Right.
We've got 1500 embark points, chosen so as to offset some early-game hurdles. I've increased the evil square count to 30, 300, 3000 for small, medium and large subregions; and required at least 500 squares of tundra. It worked, oddly, because all the oceans are now evil.
Here's our embark.
I'm a miner/butcher/tanner; Darth Vader's a miner/architect; Sirocco's a carpenter/mason/engraver; Urist McHuman's our stonecrafter/broker; Mormota's an axedwarf; Wypie's working in the kitchen with Ascubis and is also doing some weaponsmithing on the side.
Then we took some stone, wood, booze, food, seeds, an axe and shield, picks, dogs and a cat. This, too, has been renamed Frozenvictims.
It's time to take back what is rightfully ours!
We embark.
There are no animals around, so I designate the wagon as a meeting spot, and we build walls of pitchblende.
Actually, there are animals. But they're not skeletal. I can't figure it out.
After a two-day period, we're safe; everyone's inside. Now to get underground.
7th Granite:
A week in, we've done some exploratory digging. We've been guaranteed a flux layer from the map, but it's going to be marble. Otherwise, we have an insane amount of minerals: there are claystone layers from Z -5 to Z- 11. Below that is three layers of gabbro; then three of schist; then four of schist; then four of granite, and then finally at Z -26 we hit marble. That's where we stopped; now we're going to get cracking on farms, workshops and bedrooms.
Also, for some unknown reason, the map has an FPS sucker. I can't figure out what, however, because everything's snowed in. And I'm sorry for editing continuously, but otherwise I can lose the post.