Year 01 (49)Spring15th of Granite.Welcome to NumberCurse, in the first year of its existence, 49 years after the world began! There is an undead armadillo on the map, as Salmeuk already spoiled for us, but it’s relatively far away. Will keep a very close eye on it and any other that might spawn.
The start of a fortress is, beyond any doubt, an important time. It will shape the fort, possibly for the entirety of its existence. It is, therefore, a time of intense micro-management - for me at least. I’m seriously considering lowering the FPS to a cap of 30, from the 50 I usually keep it at, so it doesn’t run too fast… and I already decided to save-scum copiously when the migrants come. I need workers. And I need them this year, not the next.
First impressions for the embark are neither terrible, nor spectacular. We have an exaggerated amount of booze, as we’ve already been told, plus some seeds and some fish. Besides that, not much - an anvil, one extra copper axe (besides the one wielded by Stakud the woodcutter), and 12 bolts of pig tail cloth.
We have a number of subpar animals; there’s a distinct possibility I’ll turn many of them to meat cuts. In the meantime, I let the wagon stand so they’ll stay near it and not meander all over the map.
As my first command in NumberCurse, I tweak the job assignments - the two miners and our woodcutter are exempt from anything; everybody else is a hauler, and a plant gatherer. The starting rooms are planned, and a few nearby trees are marked for chopping. Our first priority is to get as much stuff as we can to the relative safety of indoor space.
Let the fort begin!
18th of Granite. Day 3. I come to the infuriating realization that miners dig a lot slower than everybody else is doing everything else.
All other tasks have been completed, and I very briefly had 5 idlers; that is not permissible. I put down a food stockpile, in the nook that was dug out, and reassigned hauling to the woodcutter.
In more positive news, the zombie armadillo is loitering on the eastern edge of the map; that’s amazingly good, because there’s not a single point of military skill between either of these drunkards.
21st. It took these two amateurs this long to dig the 6x11 ‘maximum priority’ area. I immediately delete both extant stockpiles, and re-create a food ‘pile. I can see there’s a ton of food (mostly booze) still in the wagon…
The next step is to move all animals indoors; for this purpose, I define a meeting area in the space, and order the wagon deconstructed; this should allow all the critters to move indoors of their own volition, thus saving the dwarves precious time.
For some reason, I keep having idlers. There are things to haul, food and wood specifically; they just… don’t.
24th. I make a new custom stockpile, with all of the other things:
Another wood stockpile soon follows, in the newly-dug out corner.
28th of Granite. We have prevailed; all of our possessions, all of our animals, and all of our dwarves have been secured indoors. Now all that’s left is the digging.
1st of Slate. As the second month of spring rolls around, I pause the game and begin planning.
The goal is to craft as many metal statues as possible. There are 2 ways I could go about this - either make coal-fueled furnaces, or rush for the magma. My first instinct is to rush for the magma, but my first instinct doesn’t know squat about fortress layout (it’s also working against pre-established rules like “do not screw future self”; in here, I have no such constraints).
So comes the first temptation to use ‘cheaty’ commands: namely,
reveal all. It would make it trivial to plan the fort in detail… but it’s also one that I consider on the wrong edge of fair. What I decide instead is that I’ll play the fort blindly, and if I run into trouble or just don’t like it, I have plenty of time; I can use my save scum privileges to roll back everything. EVERYTHING! Back to Granite 15! Free week-ends are amazing like this.
Thus I prevail against temptation, and limit myself to sketching out the edges of embark squares, so I can sink a massive shaft all the way to magma, without hitting any caves in the way:
(Results not guaranteed; I had broken into caverns like this before, and in one recent private fort of mine, the awesomely-named but mostly-dead MetalBeasts, doing this managed to reveal all three caverns. In the first year. Yeah...)
Oh, the embark is 4x3? I didn’t know that. Well, I’m definitely not complaining - the (regrettably retired) YouTuber MarcusAureliusLP got me turnt on 3x2 embarks, which are just big enough to be varied, and just small enough to not make me feel lost, or murder my FPS.
The peak in which my dwarves huddled is situated right above square 2,2. One of these corners will get picked for the stair shaft, and I’m partial to the ones on the center line; either top or bottom, I haven’t made up my mind yet.
I think I’ll go with the bottom corner; I already have a tendency to plan forts in an upward direction.
If I have any say on the matter, the shaft will be a 3x3 tube with an empty floor in the middle. This setup is straight up
amazing for displaying artifacts, or even ‘just’ masterwork crafts. But all that is in the future, right now the stair shaft will be a single stair, to be dug as soon as possible.
O ya. I also ordered 3 workshops built - mason, carpenter, farmerrrrr… no, wait a mo’, we have no animal to milk or shear, therefore no need for farmer’s workshop. If this were one of my embarks, this is the point where I’d exploit all milk-giving beasts, and shear the unavoidable ewe and ram. In this embark, both wagon pulling beasts are male, and there are no sheep. Craftsdwarf’s workshop is better.
For now.
6th Slate.
That’s rather a lot of dirt; I suppose I can also make a small farm?
So, while Ral the miner is digging the first and single stairway with a priority of 2, Deduk the miner will dig out our first farm, with a priority of 3, in the inner elbow of that corridor. We’ll see where soil ends and where stone begins; and for my part, I’ll make sure the spot can be sealed off with minimal trouble, because we’re right beneath the surface, and any trees above will result in a potentially dangerous hole.
The stair shaft goes down a staggering 180 levels (150 to -29); I’m sure some of it is unusable, but that’s still a long way down. Wanna bet we have one of those incredibly annoying caverns that slopes over 40-50 levels and is impossible to seal? I hate those...
8th Slate. Booze time for the miners! It’s been 3 weeks, I’m sure everybody else will follow.
Until that happens though, I remove (again) all the stockpiles, and replace them with only one food stockpile, covering half the space. I also build the beds at the end of the corridor, and the least-crappy chair & table get built too; our manager/bookkeeper needs an office, and until proper rooms are a viable option, this will have to do.
The beds have been made into a 3x3 communal dormitory, by the way. I’ve learned the hard way to not leave empty spaces among dormitory beds; dwarves are exactly stupid enough to go sleep in those empty spaces, and then complain about sleeping without a bed. Then again, this was in DF2012, and it’s been a while since then.
15th Slate. The breaks have ended, and the farm has been dug out. To my surprise, all of it is usable. I lay down ‘the usual’ pattern of farm plots, and a seed stockpile between them. Obviously, I also remove all seeds from the food ‘pile above.
I take the time to also set up my preferred orders.
The next priority is to set up safe(ish) entry points. I want migrants, I need migrants, and a well-defended entry point is a pretty good way to acquire them. I’ll carve tunnels to near the map edge, then seal them with hatch airlocks. These will be locked and unlocked in accordance to where the
morons migrants pop up.
Note to self: underneath the farm, there are 4 levels in chalk; being a flux stone, this has twice the value of an average stone, and is therefore a great place in which to set dormitories, locations, and nobiliary rooms.
By the way, the zombie armadillo was replaced with a zombie bushmaster corpse; this appears to be some sort of snake. There’s… not much of it left:
1st Felsite. The dwarves have paused to eat, and our two grazing animals, a yak bull and a donkey, are hungry. This is the kind of matter that will get resolved in a way they wouldn’t enjoy: I build one butcher’s and one tanner’s and enable those two jobs on every dwarf who’s not a miner or a farmer. 49 units of meat are added to our stockpiles… and I need to ensure there’s room in the food pile for them; we have 44 barrels, all of which are full.
7th Felsite. Well, it happened. At level -12, one dwarf has hit molten rock. I’m now torn between digging exploratory tunnels exploring the limits of the magma sea, and digging access tunnels for our migrant dwarves. I then recall that if I find the sea I can get more miners, and the decision is made.
There are no immediately obvious hot tiles, and the magma sea is unpredictable; it can have anywhere between a couple of levels to dozens. I resolve to make tunnels in a binary/exponential pattern; 8 levels up from -12 is on level -4; if no magma becomes apparent, I’ll halve the distance to level -8; then I’ll halve it again, either up or down depending on whether I find anything or not.
(I’ll also temporarily assign -4 to hotkey F4; that’s where I usually keep my magma forges).
.. Oh right, I almost forgot - this is supposed to be a 3x3 stairway. I mark the bottom of it, on priority 5; we’ll get to it when we get to it.
Then I’m doing this on level -4:
13th. Up on the surface, the meat still wasn’t moved to stockpiles, so I ordered some lavish meals to be crafted; our cook is also our farmer, and since the 10 plump helmet spawns are now in the ground, she can do this with no issues. Also on the surface, we have decent fauna for once - no zombies loiter, but a herd of entirely mundane yaks have made their way from up north. I pick this time to place a hatch on our fort entrance… just in case.
Back down, there are no hot spots; there is, however, a vein of tetrahedrite; I’m sure you can figure out what’s gonna happen to it:
27th. In the basement, no results were brought by digging on level -4; so I moved to level -8. Immediately, I hit warm rock.
All other exploratory tunnels are cancelled; I designate another tunnel on level -6 (predictably towards the west; with only a bit of thinking, I put one down on -5 as well. One of these has got to be the one right above the magma sea.
And on this hopeful note, spring ends.
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Edit, 9 hours later: I'll try a replay in this morning, with the explicit intent of getting the miners to move faster - if I can get any improvements, this report gets subtly modified. I don't expect any massive changes, just to shave a coupla weeks off the magma punch schedule, because I'll fully focus on that and not waste time on all the other operations.
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Edit, 10 hours later.
I successfully shaved about 2 weeks off the miner's calendar, at the 'cost' of not having an access tunnel dug out for migrants. It will be done, just not this in spring. Other than that, the differences were minor - I used the second ax to temporarily appoint a new woodcutter and was more daring with my woodcutting and plant gathering; the zombie armadillo was just as placid, but it went south instead of east; it eventually made its way to the fort's entrance, but after the food and wood and other gubbinz have been moved inside.
I also got around to constructing 3 of the 4 nest boxes, for our turkeys. They promptly laid 36 eggs, so we're good for meat.
The really interesting change is the budding smithy, where I've punched through on the
18th of Felsite:
Level -6:
-7:
-8:
The temporary smithy will be built on -6, on top of that little pocket. I have too much pride to not leave a well-appointed one, but for the purpose of smelting metal, and making 10-15 picks, it will do.
This is at the very start of summer; I think I'll stop expanding the room, and start digging the two veins of tetrahedrite found adjacent to the stairs & exploratory tunnels.
The dwarves themselves are coming up nicely too.