Population: 107 (+31)
Nobles: 7 (+4)
Animals: 101 (+31)
Food: 1056 (+534)
Moods: 9 (+3)
Artifacts: 4 (+1)
Insane Dwarves: 5 (+1)
Legendary Dwarves: 6 (+1)
Goblin Sieges: 1 (+1)
Deaths: 11 (+2)
Casualties of War: 2 (+2)
The Mayor, Broker, Ferite and Mason Guildmaster turned up with the spring immigrants. All miners hoping to join the fortress were immediately drafted for the Fortress Guard - all set to use swords, but at some point I have to start producing weapons other than bone bolts and obsidian swords.
Four trappers turned up, too - they've been organised into a squad, but left civilian. They can practice on the local wildlife with the vast quantities of bone bolts I've been having made the past two or so years.
Craftdwarf moods in summer, but as he goes straight to his room I can only presume he wants a magma furnace or forge. Very fortunate his room had a door, as he later went insane.
The second dwarf to mood - another craftdwarf - gets around to claiming a workshop and making something.
In summer, the human caravan finally arrives! I think this is the first time I've managed to last long enough to attract one that doesn't bypass my only-slightly-inaccessible fortress. Watching them all squeeze into the trade depot is similar to clown cars in cartoons; do the humans have collapsible wagons? At any rate, trade with them has probably obliterated any chance of food-related problems for the next few years, save figuring out where to store it all.
Another first for summer, though less positive, is goblin child snatchers. Promptly slaughered, but not good at any rate.
There was a small and rather amusing invasion during late summer - a herd of deer took it upon themselves to storm the fortress.
I have to say, it's much nicer when it's deer, as opposed to goblins and elephants.
...speaking of which, guess what arrived in mid winter? For a few moments it was a bit worrying, as the game slowed to about half speed, but the military drove the goblins away. Yaay.
Casualties? Only two - a trapper in the wrong place at the wrong time, and a lone swordsdwarf who thought it a good idea to attack the goblin mob head on.
At the very end of the year, another dwarf moods. Once again, that's three moods in a year.
There are 4 comments for this map series, last post 2007-07-22
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Submitted by: BridgeBurner - 2007-07-16 to 1059
Just as a point of advice, and since you seem to be fairly new to DF, your exploratory tunnels to find iron are bit less than efficient, if that's their sole goal. You'll notice that that platinum seam you've already uncovered spans 50+ tiles and so too will iron, most likely. Sending probe shafts up 20-30 tiles apart will find you the iron (and everything else) quicker. I usually have it located by my third year and I tend to look for it more casually than most.
Of course, if your goal is to uncover gems or level up miners to later draft them into the army, then this works, but may actually be detrimental to your army as they need iron to gear up, I think.
Submitted by: Maisoul - 2007-07-17 to 1059
Inefficiency noted, but I could always use more gems as at least a quarter of my mooding dwarves demand them at some point.
And won't be pacified with glass.
Submitted by: Markavian - 2007-07-22 to 1061
I'm so going to have add a 'stats' section to the map submission form if you're going to continue posting facts and figures like that about your fort.
That's an insanely windy path you've dug out, are you planning on making your fort a labarynth?
Submitted by: Markavian - 2007-07-22 to 1062
Was that expected when you cross the magma fissure? ^_^
Great read so far. Have you given up on this fortress then?