This is precisely why I'm bad for Succession Games, I never get around to anything. You Lower Forumers who I conned up here may know I've been playing
Medieval 2 Total War a lot lately. And I do mean a lot. Especially since I figured out how to break the game to play any faction, which does kind of take any real goal away, but whatever. Nonetheless, I got some Dwarf Fortress in too.
Whole lotta nothing happens for a little while. I've got Dwarves sitting around useless, and piles of bones, so I make crafts and armor for the troops. All three of them. Turtle shell helms and wooden shields.
I'm sure they're much more formidable in person. There's some steel boots scattered among them from the Lost Caravan, just in case any zombie groundhogs turn up. More nadda passes, and Libash and Cog finally squirt out the first of, I'm betting, fifteen kids.
There's a good look at the top level of the fortress' "industry". It's a crowded mess under the ground level and I'm not trying to untangle it now.
Suddenly...They're heeerrre... I was afraid I wouldn't be getting any Elves out here in Evilly Aspected Nowheresville. Thank Armok I'm wrong. Now, I didn't kill them all this time (no trader killing device ready yet), nor did I seize their goods, figuring it'd be better to let them bring more stuff later and seize a lot. I'm going to need entertainment. However, when I tried to piss them off on principles' sake...
First I traded an ostentatiously decorated lead cage for most of their stuff, hoping they'd bring it back stuff with exotic creatures. Then they happily accepted a pile of graven skulls for their other crap. With smiles. I don't know if they're retarded, really cool, or trying to threaten me. I'll kill them regardless of course, but I'm hoping they put up a fight first. The trade must have been worth a lot, because I got another migration wave!
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Twenty one migrants and a pile of animals. I put everybody to work as fast as possible, which frequently leaves me with as many as 18 idlers in a fortress of 35. Jakkarra starts making beds, Smokeologist clears up the gems I've been gathering, Cthulhu shall warp skin into more fitting forms, Jonathan and Hippoman will clean fish once I have fish to clean (and blah blah mechanisms blah), Leafsnail the Soaper and darkflagrance cart mounting piles of crap around full time, mission0 makes one hammer and calls it a day, and sonehi, Cheeetar, and Itnetlolor double the military to six.
Trouble returns when Duke runs into a zombie tigerfish (triple threat!).
Why is Duke anywhere near tigerfish? I ask myself. Getting water from the Tributary Styx, apparently. 15 quaffs of booze for 35 mouths. A couple seasons' worth of food, but I have to brew everything. Jackrabbit, hillburra, and GrafZeppelin try to help smigenboger grow plants, but they're all criminally incompetent. Suffice to say I need much much more food and drinks or it'll be Lord of the Flies up in here. Which would make hunting for vermin easy, but it would look bad. I promised I'd never let a fort be so primitive as to survive on raw plump helmets and plump helmet wine again, but until they have something else to swallow, the Dwarves will have to swallow my pride.
Oh yeah, and Myroc annihilated a kobold. You can see some of the apartments up there. I've finished two levels - 169 diorite blocks, 16 microcline doors, 16 acacia beds each. With marriages and children that's housing for the whole population, but aside from a bustling crafts shop the rest of the fort is ethereal at best. There is no dining room, no meeting hall, no food storage, no forge, no nothing. For next time, I'll be handing out picks and digging an underground waterway into the fortress seat. With a fountain. I'm sure some people are going to drown, so let me know now if you're willing to give your life for the sake of drinking water. Then maybe I'll mine some metal.
I've completely filled the naming list, and there's a Trapper, Jeweler, Glassmaker, and two kids to name. Libash and Cog's snotbundle will be left unnamed like them.