I review my fellow dwarves. We currently assemble:
1 swordsdwarf and no fewer than 14 marksdwarves of at least "competant" skill. Our best fighter is, of course, Nekose, who's "talented" at riddling Ogres and Harpies from a safe distance. His problem, like that of his entire squad, is that he lacks the strength, dexterity, and toughness to be a truly effective fighter. This is going to change. They also all need armor - Nekose counts himself lucky to have scored an (iron cap) and an (iron shield) from somewhere. If he and his merry dwarves are to survive any real challenge, I have to find a way to fix this.
2 skilled carpenter/woodchoppers (Rictus is our best carpenter with a skill of "talented")
2 legendary miners, with five others "proficient" or better. (Aargh the Foreman being our second-best)
3 legendary engravers, with a fourth at "proficient". (Nekose the Artist being our third-best)
3 skilled masons, the best being "adept". (Aargh is third-best, at "proficient")
6 growers at least "skilled" in planting. (I'm only "normal", so don't really count)
a "skilled" brewer and a "novice" cook.
no craftsdwarves of greater than (normal) skill, except for a proficient bone carver already hard at work at making crossbow bolts and ...
our most remarkable single dwarf: the legendary jeweler Tekkud Alisedem, creator of a perfect Aventurine. He is currently the least replaceable dwarf among us ... by a considerable margin. I notice his work on far too little around here - although that anvil is pretty cool.
Our other two artifacts were created by possessed dwarves, which is a small part of the reason for our very large population with almost no skills to speak of: I am but one of no fewer than 79 dwarves with no military or trade skills above (normal) and no other skills above "competant" (or who only have skill in over-served professions, like engraving). It's clear that more than a little skills-training is in order ... and my raddled ass is going to be first up on the treadmill.
====================
Organizing the dwarves
Having taken stock, I start grabbing dwarves and shoving them at jobs (or kicking them out!).
I stop trying to tan hides and call bagsie on farming detail; only myself and the best of my fellow workers will be permitted to plant a seed or harvest anything from here on out. This business of "every idiot dabbles in the fields" ends now - we're going professional!
Same story with mining - five get to mine, the rest will haul; same with engraving - three get to engrave, the rest haul; same with carpentry - one carpenter (Rictus), one woodchopper, the rest haul; same with the other professions.
The entire Fortress Guard gets disbanded - the nobles can whine to the little fishes for all I care. Nekose loses six fighting dwarves to haulage detail, sees another five stripped away to guard wells and the chasm, is brusquely told to have everyone stop wasting time [ooc: buggily] filling waterskins, and sees his remaining seven-strong command split up. No more "guarding the leader" while he eats/drinks/sleeps!
By the time I finish harrassing the guilds and trimming the military, the list of dwarves at Axefather looks like this:
Getting food on the table
We're mighty short on edibles. Unless I'm missing the main stash - and I've looked everywhere I can think of - we have exactly seven units of food remaining: Two dead cats and a solitary plump helmet. 50 days at least will pass before we can harvest. We must save ourselves by nook or crook.
Or, indeed, by hook. Fishing in a cave river so exposed to flooding frightens me no end, but our hardy fisherdwarves divide into specialist fishers and fish processors (we would already have abundant fish except the rawstuffs are all rotting in the barrels untouched!), start work on two more fisheries (one near each river) and cast their nets and poles with an urgency that only the hunger of their children can impart. The general food stockpile now longer accepts raw fish.
Kel, our delicated cook, hastens to the stoves; meat's off his menu options as it is already edible, but we do have enough spare seeds and animal fat for him to make a real contribution to staving off starvation (at the price of a few heart attacks). He notices that the farmers have grown tired of trapsing all the way to the general food stockpile every time they want to sow a seed and have therefore set up a dedicated seed stockpile inside the farming area. He, therefore, sets up a new kitchen right next to the seeds and (right after I finsh the map, the injit!) orders the fat moved nearby.
The soldiers still under Nekose' (nominal) command are ordered outside to bring back ...
Our one reasonably skilled herbalist heads to the cave river to gather what little's to be found there; our farmer-butchers chase down the few remaining livestock (four kittens, three foals - we've already eaten everything else except pets) and set up new butchery sites outside; we double-check our stock of elven-safe tradeable goods; dwarves scamper for the farm floodgate levers.
Food! Food by any means!
No more idling!
We now have 95 working dwarves ... but more than enough gainful work to keep twice that number busy for a very long time.
I order every non-food stockpile in the fort to be deleted. No more hauling stone to the masons and to the catapult trainees; from now on, both go where the stone already is. No more "dump anything and everything in a huge disorganized pile". No more long walks from workshops - especially the kitchens! - to fetch inputs. Every production chain of this fortress will be rethought from scratch.
There is a time to coddle dwarves - and there is a time to crack the whip. We're hungry, and that means we all work until we aren't. Every adult dwarf attending any party or "on break" gets conscripted (by a very gleeful Nekose) into the military; after a little bit of running about they'll have forgotten their break or party and be ready to be useful.
Bones and shells
Cog Limullokum, now the official fortress Fletcher, is one of the more important dwarves in our community. With all the practice he's had making bolts and totems, he's a natural for making rough but serviceable shell armor to help keep Nekose alive. I tell the haulers to set up a large bone/shell stockpile around his current place of work.
Jeweling and Decorating
No more stupid stone mugs. We'll make some skull totem just because we can, but decorating with gems is how our fortress will pay its way this year. But what to decorate? My first thought is bolts - but Nekose puts the kibbosh on that idea. After toying with decorating mechanisms, metalware-we-don't have-and-can-just-barely-make, kobold clothing, and rotten cat chunks, I turn back to those stupid rock mugs. It's kinda embarassing for a fifth-year fortress to still be hawking "-Diorite mug-"s, but it's going to be a lot less embarrasing once Tekkud Alisedem puts some exceptional-quality diamond bling-blings on them!
Big-picture thinking
And this talk of adding value bring us to a question: What ARE we going to do with this fortress? We have several competing objectives here:
1. If practicable, make use of existing structures, especially those of beauty and imagination,
2. Set up reasonably efficient magma-powered metal forging and glassworking operations and start training up dwarves (while hoping for a few fits of inspiration), ...
3. But not without sacrificing food-production (!) or the existing industries that depend on wood, silk, leather, plants, etc..
A look at the map....
Suggests three particularly interesting positions for Axefather's ideal "center of gravity", the place near where the food, booze, and beds need to go. Each position is marked with a number; all satisfy the three objectives (with varying amounts of digging and engineering). Ebe's having a REALLY hard time deciding. She needs some advice...
Poll time! Readers, a question for you all:
Axefather's new center of gravity should be:
1. "At the position marked '1'."
2. "At the position marked '2'."
3. "At the position marked '3'."
4. "Don't move it - keep it where it was before."
5. (write-in option)