Okay, Nutfallen just reached the start of Winter once more. And yet again, the Outpost Liason's chasing after Minty like a lovesick puppy. The last half of the year was pretty uneventful, but give me a few to do a writeup and put together some overview-pics (with annotations of course).
Edit: Okay, here's the writeup, just a progress-report really, as nothing particularly much happened.
9th Malachite 1052, Midsummer..
FINALLY The the Arsenal-Dwarf shows up on the Nobles screen, just as I finish the quarters for the hapless stunty I've picked to do double-duty as Quartermaster and Assistant Foreman (Manager). He's got no skill-levels in Organisation, but what the hell. He was there, and picking his nose, and needed something to do. Now, if things go well, and he's not *too* much of a slacker, I should actually have a couple more miners on the go to pass on to the next in succession.
No weapons or armour yet though.. I've been too busy trying to get the fort vaguely organised. Oh, and making my rooms look pretty too. Actually.. I think I'll stick the Amulet of Spikeyness +1 in her room, so she can admire it and feel dead chuffed.
16th Limestone 1052, Early Autumn..
Unib Udibmomuz was taken by a Fey Mood, claimed a Craftsdwarf's Workshop, and promptly scurries off to grabs Quartzite, 2 Mussel Shells, and a rough Fortification Agate.
Aaannd creates...
An Iron Figurine? That's some pretty hefty alchemy right there. Unless she used up the iron bar before I had a chance to double-check the contents of the workshop? Either way, it's actually
less valuable than the Amulet of Spikeyness that's made out of less materials. Still, it took her up to legendary +2 Bonecarver, which should be handy once the meat-industry gets going and the fort's got plenty of bones to be playing with.
The Artifact's currently sitting in the workshop, as I've disabled Artifact-quality items from the main Finished Goods stockpile, so I could set a micro-one up in Minty's room. I'm not laying claim to the Figurine, so if Evilgenius wants it in his room if he Dorfs up, I've no problem with that.
Speaking of livestock... RCX, was there a particular reason you didn't embark with a breeding pair of, well,
anything? One Camel and one wardog to start, plus whatever critters the Migrants and Merchants bring along is going to lead to a bit of a motley menagerie round the dining-hall..
18th Timber 1052, Late Autumn..
The Dwarven Caravan arrives, just as I notice that a disconcerting percentage of my hapless Dwarves have flashing blue arrows. Seems setting Plump Helmets to Cook AND Brew isn't a good idea till you've got a decent backlog. Ah well. Lesson learned, and a few barrels of booze bought to tide the Fort over till production picks up again. Scrolling through the goods on offer, I snap up the dogs and horse the Traders brought with them. Only to notice that my Animal Stockpile's full of empty cages. That's something for Evilgenius to sort out, though I built a cage next to the Kennels for when the animals become available. I also snaped up a few assorted metal bars, and a couple of bins of leather, 'cause I'm nice that way.
While the goods I've bought are being carted off, a flock of Buzzards swoop down, looking for shiny thing and food to steal. The Caravan's Marksdwarves promptly turn them into pincushions.
Winter hits just as I've set up the Militia Commander with a full set of Iron armour and an Iron Axe, and finished redecorating my rooms.
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Okay, time for the overview-pics and final notes, before passing Nutfallen onto it's next curator
First we have the entrance-level.As you can see, it's a little less cluttered now, as I've been steadily moving the workshops downstairs. The area outside the entrance is liberally cage-trapped, but as you can see, I've gone for the in-depth approach, as opposed to the "Single impenetrable line" approach. Don't want to make things
too easy, do I?
The large stockpile in the middle's the relocated Finished Goods pile (Again, note that I've disallowed Artifacts from it, so Overseers can easily set up a micro-stockpile in their rooms, should they wish.
The other two permanent stockpiles are the seed pile to the north of the farms, and the refuse-pile to the east of the entrance.
The interim-piles on this level inclute the gem, weapon, armour, ammo, leather and cloth piles, as I never got round to re-siting them. Mainly as I hadn't figured out a good plan for properly zoning the workshop-area by the time Winter rolled along.
Guarding the entrance is a solitary chained Wardog. The next Overseer would probably want to add another one or more there, once the dogs I've bought get trained up.
Two last items of note on this level: The lever to the west, near the beds controls the floodgate at the end of the aqueduct, and there's still several hundred rocks and ore in the micro-quantum stockpile. They're all unforbidden, and the zone's been deleted. I just never got round to moving them all downstairs.
Sub-level 1Okay, the Magnetite cluster's been dug out in it's entirety, leaving a fairly huge open area. Currently, it's the food stockpile/production area, with the Kennels and adjoining cage for livestock/dogs and such. Also present in that area are the Furniture and Bar/Block stockpiles, with the dining hall sitting to the south. There's not been a single party there, as I've used the trick of designating the Dining Room, but not making it a Meeting Hall. A separate Zone over the same area is set as a Meeting Area, so idle dwarves/animals hang around there.
In the middle are the pods for the various appointed Nobles/Dorfed Forumites. As you can see, I went a little crazy and had my rooms engraved, ripped out the doors/furniture, and replaced them with Iron ones, and put the Amulet of Spikeyness in there for good measure.
Also, the aforementioned Animal Stockpile is the one by the ramps up. Like I say, it's a bit on the small side, and could do with being relocated.
To the East is the Wood Stockpile, with adjoining Carpenter and Woodburner's workshops.
Sub-level 2The slightly-more mined out Workshop level, with the relocated Quantum Stockpile in the cluster of workshops. It's slow-going excavating just the ore veins, but now that there's an extra couple of Miners on the job, and the Magnetite cluster's taken care of, it should go faster in future.
The workshops currently on this level are: 2 Masons, a Mechanic, 2 Smelters, a Clothier (I forget why, but there it is) and 2 Metalsmiths' Forges. The extra Metalsmith I set up, because I wanted to rush the Iron furniture and the armour/weapon for the Militia Commander before Winter ticked over.
Sub-level 3My own plans for this level were to be the Militia Barracks and Hospital, but I didn't get around to setting up the Hospital in time. The smoothed room is the Militia Commander's pod, opposite the Barracks.
The long vein-like corridor you see was designared by hand, all in one go, then I started mining out the various ores/gems I found along the way.
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Okay, that's me done, the save's uploading now.