(Thanks for not spoiling anything MilestoneTwo! I also laughed at your comments about Entereddwells and the other artifacts! XD I imagine a Dwarf version of Indiana Jones and the Last Crusade where Entereddwells takes the place of the Holy Grail)
Captain's Log, Dwarfdate 2nd Granite, 9.0
A whole day without booze...I don't think I've ever gone a day in my life without booze before. Not even as a wee babe! It's not right to take alcohol away from a Dwarf. How can we even call ourselves Dwarfs if we can't brew a drink! No...this isn't right at all! No wonder everything here is falling apart. Damn it all, I'll have a drink even if I have to kill somedwarf to do it!
"Minkot! Bring me your finest bookkeeper so I can see what you have in this hellhole to brew!"
"But I
am our best bookkeeper"
"Too bad-I hate you!
I hate you so much! Our new Bookkeeper that dwarf over there!"
"In fact, everyone who was in charge of this awful place be damned! I want every second of soberness wiped from my memory and from the history stones! We'll have a new broker, who actually knows what the hell he's doing! And I'll hire a sheriff, so I can punish whoever let the alcohol stores run dry! And a Doctor to fix their broken bones after I'm through with them-so I can break them all over again!"
(No Sheriff yet because no one meets the requirements, but I'll get and office for him and a jail before the end of the year I hope. All the other positions were filled by the most talented dwarf for the job, ironically we actually have the best broker I've ever had in my one week of playing:
With Flandre's mighty bookkeeping powers we were at least able to fix all the issues with our stocks. Although alcohol doesn't appear currently [because we have none, ARG!] so I'll have to double check once we start brewing to make sure we don't cook the drinks)
"Speaking of breaking bones, I'll not stand for a dozen dwarfs picking berries while four defend us with wooden children toys! We're dwarfs, not Elves!"
(Good gravy did this military thing take a long time to set up. I am not a fan of the interface for this. As a note for anyone who takes a turn after me: I edited the "Metal Armor" uniform to include cloaks, robes and other cloth/leather things that can be worn under/over armor. I also edited the "Archer" uniform to use Metal Armor instead of Leather, and again add in cloaks and robes and etc. The "Leather Armor" uniform I didn't touch so that's at the default settings. I always set all the military squads to wear their uniform over their civilian clothes and to wear them even when they're off-duty. Now behold our
mighty Military:
List requires some explanation so here we go:
- The Oracular Daggers - These guys are our main military force. This 10 man squad is comprised of every dwarf we had with military skills, minus a couple who had more important jobs (like Brewing!) whose slots were filled in by normal dwarfs. They are set to wear the customized Metal Armor at all times. They're set to train year round only at 7 minimum so some can be off-duty each month and hopefully no one will complain. They all have various civilian jobs to return to like hauling, butchering, etc. so one should complain about that either.
- Scorching Bodices - This is what the Tin Mechanisms call our Archers. We only had 2 dwarfs with any kind of Marksdwarf skill. They're assigned the customize Archer uniform, train minimum 2 each month, and are set to use their ammunition for both Training and Combat; once we actually have any kind of ammunition we should use cheap stuff for training and good stuff for combat.
- The Pure Constructs - If you can't tell because the name got squished, this squad is lead by the awesome Nic Cage-our newly dedicated BeeKeeper. This is our civilian militia squad, none of them have any military training but they have no important civilian skills to speak of either. They're set to wear Metal Armor and train at minimum half the squad (3 now, will increase if more squad members are added later). Hopefully we'll never need these guys but it can't hurt to have backup!
- The Odorous Earths - Speaking of backup, this squad is comprised of all our miners. When Picks are used as a weapon in combat they use the Mining skill; we have 2 Legendary and 1 Great Miner so far. Again they're set to wear the customized Metal Armor but their Training schedule is set for a 10 soldier minimum. With only 5 squad members these guys should never train, which is fine because Mining increases their weapon skill and we need them to be mining thing. This squad is here so the miners can be ordered to kill something in an emergency or in case of ambushers/thieves or etc.
(Also for the people taking turns later this is what I set our Automated Workshop Orders to:
I've found Auto Collect Webs tends to send dwarfs off into the most dangerous parts of the caverns and Auto Loom uses up all the thread so you have none left for surgery. You can still order it done manually at the workshops.)
"And now, finally, finally...it's time to make some damn drinks!"
(Or at least it will be for my next update I hope. I'm trying to record everything I change so the next people will know what the hell is going on. I'm still trying to find everything and fix what I can, like for instance we have 2 wells and a fresh water river but our dwarfs are assigned to drink stagnant water out of a Murky Pool for who knows what reason! ARG!
Next update I will hopefully be able to unpause the game. Once I get started I'm hoping to play my whole turn straight though, pausing to update when important things happen but not stop playing until the year is up.
Thanks again to everybody in the thread for the comments and especially for explaining the trade depot thing. You guys rock!)
Edit:
MilestoneTwo and
CrustyPeanut posted while I was making this update. XD You guys are so awesome.
Edit 2, Revenge of Edit: Speaking of the Watering Zone thing, I just finished either deleting, reassigning, changing or moving every single Zone that we had. One more step complete!