In the end, I was torn between using an Undead-Creature-Populated Saltwater Marsh teeming with Skelegators, and situated over a Cave full of 8 Skeletal Trolls and a Skeletal Titan...
That sounds pretty awesome, actually.
Jim Groovester's Initial Thoughts, Spring, 100Hmmmmmmmmmmm...
This embark is workable. There are some questionable inclusions, of course. The bituminous coal seems somewhat unnecessary when we have magma. The charcoal wouldn't even be necessary if we had an axe instead of an anvil, but what are you going to do. Complain, of course.
The skills are fine, for the most part. I would've preferred more specialization instead of the broad skills for each dwarf we have. And I don't like some of the pairings. Miner/Weaponsmith? Miner/Weaver/Clothesmaker/Furnace Operator? My miners will be mining, doing none of those other things. Woodcutter/Carpenter? My woodcutter will be spending all his time cutting wood, not making it into beds and such.
And I complained about this last time, but herbalism should be enabled on the woodcutter, not the grower!
Moving on, we have lots of garnierite to start with. Nickel is a magma-safe substance. This, with all the charcoal, and the magma, suggests some very interesting and creative aquifer solutions.
The first order of business is moving all the equipment in the wagon away from the magma pipe. With all that wood, booze, and bituminous coal, I may as well have started with a wagon full of dynamite. That is to say, it could be quite explosive.
Then I need to forge an axe to begin chopping down wood and for defense. This will be tricky: I could use the magma to smelt the magnetite and forge an iron axe with little trouble, but the native inhabitants probably will attack. Or I could smelt in the safety using the charcoal and bituminous coal. It might take longer, but it would be safer. But I balk at safety. Balk!
Then I need to make a wildfire machine for defense, for all the beak dogs and harpies. I've done this before; it should be easy. So easy I'm not going to bother telling you how to do it. Also, this is a competition and I want to lord my mastery of DF over you, so I'm going to remain tight-lipped about any of my brilliant machinations to defeat this map.
Then I need to breach the aquifer. There are several approaches. I can use pumps to clear enough space to put in walls. I can use magma to fill the aquifer in. I can use the flaming charcoal in a fireproof bin trick. Or I can collapse an aquifer tile to the bottom of a central stairway shaft and have a continuous waterfall and drain! Or maybe I'll have four entrances demonstrating all four approaches. Tons of potential to flood my fortress, but it will also be the most interesting.
I doubt I'll actually play this fort tonight, but those are my initial thoughts on how to proceed. The survival portion of this map should be relatively short, which means that the 'with style' portion will take up the rest of the time, so I need to think about what sort of cool projects I can do for a 5x5 saltwater marsh with a magma pipe in the center.
Solifuge, when does this round of DF masters end? It's a month, right? And how long is the in game time limit, or is there one?