Autumn.6th Limestone. Goblins are doing nothing, zombies are doing nothing; screw this, I’m going back to the fort. Our rooms are progressing nicely: two pods of 10 each have been dug out and given to married dwarves; this means 40 (plus 2 for mayor and wife) of our dwarves have good-sized (if sparsely furnished) bedrooms to call their own. A third pod is being prepared; the fourth is postponed because the miners are busy digging exploratory shafts, right now.
At level 106, I carved the smallest dining room I ever made: it holds 10 tables, 10 chairs, and stockpiles for drink and prepared meals. The only flaw here is that I forgot to forbid barrels for prepared meals, so now there are 3 barrels occupied with 4 items; and that’s exactly why I don’t allow barrels in the prepared food stockpile. No matter, the fort’s hungry enough the problem will resolve itself. The other room is a dormitory; here dwarves without a spouse will have plenty of chances to find one. Because I’m not giving rooms to single people; in communist BoatMurdered, the state wants you married, citizen!
On the surface, there are now 10 goblins. I don’t see a fifth dead one, so I guess they have a new deserter. They are doing exactly what I want them, and are on the cusp of perma-killing this reindeer zombie:
Also on the
6th: Thank whatever gods are watching, at least it’s not another possession:
While Inod goes to make some new piece of exquisite garbage, I will move on to my own burning issues.
Firstly, the food: this is dealt primarily through Dwarf Therapist. I order all animals by profession to separate the adults, then order them by their physical attributes; every one of them with stats below 25 will get axed. This threshold will get upped, as time passes and animals multiply. Lastly, I group them by caste, to ensure I’m not accidentally exterminating an entire species from my stocks. The result is that 22 animals are marked for slaughter.
Second, metal industry gets some focus. With sieges already having begun despite not having yet hit 300,000 dorfbucks (or even 200,000 for that matter, when the first siege arrived in the summer, the total value of the fort was around 170,000), I’m no longer restrained with my metal melting and crafting.
In the smithy area, I made a very special pile: all categories there have enabled only metal items, and only of less than excellent quality.
This is, in essence, the scrap metal pile; it’s the lowest and largest, since it won’t take any bins to reduce the clutter. Above it are the piles for the steel industry - flux stone a bit bigger, coal a bit smaller, iron. At the top, it’s more or less ‘random metals area’ - copper, silver, and a miscellaneous ores pile, currently overflowing with gold.
I order gold bars to be smelted on repeat in the topmost smelter; we already have a great metalcrafter and master blacksmith, in the presence of Stukos Ilashigun, so all furniture will be made from these. We can afford it.
While this is done, miners are digging exploratory tunnels; I know there is coal and marble on the map already, the problem is finding them. Then steel will be made, and our legendary +5 armorsmith will get to work. Hematite is already being queued for smelting.
The military is being restructured; the single squad of marksdwarves will be split in two, mostly by male and female lines; many a dwarfette seems to be both caring for a child, and good with a crossbow. The ladies will be called as the second wave, and kept out of melee range as much as possible. Also, for the first time in the history of this fort, there will be a melee squad.
10th Limestone. We have struck bituminous coal! Finally! Now to get that marble, and we can get steel. For extra points, the vein is also running through a spot of gypsum; our medical woes are one step closer to self-sufficiency.
13th. Inod has completed a reindeer bone animal trap. This pushes her woodcarving skills from grand-master (level 14) to legendary +5 (level 20, maximum possible); she’s immediately set to making totems, and nail crafts. The artifact is only notable by its name, absurd even by auto-gen standards:
27th Limestone. I should NOT have left that trap corridor open; the human merchants have exited through it, and got assaulted by the previously placid goblins. Welp, them’s the works. If next summer comes with trouble, I’ll at least know why.
4th Sandstone. The goblins have finished slaughtering humans, and have gone back to their vigil above their dead boss. I’d like to say the humans have given as good as they got, except they clearly didn’t: 2 new dead gobbos (and one deserter, who I presume got wounded) for 4 humans, all of them guards.
And I just cleaned the surface this spring…
5th Sandstone. The first cavern layer got a bit more deadly:
I say a bit, because water isn’t known as a great building material. The vapors are a complication, though. I wonder if that shell can be collected…
Incidentally, this is why I sealed the downward passage; when I will finally tackle the beasts in the caverns, I’d like to deal with a single layer’s worth of abominations.
11th. More work for the idlers has presented itself. I noted some barrels left in the old stockpile; they have mixed plants, which no longer fit in a single stockpile. Since dwarves are lazy and/or stupid, they’re not going to remove the plants from the barrel to haul in the new food stockpiles; they’ll just ignore them unless they can use said plants in a reaction.
So I’m going to order them mass dumped. Then navigate to each barrel, and order it un-dumped. This will leave the contents of the barrels marked for dumping, and the resident bunch of geniuses will finally empty the unused barrels.
And because I don’t completely hate my dwarves, I’ll set up a temporary dumping zone nearby.
I’m making rock salt pots. They’re a reasonable alternative to wooden barrels; a rock salt rock pot (heh) weighs 10 units of whatever uppercase gamma means in the game’s internal logic; probably kilograms. This is better than a larch barrel, weighing 11 gamma, and ashen and tower-cap barrels, at 12 gamma. It’s still worse than a willow barrel, which weighs 7; though if I carved large pots out of jet, or bituminous coal, I could match that. But I haven’t found jet, and coal is used elsewhere, so dwarves will have to deal.
25th. Oh right, the mayor’s rooms are still unfurnished. Have some gold furniture, of excellent and masterwork quality.
5th Timber. The surviving seven goblins have not yet left; the dwarven caravan will soon arrive, and the outpost liaison with it, so I’m hoping they’ll skedaddle at the 3 month mark.
Incidentally, it is at this time that I remove plant gathering from anyone except the designated military. The point being, I may need to station military in an area on the surface, but I wouldn’t want them to loiter doing nothing.
13th. As if by miracle, the siege is lifted the exact second that the caravan arrives. Honestly, there were maybe 100 ticks between the two events; behold, gobbos leaving as the caravan announcement is shown:
14th. A vile force of darkness has arrived! One squad is in the same spot the outpost liaison has spawned; I know it’s a coincidence, but I’d still draw ‘conclusions’ from this if I were role-playing. The liaison made it in, by the way; these guys are fast. I don’t think I ever saw an outpost liaison that moved slowly. I’m going to blame natural selection.
There are 3 squads of 16: 2 squads of crossbow goblins, and one of mace goblins; supporting them, is a half-squad of 8 ogresses, all females for some reason; these last ones spawned on the goop, in the north-west corner. Everyone else spawned on the eastern edge.
Oh well, on with the training, and the smithing, and the trading, and the hauling, and the… Honestly, there's so much to do inside the fort, I wouldn't go outside even if it were safe and clear.
We traded for, once again, all of the wood, barrels, and fish. I also picked some quivers and waterskins; and some leather, to craft more of the same.
Incidentally, I should have mentioned this while describing the armor: our military has drinks allowed, but not food. I learned to do this the hard way, due to dropped and rotting food. When a military dwarf goes off-duty, usually at the end of a 2-month cycle, they'd drop the food which they carried as a military dwarf; but it would still be assigned to them, so nobody could touch it - meaning it would rot wherever it was dropped. It's possible this only happens if they have no backpack, but I don't know for sure.
Also, the crossbow squads get 500 bolts each; this allows each dorf to pick up 50 bolts, which is, as far as I know, the maximum amount of bolts that a dorf can carry.