I went ahead and played another turn. And a bit proactive this time?
As with my previous turn, if you don't like what I did, feel free to discard my saves and start from Exa's last turn.
So, the king's complaining about someone's pretentious office because his was set entirely inside his bedroom. IIRC there was a thread on this forum about room overlap science that said overlapping room tiles' value gets set to zero, which is kind of awful for the nice artifact bed, armor stand, weapon rack, grate, hatches, chest, cabinet, mechanism, and chair in his room. Actually, I should take a better look at his room, is EVERY buildable artifact in the fort in there?
...But wait. Kingler's tomb is in his room, and it's still a Royal Mausoleum. How does that work?
I disabled armor, clothes, and crafts from all the stockpiles I could find, to save the haulers the time and trouble of carrying narrow junk and useless crap to and from the depot. I'll just let the crap pile up in the workshops or stay in the depot.
I set up a 1-tile dumpsite in one of the food stockpiles, so I can dump clutter without worrying about it going rotten if it happens to be food. It's in the upper right corner of Food Stockpile #7 on z-149.
...I think I did a bad. I cleared all the H/F/D/M markers from stocks because they were confusing me, but belatedly I realize some of that stuff was probably marked forbidden to protect masterworks from being melted down.
...I'll just stay away from the strongest weapons and armor and hope for the best.
In other news, I'm extending the wall on the iron road a bit.
Elf caravan came with another tree-ty. I said ok. They said don't cut 122 trees. Traded some narrow stuff and useless crap for some brewables and booze. Elves seem happy. I hope they come over to help with spring cleaning next year, too. I'll even trade them socks. We have them (coated) in green and red!
Goblin ambush arrived. Well, I still have no idea how to deal with those, so I'll just ignore them.
A migrant arrived. Welcome, try not to die right away.
Snatchers appeared, so I put some cage traps around that door they like to use.
I saw the queen taking a walk outside during the goblin ambush and looked at her profile, she's been sleeping without a bedroom lately. I wonder why she can't reach hers?
Kingler's throwing tantrums again. He must really, REALLY hate Exa's office. I moved the artifact chair that was in his bedroom to his throne room to see if that would make him feel better. He's so crabby!
Removed part of the iron road so I could put some traps at the entry points. I put it back after I was done.
Cutting down the trees along the iron road. Hope I don't go over 122!
Built some coffins and did some smoothing and a small extension in the graveyard area. I notice some of the named graves are empty...
Kingler's quite content now, but now he's complaining abbout someone's dining room. Probably Exa's. I might get away with doing nothing about it, though.
The queen's fine now, too. But she does work a lot for a noble! What a good example.
...And I just found one of the fort's garbage dumps. Yep, it goes straight into the magma. Better remove that one...
The fort's not eating at the big legendary dining hall. I'm going to try and see what happens if I claim the dinky dining room beside the meeting hall for Kingler instead. And put the artifact chest in there to keep him happy-ish.
I put the artifact armor stand in the meeting hall so everyone else can gawk at it. But no one's looking at it?!
I think I know now why people have been dying of thirst every season. The jail has food stockpiles, but no water source. So when the fort gets too busy, the prisoners dehydrate because people can't be bothered to bring them water. I can see stockpiles for booze in there, too, but for some reason they're empty. I should set them to take from fuller stockpiles, or something.
Also because I fired the Captain of the Guard, probably nobody realizes their sentences are up.
Orange keeps getting himself chained up. That's it, I'm freeing all these chains. And now one of the guards is giving him a beating. And Orange is dead.
Turns out I can't fire those guys, they just don't switch jobs. Well now...
I spotted Exa's dining room (or one of them anyway) and it doesn't appear too fancy... which one is Kingler complaining about?
Nobody's using the circular dining room even with Kingler squatting in the regular one... everyone seems to go into the nobles' rooms to eat or just use the first chair they can find. Guess I'll give it back to Kingler and see if he cheers up. Moved the artifact chest there too.
Apparently Exa's dining room is just Grand (really, it is). Looks like the only other royal dining room with an owner is the queen's...
Summer came, and with it another ambush. And of course there's always that one guy that runs TOWARD the gobs when you give the order to go indoors. Why do I even bother...
Human caravan arrived. Hopefully they don't rush the gobs too.
Taking advantage of the caravan's presence to do more cleanup. I think there are stockpiles I haven't spotted yet, there are bins and pieces of armor going back and forth...
Uh-oh. there are large clothes in the trade list. Guess the caravan DID rush the gobs.
You know, whenever I read 'Fat Barrel', my mind defaults to an extra large, empty barrel, then I have to remind myself it's a barrel full of animal fat, not empty.
Caravan made it in. Traded some narrow stuff and crafts for all their iron. Bought some booze too, but I'm not really interested in anything else. The bill comes to 19k, but goblin drops have us covered. The caravan was even gracious enough to provide slaughtering services!
And now that I bought all that iron, time to melt everything down! AHAHAHAHAHAH MELT MELT MELT MeLt mElT meltMELTMeLtmElT-- Ahem, on to business...
Oh, there's a stockpile that only lets in iron armor, beside the magma smelters. I'll allow steel and adamantine too.
Someone died from thirst again. I can't seem to get the jail stockpile to work.
Okay, now the
Royal Guards are dying of thirst. What is going on?
It looks like the well in the meeting hall is bugged? Guess I'll deconstruct and rebuild that one, and try supplying water to the one in Kingler's dining room. I also made the well at the barracks and the one near the meeting hall, into meeting halls... maybe that will solve the thirst problem? But why are they milling around so much they need to be rescued, instead of getting booze from the stockpiles?
I wonder what the coins in the obsidian maker are for. I should get them out of the way before I try it.
...And why can't I melt most of them? Guess coins are a no-go for the smelt exploit. Wonder if screws work? Is that why the fort has so many?
I found a masterwork iron maul. I built it into a weapon trap by the cage traps near the dump tile I set so I don't accidentally melt it.
Kingler is complaining about Exa's office again, so I put two artifact weapons on a weapon trap in his throne room, and moved the artifact armor stand there too. He's
still complaining though. But apparently he's quite content, so is he just being crabby on principle?
Dwarven caravan arrived. Cleanup time.
Two kobold thieves showed up, but it looks iike they left after getting caught? I found a couple of holes in the roof that let the thieves drop into the fortress, so I patched them up.
The duchess had a baby. She must do this like every year. Well good, because we lost a few people and only one migrant came... which is an improvement from last year's 22-person population loss, actually. Let's aim for no casualties sooner or later!
The food stockpiles near the stills are getting full, so I moved the links around to get them to shuffle inventory.
I have the booze pile above the circular dining hall taking from the output pile beside the stills on z-149 (#9), and the food pile that's also above the circular hall taking from the output pile beside the kitchens, also on z-149 (#8). Meanwhile, I have piles beside them that are taking from the piles beside the aboveground and underground crop plots. And the two piles above the circular hall are feeding the piles for food and booze in jail.
Or I think that's how I set it up. But I recall it not working earlier, so eh.
In the meantime, I have all the labors on the broker disabled, but he INSISTS on hauling crap to the depot instead of trading. Come on man. The merchants are about to leave.
Oh god don't tell me I need to unselect 50+ pages of pending trade crap before I get you to trade.
"Yes, overseer, that's exactly what you need to do!"
...
The caravan bill came to 105k. There's (shockingly) enough trade crap in the depot to go just over double that. Well, some merchant's going to go home happy this season. Thank you for the garbage disposal, come again next year!
And now to re-mark all the trade crap I unmarked to get the broker to trade...
I need to shut off the farm plots for a bit to give time for the kitchens and stills to process all those ingredients. Or assign another food stockpile. Or start selling food to the caravan. Hmm...
Built a few kitchens, since apparently there's only two of them in the entire fort. I placed them near food stockpiles, so they shouldn't be too hard to find.
I decided to clean up the Trade Depot, since the dwarves have been hauling bins into it that contain things that do not belong in the depot, like armor that's supposed to be marked for melting. I re-enabled the armor stockpiles but set them to only accept metal.
Winter's coming, and we seem to be low on logs other than tower cap, so I decided to use up my tree-cutting quota. I designated around 80 logs to to be safe. Everyone's too busy hauling crap back and forth to do any woodcutting, though...
The iron stuff down in the magma dump bothers me, so I decided to try draining it. I dug a tunnel where the magma would go, but I want to stockpile the stone inside before I close up the wall I built to protect the workshops, and channel out the last bit of tunnel so I can pump the magma through. But everyone's busy moving food! ...Which is my fault, but eh.
No migrants again...
It looks like the hammerer is getting trigger-happy. He beat two people to death in the same season. Guess I should hire someone weak as Captain of the Guard, since apparently, in this version, I can't disable the justice system by leaving all the law enforcement positions empty.
A siege came in winter. Guess I'll be able to test the traps I built.
They avoided the weapon traps and went for a long line of cage traps someone else built on a 1-tile wide chokepoint. After losing a few of their number, they turned tail.
...I'm a little offended...
A second group went for the door the thieves like to use. Kingler went out to fight them along with the fortress guards. Or more like, cheer them on while puking his guts out and complaining about the sun.
A third group is prolonging the siege by hanging out at the edge of the map beside the labyrinth. But hey, as long as they don't kill anyone, they can party there all they like.
It's mid-winter, so I feel a little meh about doing anything more, but I built some walls around some muddy pools that were dug out.
And... Spring has arrived!
I think I did better this year. Or maybe worse. All those destroyed masterworks...
Oh well, time marches on! Losing is fun!
(Obligatory end-of-turn note: this fort is currently operating on a first-come-first-serve basis. If you want to play a turn, announce as such and you then have 28 days to play and post a save before dibs expires.)
Save:
https://dffd.bay12games.com/file.php?id=16762DF version:
https://www.bay12games.com/dwarves/df_28_181_40d.zipDwarf therapist:
http://dffd.bay12games.com/file.php?id=14657DFG22:
https://goblinart.pl/upload/DFG/DFG22.zip