Well, started a new fort because I got bored of the old one (I've actually never abandoned a fort for any other reason...)
This new one's going very well but, as always, has its complications.
For starters, I actually just had my first dwarf death in a long time. I was mucking about with the battlements on my surface walls, building and destroying walls and floors and fortifications all over the place when all of a sudden a deconstructed rock fell on and crushed my only diagnostician, brewer, appraiser, and leader. This is probably a vanilla thing, but I had no idea that falling items actually did any damage! This is really cool, even though it's kind of crippled me for a while.
I'm also having a bit of an immigrant problem. This is, again, probably a vanilla thing (but I figured I'd just post all of my questions in one spot) but I set my population cap at 35 due to my having an incredibly slow and archaic computer. For a few seasons, I had a stable population right at 35 dwarves, but then a large immigrant wave showed up and put me at 50 dwarves. 51, before my leader died. I do have a lot of children, including an incredibly helpful alchemy prodigy child. Are children not counted in fort population for determining new waves? I've been taking pretty severe FPS hits recently and it's getting very unplayable.
Finally, for an LFR related question: there's absolutely no Orichalcum anywhere on my map (confirmed with DFHack) but the manual mentions other ways to acquire precision tools. Can I expect to find any Orichalcum ore or bars in the next trade caravan? Unfortunately, I discovered this problem after I sent the liaison away so I couldn't ask them to bring me some. Some of the things in the manual seemed to hint towards finding interesting things deep in the caverns, if not precision tools themselves, but I'm kind of reticent to start exploring when my militia is still incredibly untrained. What sorts of things can I expect to find in the caverns, and is that a good place to start looking if I want to start getting into the tech tree?
I mean, this is kind of a moot point since I'm strongly considering making (yet another) new fort at this point, at least to apply the things I've learned more efficiently, but I would still like to know. This whole mod creates this interesting dynamic withing me between my love of mystery and my inherent need to know everything there is to know about the games I play. It is a shame that you can't start with a dwarf trained in Alchemy; is that not a thing that can be modded? The time difference between a dabbling alchemist and a master prodigy child alchemist is staggering and the alchemy experimentation mechanic alone is a really neat part of this mod that I like a lot.
One other problem I've been having that I forgot: ancient vanguard rubble has been showing up in all of my stone stockpiles, even piles that only have, say, lignite in them. There doesn't seem to be a way to disable them. Am I just missing something or is there a workaround here? This is kind of starting to severely impact my coke production pipeline.
Anyways, I can't say enough how much I'm enjoying this mod so far, even though I've barely scratched the surface! It's lots of fun, and I can't wait to keep finding interesting new things.