Overview:Here's an overview of Waterlures in late spring 361.
A general view of the "main" z-level.
On the top left there's the mines, which I expanded slightly (giving the exploratory tunnels a more 'organic' look). However, we have currently more than enough stone for our needs, so that means NO MINING (or digging) should be done on the map.
Here we have the Mill Gate, which leads to the hilltop and passes Rin's Mill, and the Temple Gate, which leads... nowhere in particular currently. A temple for Ôsed is in the plans, so it'll eventually be there, possibly with a new graveyard.
The drawbridges are controlled from the lever room, which is in the barracks (I'll get to it later).
There's also portcullises (not shown as they're raised). The levers are next to the gates.
All drawbridges and portcullises along with their levers have been named, so there shouldn't be any confusion about what the levers do.
And here we have the levers in the barracks (or Archer's and Hunter's Lodge, as I think I called it earlier). They control all the drawbridges of the walls.
There's usually someone quite close, so it shouldn't take too long for them to be pulled.
Here we have the Pen Gate and West Gate. They too have portcullises (raised) and the levers are right next to them. Also, the drawbridge levers are in the barracks.
Here's the South Gate.
The lever to the South Gate portcullis is, unlike with other gates, above it. The drawbridge, however, is still controlled from the barracks.
And the East Gate. Portcullis lever next to it, drawbridge from barracks.
The Hill Gate. From here you get to the statue garden. Portcullis lever next to the gate, drawbridge from the barracks.
Just north of the Mill Gate lie the new catacombs with two shrines in its entry. If someone dies a coffin should be assigned to them as a
tomb, not generic burial. Next to the coffin in the nook comes a statue of said person and in front of the coffin a memorial slab.
Here are the caves. There's a shrine with "monoliths" of garnierite and olivine surrounding it, and in the lower right corner you can see underground trees.
Do not do any stuff in this area or below it (except cull grizzlies and haul stone, if there still is some here).
The "platform" on the lake.
1. Edu's Fishery
2. Vabôk's Dyery (a farmer's workshop and looms are above)
3. Poultry pen and farm plots. On the left are underground plants, on the right are surface plants (which can be used as dye).
4. Butcher's. A tanner can be found just above it.
5. Zon's and Asmel's Tailory.
6. The Guild Hall. Still not seeing much use.
7. Fisheries under Yawo's Clinic.
8. Brewery and Granary.
Datan's beehives are above the Hut of Romancing.
One z-level upwards are the original burial grounds, which are now too crowded.
Food stores are very good and we have plenty of surplus. Meat and fish can be sold to caravans if need be. Same applies to prepared meals, though don't use them as an exploit (pretend their value is significantly less).
The current population. Almost half are
useless children.
Most of the stuff from my previous overview still applies.
(You can read it here.)Military & Defenses:We have three main squads: one geared melee squad (The Fenced Princes), an archer squad (The Turquoise Veils) and a squad composed of the "monks" (The Rough Trances), which is intentionally left unarmed and unarmored.
There's two "civilian" squads, The Maroon Salves and The Whips of Acting. They're currently set on inactive, but can be set on active so they get some of their "practice martial arts" needs done.
FPS:This has been going down. It's now around 40 on my potato, but sometimes climbs back up to 50.
Giant birds (keas especially) cause lag. I've just exterminated them with DFHack.
Issues:The human caravan brings sometimes a barrel of "nothing". I think this is caused by my edits to make dyes out of certain plants. The plants otherwise work fine (you can mill and brew them normally), so I guess the change caused some kind of confusion when applied mid-game? (The raws work fine in a newly genned world.)
Regardless, just ignore those barrels. But if you notice some other issue, send me a message.
Speaking of raw edits and issues, to prevent any further unintended stuff from coming up, no more raw editing allowed (me included).
Other Stuff:I've got plans for most places outside the confines of the walls, so don't do any building or landscaping or whatever there. Chopping down young/small trees is fine, but make sure you don't chop any old/big ones. There actually shouldn't be any need for new logs, since we got quite a bunch of them still.
Like I stated some time ago, we're currently at a point where we really don't need any new stuff. We have enough buildings/houses to suit our needs; there shouldn't be any new grand projects coming up, and most of the necessary production is automated. Shearing and spinning wool is something that should be done regularly and overproducing wool & plant cloth is fine. We need that stuff eventually for clothing.
So, unlike "normal" DF gameplay, focus shouldn't be on building, digging & production -- that's taken care of. What focus should be directed at is following the capies and others in their daily business, check their thoughts and needs (and address them), and if there's something interesting, a report would be nice.
Special attention should be given to the young ones. Some of them will turn twelve and become adults. I've been in my latest updates tried to put more focus on them, since they will soon be our main characters. So, when one becomes an adult, a report is warranted.
Another is deaths. This year (361) there were none when spring arrived, but I don't know what next spring entails. Deaths specifically need to be reported, so pay attention to those announcements.
If mayor/ex-baroness Kasat dies, halt your turn and upload the save. I hope this doesn't happen, but it's possible, and this is the character I've been mostly focused on, so I'd very much like to deal with the aftermath of her death. The turn can continue after I've taken care of the situation (unless some unexpected things arise -- don't know what that would be, though).
Other stuff to do: there's still unmarried capies. I haven't really tried to pair them up, but if you feel like you want to give a shot, go for it. This is why the game was started in the first place.
Yeah, I'm restricting quite a lot what you can do, sorry about that, but I want to make it less likely that there'll be stuff I don't want in the place.
My suggestion for turn length is the current year (361) and the following (362) until spring arrives on year 363. That should reduce the risk of old age deaths (unless everyone suddenly decides to die next spring).
I probably forgot things from this, but it's already way longer than intended. Sorry about that.
I'll just copy-pasta the tl;dr from before (with small edits):
TL;DR
Things lookin' good. FPS ok, but going slowly down.
Keep things small and compact. Big is bad. Big is NO-NO.
No new stockpiles -- if current ones overflow, produce less. Throw excess into garbage or trade.
No visitors allowed!
NO BARRELS IN SEED STOCKPILES!
In fact, don't use bins either (except trade goods, cloth and clothing). Especially in weapon/ammo piles!
Do not dig. We got stone.
Chop only young trees. Don't chop fungiwood trees!
Stone and wood can be ordered from caravans. Next ones should be bringing some.
Pay attention to children growing up. Also deaths. End turn if Kasat dies.
No more RAW editing.
Ask if unsure.
Have fun!
And the save:
https://dffd.bay12games.com/file.php?id=16135Good luck!