1st Granite, 1057
As I walked along the "parapets" of this dour place with a peasant of whom I care not name, I noticed this:
Sigh... I will have a lot of work.
The first order of business is simple. There are purple dressed fools here bickering in my office about buckets. They will be removed. There are also HUGE stone stockpiles serving nothing outside the gates. They will be removed. I will attempt to locate the craftdwarfs and relocate the refuse pits there for better efficiency. Then I will look to a mass reorganization of the troops and peasantry. These bitter country bumpkins will learn to be civilized if it's the last thing they know.
3rd Granite
The military here is obscenely large and disorganized. They even have two squads dedicated to fighting with their fists, the barbarians. I shall cull them and organize them to proper patrol sized units to be replaced seasonly to better fend off skeletal attacks (of which there was one the moment I came in).
I located another completely useless stone and bar stockpile sitting outside. Scheduled for removal. I also wonder if the previous overseers even considered specialization. We've got miners trying to be masons (and failing miserably), THREE traders and a clerk, and cheese makers?! By the gods... let's not forget the four pump operators. I have a headache...
At least the execution chambers were constructed quickly enough. I shall redelegate all civic duties to PTTG for efficiency. The current Captain of the Guard (as well as all other guards) is also removed from office on accounts of corruption. All standing military will be disbanded if found incapable of military duties. This includes all crossbowdwarves and lower level "wrestlers". They shall be relocated to assisting the reformation.
Also, why does a certain "Freedom of the City" have a shop in the middle of nowhere?
7th Granite
Headache is getting worse. 48 people have been removed from their positions and awaiting relocation. I am considering permanent removal. I finally found the craftsdwarf's workshop (THERE WAS ONLY ONE!?). I have authorised the construction of a labour district for the abundant masons, woodworkers, crafters, and so on.
Also, a kobold was repelled. And I managed to catch one of the purple buggers.
9th Granite
Had a grand number of items dumped for clutter. Stopped unneccessary processes. Put Duke to the Captain of the Guard. Designated the labour district. Prospecting larger farmlands for more varied crop. Noticed that the Dungeon Master has obscenely large quarters... I will do something about that. Until then, Duke has been relocated to the castle area... place. I will take a free room there as well. Has no one noticed there is a housing shortage for the poor?
I'm also trying to find the barracks... We're down to 31 idlers. Headache. PTTG is running around nonstop with his clerical duties. Traded a lot of food from the elves. Who ordered so many mugs to be made anyway?
15 Granite
Ordered every single animal who can't work to be butchered. Including all cats. I can't stand the smell any longer. Except one donkey who is chained to the second Northern entrance. Only one idler now. Everyone has been put to work on fear of permanent removal. It also turns out that the green stuff in the courtyard isn't grass... Might need to consider making an open air resting area to relieve these buffoons of their symptoms.
p.s: Double whammy! I trapped both the Elven diplomat and the Duchess in one go. I placed the final lock on the door myself. I told the masons to seal off the area.
16th Granite,
Barrel shortage. Time to make more. The forges can't keep up with the amount of picks I requested for the labourers. Need to expand the forges. This shouldn't be a problem as there's this strange unused space to the north of it that spells out "Newb" in magma.
17th Granite,
Some barbaric infidels arrive to the slaughter. The donkey that I spared from the butcher is finished.
A lone swordsmaster goes to fend off the horde. He's probably finished. Good too, freeloaders should be finished off. I'm also starting to wonder how the initial overseers built this place as it takes forever for a dwarf to get to the invasion, having to zig zag across the outside.
Sure enough, unnamed swordsmaster is pummelled to oblivion. Rakust, a speardwarf champion goes to save the day by cutting down every single infidel the swordsmaster couldn't kill (which is, none). The siege is annihilated as some of the infidels run inside the fortress and into the many, many fortress guards. One casualty, a freeloader. Looks like a clear victory to me. I ordered an additional layer of weapon traps constructed from the weapons of the fallen foes and the smelters to run at full speed, melting the gear into picks.
22nd Granite,
Hear that? That's the music of efficiency. Idling is at an alltime low (1 idler is the average) and dwarves are running around doing actual work. Beautiful. The siege set back the construction of the labour district by a few days though. Unfortunate, as the housing estates and farming areas have to be dug out as well. I'm adding three more kitchens, three more breweries and three more fish workshops to the food storage area. On a side note, I heard the Duke Consort screaming out inside his little cell. The walls might have been a little too thin (I suspect elf on dwarf action in the adjoining room). The tax collector might be next, as the vermin dared to collect taxes from me. ME!
24th Granite,
Sure are a lot of children here... wonder if I can stuff them inside that windmill pod thing hanging over the magma and drop them down.
27th Granite,
Spent the day watching skeletal groundhogs get smashed by stone traps. Quite the comedy. This reminded me to place more traps at the front entrance.
28th Granite,
Spent the day watching living groundhogs get smashed by stone traps. Then shouted at some random passing peasantry to work harder or die. Very enjoyable. Of course, I'm not doing this as a dictator. It's just imperative as a representative of the people that I assure them of their working speed.
p.s: Found a great way to put those children to work! Efficiency is key!
1st Slate,
I found an abandoned road project leading down the southern cliff... I wonder if I can put the children to reclaim it. Duke came to me asking for an office to do his paperwork as trying to scribe on his lap was laughable. I gave him the "Duchess's" throne room.
8th Slate,
Removed the six workshops sitting outside the labour district. Labour district is in initial stages of finalization. Impressive. It hasn't even been a season yet and over a square mile of rock has been removed. Looks like the threat of death makes these goons work much, much faster. I've got one of these peasants to go fulltime on the animal culling too.
11th Slate,
The Duchess is throwing a tantrum. Poor elf.
14th Slate,
I don't think I'll need to expand the farmlands for now. Relegated it to a lower level concern. Next up is housing estates for the poor.
16th Slate,
Is the Dungeon Master worshipped around here? Why is his tomb so enormously large? How could the previous overseers waste such valuable labour on such things?
18th Slate,
Splat. Glorious.
Found another useless stone stockpile too. Decommisioning!
19th Slate,
Today we celebrate No Idlers Day. All the backwater citizens have been given an extra 3 hours of work to celebrate. Huzzah! The day is made even better by the Duchess's constant tantrums from within her little doom-hole.
21st Slate,
Commissioned around 200 items of clothing for the almost naked labourers.
22nd Slate,
Elitay was cornered by a skeletal groundhog and then promptly demonstrated the grand saying, "a cornered beast is a highly dangerous item that should not be approached in a casual, snarling manner".
As I peered into the magma vent, I saw a little bobbing thing deep down inside. It turns out that an extremely injured fire imp has been floating there all this time. Poor guy.
24th Slate,
I think I can start calling this place a real fortress now that production is at an all time high. The labourers have increased total wealth by 30% in this one month alone. Barrels and bins are being churned out by the dozen as sweat permeates the air. This is beautiful indeed.
27th Slate,
What is this voice in my head talking about? The diplomat is still sitting inside the cell with the purple thing and her spawn. Dying! HahahahahaHAHAHAHAHAHAHAHAHAAAAAA!!!
1st Felsite,
Ahh, the air is finally starting to warm. I noticed some stray dogs queuing up in front of the slaughterhouse. Perhaps they could be put to good use. I asked some passing peasantry concerning the whereabouts of the dog-training-centers but he ran away with a ghastly pale face upon my approach. I shall have to have the labourers construct a new one.
Did I mention an animal trainer has been collecting things for a workshop for a week now?
3rd Felsite,
AHA! I found the elusive meeting ground that everyone has been gathering at. Turns out they were hiding at some hidden dining area. This is counterproductive. I shall station mandatory rest stations at the killing grounds so they can be rid of both their fear of sunlight and fear of undead creatures at the same time.
4th Felsite,
Both the purple scum are dead. The elven diplomat is still inside there. So is their spawn. I wonder if the elf will eat the child.
7th Felsite,
The animal trainer made an idol of some sort. Not particularly noteworthy. He wasted two weeks making this nonsense. I shall have him executed as an example to future perpetrators aiming to waste labour hours with this excuse.
Addendum: I tried to talk the Hammerer into the execution, but all he would tell me is that he wants an item in his dining room. When asked what item, he said, "AN ITEM!!!!!!" I think I know the perfect item in his dining room. His corpse.
9th Felsite,
There was a mason's workshop sitting in the middle of a giant mass tomb. Intriguing, but quite inefficient. I had it removed.
11th Felsite,
A new fraudulent con artist has arrived calling herself the "Duchess". New accomodations will be made.
In addition, I had the forges produce enough chainmail for the guards and platemail for the standing military of... five. Or six. I can't remember.
15th Felsite,
The hammerer refused to go into his dining room after he overheard me talking about my plan before. So I had him sealed inside his bedchambers. Not as classy, but concessions have to be made for justice to be meted out.
24th Felsite,
The diplomat has gone insane. At last. These elves sure can keep their composure. I also noticed an unused dining room, so I designated it for use.
1st Hematite,
It's summer. This has been a long month. PTTG seems to be stuck. He's trying to attend a nonexistant meeting and I couldn't talk him out of it. Looks like I'll need to designate a new... clerk type person thing.
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Man, this was tiring. Took a damn long time trying to figure everything out. There were so many weird, unused rooms and strange stuff placed all over the place. I only found the barracks near the end of the season. I don't mind handing over my turn now actually. What do you think? Want me to continue?