I'll start my turn sometime tonight unless something comes up or I forget.
EDIT: Firing up the save now.
Someone tapped me on the shoulder and informed me that I was now in charge before running off. I think I recognized that J Woodward guy as he hightailed it back to the fort proper.
First thing I do is look around a bit, see what exactly I've just gotten myself into.
What's with these horrible little cells for bedrooms? They're barely fit for prisoners.
And apparently some people are hurt. A peasant, a trapper, and a child are laying in the hospital. Apparently the child is unhappy. Well, the useless little booze-sucker can deal with his broken leg or whatever.
I also notice that only the mason's shop is busy, so I set about ensuring the other shops are used. You can never have too many mechanisms, right? Anyway, there's still a craftsdwarf's shop outside, so I have that torn down. I keep hearing awful things about those unicorns, so I figure that it's best to keep everyone inside. There's a pack of 'em across the river now.
They look nice, but you can't really trust anything with a sword growing out of its face. Though, that gives me an idea...
Before I set any plans in motion though, we've got some improvements to make. The catacombs are rather tiny - a good thing for now, I suppose - so I order them expanded. One of the other dwarves suggested that I just like designating things. I suggested that he shove off.
Nobody likes to live in cells, so I order some new bedrooms dug out. Not enough for everyone, but at least some people will get to live comfortably.
Seems the previous overseer left me a list of things to do... Set up more farms, I guess? The ranting about magma and insanity is rather concerning but more crops won't hurt. More -socks- for everyone.
While I puzzle out how to bridge that magma river and also get some indoor farms built, I let people work. The carpenter gave birth to
another worthless booze-sucker a little girl.
There's a lever right outside some rooms that look like they're being flooded for irrigation. I can't tell what it does, so I have someone pull it, but nothing seems to have actually happened.
I see the recommendations about the military, so I-
oh god what the fuck
did the previous overseer literally put
every single dwarf in the fortress into his or her own squad?I elect to ignore the issue of the military for the time being.
ohgodwe'reallgoingtodie
I mean, uh, everything's fine. It got a bit wet for a little while but now those rooms are full of nice, fertile mud. The farms got made pretty quickly after the flood.
Although the organizational system of the military here baffles me, I figure I should contribute something to the fortress defenses, so I order some chambers for future siege engines dug out. I have them put the workshop in that big empty room by the farms.
Oh come on, the hospital isn't that bad. However, the more pressing issue is that our metalsmith seems to uh, be possessed.
I'm not entirely certain how I didn't notice.
Either way, he doesn't seem content with the regular forge, and we have no steel to create a magma forge yet. I'm just hoping he goes harmlessly insane at this point.
Heard some commotion outside.
All told, five masons, a carpenter, a swordsdwarf, that manager, the sheriff, and another trapper showed up, along with some
useless dwarves worthless booze-wasters blithering idiots fisherdwarves. Good to have more hands around, though I was hoping for a couple more miners. Perhaps the two fishers will get a new outlook on life.
Actually, there were a lot more than that, but I gave up after I erased what I wrote three times. A shitload of people showed up, alright? Now I've gotta worry about digging out and furnishing rooms for all of them, and trees don't seem to be growing particularly fast.
Apparently the migrants had another dog with them, but they lost it just outside the fort.
Fucking fancy-ass horses deserved what they got.
FUCKING UNICORNSAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAa