EDIT:
Lightning Round uploaded!After telling the expedition leader to NOT do anything, she finally got to talk to the liaison. We asked for wood, barrels, seeds, animals, cages.
Turned on gathering refuse. The "corpse" stockpile now takes both corpses and refuse. Garbage dump created right outside the area of cages. The outside refuse stockpile was deleted. This all makes it easier to keep track of the valuable refuse.
Kitchen no longer cooks with alcohol.
Fields planted with plump helmet, rock nuts, other stuff.
Migrants! Here's what they were and what I made them:
Mechanic - Butcher
Animal Dissector - Animal handler
Trapper - Cook
Cook - Cook/Farmer
Weaponsmith - Furnace Operator
Milker - Herbalist/Leatherworker
Gem Setter - Militia commander
Clothier - Soldier
Fish Cleaner - Fish Cleaner
Engraver - Stoneworker
Herbalist - Farmer/Herbalist
Leatherworker - Leatherworker/Jeweler/Dyer/Weaver
Fisherdwarf - Fisherdwarf
Bone Carver - Soldier
Fisherdwarf - Fisherdwarf
Metalcrafter - Furnace Operator/Metalcrafter
Woodworker - Soldier
Created a squad with no uniform. Some are Marksdwarfs, but I haven't separated them out...
Elves trading! I gave them some favorable terms and not much of note happened.
I'm doing two things to get rid of loose stone: Dig stockpiles and make blocks.
The animal stockpile has one built cage, in the top left corner, to make it easy to free animals.
The Granite Spirits, our new squad, is now training.
Quern installed near the kitchen/butchery.
Possessed woodworker! The only issue was metal; I had to build a smelter and smelt some garnierite (the only metal we had!).
Migrants!
Glassmaker - Carpenter/Glassmaker/Wood Burner/Potash Maker
Siege Engineer - Mechanic/Mason
Woodworker - Soldier
Bone Doctor - Doctor/Miller
Surgeon - Doctor/Farmer
2 Children
Cheese Maker - Soldier
Miller - Mechanic/Miller
Planter - Farmer/Herbalist
Lye Maker - Miner/Mason
There is now an open-air statue garden with a wall around it. Fight cave adaptation!
Astel Thir, a willow bed! It is decorated with willow. This object menaces with spikes of nickel. 4800*. I'm not impressed.
I made a hospital in the northeast part of the fort.
Human caravan arrives, meets macaques. Hilarity ensues. =Rhesus macaque roast=s for everyone!
We get some animals, food, bags, cloth and leather.
The bookkeeper finally has an office (near the Still).
Migrants!
Soap Maker - Miller/Wood Burner/Soaper
Furnace Operator - Soldier
Hunter - Soldier
Peasant - Soldier
Animal Dissector - Farmer/etc.
Fisherdwarf - Miller/Fisherdwarf
Peasant - Soldier
Bowyer - Bowyer/Carpenter
Outpost liaison!
Ammo recovery team scares off goblin snatcher.
Militia commander possessed! Claims a Jeweler's Workshop. Starts working with 2 rough tanzanites and a maple log.
Goblin snatcher caught in a cage trap!
Asking for wood, leather, cloth, body armor, animals, bags, barrels and battle axes.
Rhesus macaques keep stealing ammo that's been shot by hunters.
Igathildom Thadribar, "Scrapedfainted the Crowded Homage"! This is a tanzanite bracelet. It is encrusted with tanzanite. This object is adorned with hanging rings of maple. On the item is an image of a mountain in tanzanite. 73200*. Now we're getting somewhere!
Goblin snatcher caught in a cage trap!
Huge finished goods storeroom redesignated a huge stone storeroom; tiny finished goods storeroom dug out.
Caravan only had some wood and animals. Crafts and prepared food paid for it all.
Fishing labors turned off so the dwarves don't go running around outside.
Starting to make shell crafts because we have a backlog of shells.
Secret project complete!
Half of the huge wood stockpile is redesignated as bar/block.
An ambush! Curse them! Two fisherdwarfs are rambling around outdoors, but they're smart enough to hurry back inside(!). Most of the goblins are caught in cage traps, but some archers hang back and snipe at the dwarves trying to transport prisoners.
Eventually the goblins are all killed and captured. Dwarven casualties: 2. Work begins on coffins and tombs.
A kobold thief is scared off.
Somewhere in here someone creates an artifact bone shield!
Spring has arrived!
Things to do:Make tombs; I queued up coffins and doors, and I started digging out a couple of rooms, but you don't have to use those rooms.
Find metal. It's hard because I don't know if there are any sedimentary layers. I dug a couple exploratory mining tunnels but really not much.
Dig out some more living quarters.
Find something to do with those chairs and tables? Were they meant to go in th e living quarters?
Make sure the hospital works now that we actually have to use it!
Deal with goblin prisoners.
Happy New Year and good luck to whoever's next!