I've got the save open fine, yeah, I just needed the pointer to realize that it was a save file--windows displays it like it would an ordinary .txt file. I've just been plotting for most of the remainder of the day, there's always a lot to take in and plan when you're doing succession forts.
We'll see how this "writing forumites in character" thing goes. Bloody annoying when you want your forumite to do one thing but their personality goes against it with every fiber of their being.
Nord walked around the fortress, then stopped, and began absentmindedly drumming his fingers against a wall.
It was his first day as overseer.
Overseer! He had never really wanted much more than a steady supply of workable stone, but when the fortress assembled to choose the new overseer, and everybody hesitated, wondering if they really wanted to rule, something made Nord blurt his offer. He wasn't quite sure what it was that made him do so. Maybe Istam or or Ustuth or possibly even Vesh inspired him much the same way they did his art. Perhaps overseeing wouldn't be so hard, that the dance between chaos and order was just another form of art, that he'd be a natural at it like he was at stoneworking.
Nord ceased his deliberations and sharply pulled his hand from the wall when he was interrupted by a hand on his shoulder. Lord Lemonpie, the previous overseer.
"There you are, Nord. Been looking for you."
"I suppose that comes with the job, huh? People wanting me all the time?"
"Aye, that it does, but you've got something you should be getting on."
"What's that?"
"Tour of the fortress. You'll have to figure out what all you want to do with the fort, what you think needs doing, and who you think needs to be doing it. First day 's always the worst."
Nord mulled over the information before responding, not sure quite how to react.
"Aye, I suppose that makes sense. I've been... thinking about that."
Nord paused again, choosing his words.
"I have some ideas for what should get done. Well, too many ideas, probably. First, we need a military--that ordeal with the siege was truly awful, and if Jasro hadn't happened along the fort, who knows what would've become of us. For that we need a barracks, and a metal industry, and dwarves to run that industry, and rooms for those dwarves, and more temples and a tavern and actual records of our things and safer water for the hospital and..." Nord finally ran out of steam.
Lemonpie waited a second to see if Nord had anything else to add before responding. "You sound like you've got it under control then, hah! Forts always have too much going on, and I think some funny looking haxxor general or something said that knowing was half the battle. Probably wrong on that count, since we forumites know that magma is at least half and good old steel fits in there somewhere, but y'know."
Nord's eyes lit up with an idea. "Oh, brilliant! Magma! Go tell Dwarfy and Glass to start digging down again, and if you don't mind, I'd like you and Ast to make some more hatches, and also a lot of doors. I've got to go find out who our mechanic is and talk to King Zultan about our raw data. Thanks for the idea!"
Nord wandered off muttering something about wood burning, and Lemonpie didn't stop him.
There was work to be done.
Oh yeah, also, I'm big into being an absolute neat freak with labor management (and military organization), so don't mind if I implement a new labor system across the entire fort.
I have created several labor titles to help clarify what forumites are set in their profession and what are liable to be moved around or drafted.
Miner -> Stonesmiter
-smith -> Skilled workers of high importance, or just important - Carpenters, masons, weapon/armor/blacksmiths, growers, beekeepers (Examples: Rocksmith -> Mason, Woodsmith -> Carpenter, Cropsmith -> Grower)
-hand -> Craftsmites and skilled workers of lesser importance - Jewelers (both cutting and setting given to all jewelers), weavers (I typically also give weavers dyeing), woodcrafters, stonecrafters, bone carvers, leather workers, engraving (Examples: Chiselhand -> Engraver, Skelehand -> Bone Carver, Crystalhand -> Jeweler)
Forumites just professioned 'peasant' have no job.
Those with 'draft' are suitable draft candidates, to be drafted when there are enough members and araments for a full squad.
Two groups of labor have been made into two singular professions. Both are peasantry labors.
-Food Processors do all manner of unskilled work regarding food: milling, brewing, soapmaking, butchering, tanning, and all things that have food or farm products involved. I normally also choose one to be the fort woodcutter, since it's a dangerous job and these guys are the most expendable in the fort. Smelters are too busy.
-Living Smelters tend the forges: they do all the dirty work needed to run the metal industry. Wood burning and smelting are their primary duties, but should it become a thing, they also do strand extraction.
Forumites in useful nobility positions are a special case as well. Managers, medics, scholars, and any dedicated performers all fall under this category. Note that the main nobles like kings and mayors don't have to be nobles in their profession: the mayor can still be a Living Smelter.
I feel quite strongly against the utility of fishermites, and do not use them, so my current labor system has no rules regarding their implementation. They'd probably be Fishsmiths, since they are a primary food creation labor. Fish cleaning would be given to the food processors, of course.
Soldiers are marked with a two digit number and a weapon as their profession. The weapon is their weapon type, the first digit represents what squad number they are, and the second number represents their position in that squad. These numeric IDs help identify them in combat reports.
EXAMPLE: 'Axe 20' would be an axemite in the third squad, the commander of his squad. The numbers start at 0, so the first member of the first squad is 00.
I've got plenty of other ideas, but we'll see what all I can get done. I will try to keep most of you guys with the same labors unless you're all itching to be the first in line for the draft and/or the living smelter profession queue. Here's my to-do list.
Establish military.
Arm civilians.
Set up metal industry w/magma minecarts.
Make a bloody record keeper.
Manager order for stable booze production.
Carry through with labor reorganization.
Replace wooden doors with stone doors.
Maybe get started with smoothing.
Downsize farms, get bees.
Make sure the clothing industry is running smoothly.
Fishers exist. Delete them.
Replace the corpse piles with an atom smasher, and figure out what to do with the empty rooms.
Lever is in the middle of some random room? Make a real lever room.
Make a real dining hall, real tavern, general temple, and maybe try for a library.
Hospital needs safe water source.
If possible, design defenses that minimize corpse hauling.
Create needs-fulfilling hauling loop so dwarves can grab jewelry.
Put a roof over the depot so cave-adapted haulers don't vomit every season.
Re-work and expand the burrows to allow for more control over where we can hide everybody.
Stick a floor hatch over the cavern entryway. Bam. Gate not needed.
Make more rooms for future migrants.
Some things aren't high priority, of course, but having a list of things to do always helps keep the fort busy. Though, that's not necessarily a good thing. Whatever.