“That is not dead which can eternal lie,
And with strange aeons even death may die.”-H.P. Lovecraft, "The Nameless City"
This is by a considerable margin the most extreme necro I have ever engaged in, but given the circumstances I feel it is justified.
So, let's get going. The year is 122, the version is 0.28.181.40d, and I've finally found the correct version of Dwarf Therapist. I'll try and be a bit image-heavy to start, since all the pictures earlier in the thread appear to have suffered link rot, and so the structure of the fort isn't clear without viewing the save.
![](http://i.imgur.com/xElc14K.png)
Here's the situation. We've got plenty of food, so at least that shouldn't be much of a problem, and the fortress appears to be fairly well defended.
First priority is... well, getting used to the fact that space exits menus rather than escape, really. But second priority is tracking the fortresses' operation for a while to find imbalances (too much food, not enough food, not generating enough clothing (does clothing even wear out in this version?)).
Also, figuring out the economy. Hopefully nothing breaks with that soon, because I have not the faintest idea how that works.
But just to have a concrete goal for the moment beyond "not breaking everything," I note that our best weaponsmith is only level two. I'll see what I can do about that.
I'm getting about 35 frames per second, which is better than many forts I've made, so that's okay at least.
And right away, the problems start
![](http://i.imgur.com/vGs6kHP.png)
I'm being spammed with these messages, and from scrolling back in the log they appear to continue before I started my turn.
I can't zoom to position in this version, and while at first I thought I'd found the problem with a group of dwarves trapped in a stairway by drawbridges, it appears the bridges are in fact lowered and are just one tile long.
![](http://i.imgur.com/fuAG0uJ.png)
I guess they're just there to isolate the stairwell in case of emergency.
In fact, looking around there's lots of bridges to seal off sections of the fort if needed. Fitting, I suppose, for a fortress intended to last the ages.
At least a tantrum spiral doesn't appear to be in my immediate future.
![](http://i.imgur.com/zhFO8WK.png)
I'll have to just live with cancellation spam for the moment, I suppose, as I can't find the problem.
12 days after the start of my turn, elven merchants have arrived! Now to try and figure out how trading works in this version, and if I need anything from them. And where the trade depot is, for that matter.
![](http://i.imgur.com/ETbhzoH.png)
Six traders overall. I suppose the previous overseers must have been running a brisk trade to justify that many.
I've designated to be moved a whole bunch of crafts, on the basis that we probably don't need them (do crafts have any purpose other than trading? I'm not sure). If they have anything worth buying, we'll have plenty to trade.
Oh, and space isn't the key to escape menus. On at least one of them (the trade good moving menu), it's f9. What the heck?
![](http://i.imgur.com/qgPIay2.png)
Six goblins. A maceman, a pikeman, three wrestlers, and one whose occupation I can't see as it clips on the edge of the screen and pressing enter doesn't bring up more detail.
Now, how to send a squad to deal with it? We certainly have warriors that are up to the task.
Never mind, the weapon traps took care of the problem before I could figure it out. Four died and the last two are fleeing.
The elves want us to limit our treecutting to one hundred logs in the next year. I'm pretty sure that the fort has most of what it needs right now and I was not planning on any major building projects, so I suppose I'm alright with that for the moment. I'll certainly cut down a ridiculous number of trees and laugh at their elven tears once I am more settled, but right now I don't want to stir up trouble.
More goblins. I realize that I'm almost 700 words in and it's only granite 20th, so I'll be skimming over things to a greater extent from here on out. This is my first time taking a turn in a succession fort, so I am as yet unsure of how much detail to include.
Oh, right, I was trading with the elves. I attempted to trade them a bin of crafts for their booze, but there were a few wooden goods in it. Forgot about that. Ah well, I didn't really want to trade anyway.
I've added a job to the manager to start decorating things with bone. Goodness knows we've got enough of the stuff, and this will free up some stockpile space.
![](http://i.imgur.com/0A3BmY1.png)
hopefully they'll make something neat
Migrants! Five of them! Welp, I don't actually have anything in particular for you to do, so get on hanging around the meeting areas I guess.
Kulet's started their mysterious construction, no failed moods today.
![](http://i.imgur.com/Kvu9J0T.png)
not only is it useless, it's practically worthless, at only 33k dorfbucks
I did figure out why nobody was actually harvesting the food, at least. Even though the standing orders were set to "dwarves all harvest," they were also set to "dwarves ignore food," which apparently overrides that.
![](http://i.imgur.com/T8zRNSo.png)
And that's all for tonight. I should have more time the day after tomorrow.
The state of the fortress as of now:
![](http://i.imgur.com/OpLv4JR.png)