farmlands, two levels below and across the whole fortress. What is the difficult, inefficient, loud but totally dwarfy solution? Yep, you've guessed it,
minecart! So I've made it so stuff from farms is loaded in a minecart and dumped in kitchen.
And that took all the time I had left. So, the final state of fortress is as follows:
Bunnies keep breeding in their pen. I've gelded the cats, so we don't have to worry about catsplosion. Possible trouble is when last cat dies of old age, but let's deal with that when that time comes. We still have plenty of time.
The garbage dump is there just to clear rocks out of the minecart tunnel. Feel free to remove it when dwarfs are done cleaning it. I highlight it because it is easy to miss and then wonder where the hell are dorfs dumping all the stone, when you designated a dump for them just around the corner.
Queen's quarters are still unfurnished. Kitchens and stills have standing work orders to keep drinks and prepared meals at around 100 each. Quern should be automatic as well. I wanted to add standing orders for processing quarry bushes as well, but I've run into trouble with that:
Work order: quarry bush leaf condition.
Hospital is stocked except for soap. I didn't have time to get around and produce some. Chief medical dwarf's apartment, managers office, and expedition leader's quarters are yet unfurnished.
I didn't touch the forges/smelters. Woodworks and stoneworks are quite easy to figure out.
Let's hope this stays empty as long as possible.
I've done some experimenting with getting the dwarfs to breed. We can either take controlled or uncontrolled approach.
Controlled approach is forcing compatible dwarfs to idle next to each other. I had some luck doing it with burrows. They tend to hang around in assigned burrow, so a small 2x2 burrow over beds and chairs did the trick. I also made a feeding burrow over food & drink and added dorfs to it when they got thirsty or hungry. I removed them from it once they did their stuff there, so they won't decide to hang around in the large burrow instead. They like to carry their food to chairs, so chairs in the small burrow helps them to get them to return there. It is a lengthy process however. I wanted to get my dwarf friendly to chief medical dwarf and three seasons I got them to long-term acquaintances only. I then needed the legendary carpentry skill of my dwarf so the furniture could be done in time.
Uncontrolled approach is to remove all temples, taverns, libraries and leave just a standard 3x3 or 4x4 meeting area. Dorfs will then crowd there when idle, socializing.
One last thing I thought about, but didn't do (mainly because I remembered it now that the save is uploaded). I think the "helped someone" thought is given only for picking up a wounded dwarf (and not cleaning him, feeding him, diagnosing him, suturing him or whatever). Since our chief medical dwarf feels particularly strongly about helping others, it might be a good idea to disable recovery of wounded on everyone else except for her, so when someone gets injured, she gets rid of her unable to help others thought. It is somewhat more severe for her than for the rest of the fortress.
Save PM'd to comicraider.