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User:Squirrelloid/Nodxusta Lide Zuden
And on a cold day, the first of Granite in the year 205, a group of not especially brave humans, Autumnal Splatters, set out to found the Town AnguishedDirge the Sound of Insanity. Yes, you heard me right, humans.
Starting Build
Mason/Leader
Mason/Architect
Mason/Weaver
Clothier/Herbalist
Cook/Leatherworker
Brewer/Siege Engineer
Grower/Metalcrafter
2 copper picks
2 iron axes
6-21 of each booze
16 turtles
1 ea. other meat worth 2 or 4
1 or 11 seeds ea. type (11 strawberry, hide root, bladeweed, longland)
random assortment mood goods (copper bar, cat leather, cloth, thread, etc...)
32 wood
3 cats
1 muskox
1 horse
1 cow
Embark
Quick glance around reveals a relatively flat map, which i'm on the highest z-level. The road is made out of stone blocks, and the bridge out of wood blocks (good to know for later). The brook has a small waterfall. There are 3 soil levels, so the fear of the unknown accomplishment means no stone at all. Well, screw that, i brought masons not carpenters, i guess we're digging.
My wagon animals were a muskox and a bactrian camel, giving me a muskox breeding pair.
Target accomplishments:
- Walk to Work (mine is 40 squares from center of town)
- Dragon-proof (all (b)(C) structures are built out of stone or metal).
The map has no magma, so I'm going to ignore most metal tasks (except metalcrafting, which doesn't require fuel for some applications, namely studding). I plan on doing a lot of building though, hence the 3 masons.
Entertainingly, the blocks in the road and bridge count as value you created... ok then...
I think I need to map out my intended town before i start designating anything - like farming plots...
Year 205
Spring and Summer
Spring is mostly dedicated to basic tasks, namely making a cellar, digging a moat around the area for defense, and starting a mining operation. Also, building a Depot *somewhere* so i can trade. Beds, dining facilities, and so forth optional.
By the time summer rolls around, I even have a chair for an 'office', a pair of chairs and tables for a 'dining hall' (ha ha, its in the cellar right now).
A 3D view. Blue circle is the location of my (first?) tavern, on which building just started. Brown circle is where the farming currently is. Light brown circle is where my wood industry (such as it is) is located for now. Grey circle is rock-related industries (mason/mechanics), right around the mine entrance. Note that the mine entrance is ~60 tiles away from the intended center of town, and in fact is that far from the entire road (around which i plan on building the town and building some real bridges over my moat).
The caravan sees not too much exciting when they arrive, but i manage to trade for what I need (including an anvil - just in case!)
Shortly after the caravan leaves I get my first wave of migrants - I must be really close to my civ or something... They are:
- Gem Setter (tapped for siege operation training)
- Stoneworker (mason/engr - more masonry = good)
- Tanner (useful, also given butchery)
- Fish Cleaner (handed a pick)
- Brewer (possibly useful, but also handed a pick)
- Craftsdwarf (Stonecrafter/Woodcrafter/Glassmaker*, * is useful)
- Peasant (set to Bowyer + Wood burner... yeah, I actually want a bowyer, WTH...)
- Peasant (set to Bonecarver + Dyer)
Well, they are all exceedingly useful to me, I actually wish there were more. (I could use another ~2 dedicated mechanics, a dedicated carpenter, and masons++)
Autumn and Winter
Autumn starts off looking good, with industry getting going.
Then my nascent glassworker discovers a kobold thief! I draft him, and he throws the kobold and himself into a murky pool... oops... I suppose its time to build a coffin and decide what i'm doing for a graveyard...