IntroductionBonepillar, 1st of Granite, 544. Current population: 28
Rakust Roderzon, Rakust Baldedhelms is now `Sanctumea’ or `Mea’ Baldedhelms.
In the spring of 544, Mea retreated into the sanctuary of Bonepillar located in this region of the world.
Mea (
may-ah) is a macedwarf recruited into of The Dikes of Testing.
Dramatis PersonaeThe Barricaded Roads- `Tuaiq Uacca’, Male, Marksdwarf, Militia Commander
- `Gwolfski’, Female, Marksdwarf
- Mafol, Male, Marksdwarf - Rarely fees Discourage
- Ustuth, Female, Marksdwarf
The Dikes of Testing- Nil, Male, Hammer, Militia Captain - Can Handle Stress
- `Sanctumea’, Female, Mace - Can Handle Stress
- Bembul, Female, Speardwarf - Rarely fees Discourage
- Fath, Female, Speardwarf
Nobles- Eshtan, gender?, Expedition Leader, Manager, Bookkeeper - Can Handle Stress, Slow to Anger
- LordBrassroast2, gender?, Broker
- Iden, gender?, Chief Medical Dwarf
Citizens- Fawned, Miner - Can Handle Stress
- Iamblichos - Can Handle Stress
- Lor - Can Handle Stress
- Sibrek - Can Handle Stress
- (incomplete)
Initial Inventory ReportWarfare Material1 iron bar (location unaccounted)
1 iron spear (location in weapon stockpile)
2 steel bars (location unaccounted)
1 iron wheelbarrow (serves clay stockpile)
1 iron corkscrew (forbidden somewhere)
1 spiked iron ball (forbidden somewhere)
1 iron serrated disc (forbidden somewhere)
1 menacing iron spike (forbidden somewhere)
1 nickel cage (forbidden and set to dump somewhere)
Recommended Action Plan:
- Employ strict iron, steel and nickel inventory control
- Establish recycling center of iron and steel and nickel products.
Magma-grade Construction Material12 orthoclase blocks
Action Plan:
- Establish logistics for optimal stone hauling.
- Create Mason and Mechanic shop in graveyard digsite, separate stock for magma-safe stone (orthoclase and gabbro are available).
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Project SubmissionsProject 501: First Surface TowerCritical Issue: There is a sapling that is growing below a constructed floor.
Objective: Reconstruct parts of the first surface tower into a functional bunker.
Assessment: The construction of fortification is flawed because it does not provide an appropriate roof. It is recommended to construct a block wall first, and then later designate the block wall to be carved with fortification. A corner block wall may be carved into fortification without issue.
Action Plan:
1. Remove the wall to access tower and address the sapling issue.
2. Secure surface area for a set period during reconstruction.
Issues:
501.1 There is an undead stoat jack roaming to the south west of the first tower, besides the possibility of other surface threats.
501.2 There are sentient remains including citizens visible to the construction site.
501.3 Threat to cave adaptation sickness may incapacitate both workers and security personnel.
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Project 502: Clothing IndustryCritical Issue: Civilian clothing is at critical level.
Objective: Provide usable clothing for the civilian population.
Assessment: Although the clothier workshop is being constructed, the stocks for cloth is limited for a dozen wool cloths, and a handful of plant cloths. Pigtails planting is still a season away.
Consideration to retrieving clothing of the fallen in the immediate area may prove a worthwhile effort to relieve the current clothing shortage.
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Project 503: Surface Magma Glass FurnaceObjective: Create magma glass furnace next to sand collection source near the surface for efficient production of sustainable green glass.
Action Plan:
1. Obtain sand to create green glass pipes and corkscrews.
2. Obtain 2 iron minecart and iron wheelbarrow.
3. Dig magma filling and draining chamber in a new room near the magma forge.
4. Build magma glass furnace near surface.
Materials:
1. Need available bags for sand collection
2. Need magma-safe items: 2 minecarts, 1 wheelbarrow, 4 hatch covers, 4 blocks, 4 pipes, 4 corkscrews, 1 grate, 1 door, and mechanisms.
Issues:
503.1 Available wool cloth may be used for sand bag, however, there is a critical need for civilian clothes.
503.2 Metal mine carts and wheelbarrows cost two metal bars each to forge. Need to obtain more iron or steel, and maybe nickel bars.
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Project 504: Front Gate SecurityObjective 1: Verify correct labels for levers that control air locks to “Trap Hall, “New Depot”, and “Old Depot” with uninvited guest.
Objective 2: Trap Hall must be cleared of captured undead and reset.
Objective 3: Provide security to immediate area for Project 501.
Objective 4: Cut nearby trees to replenish needed logs resource.
Objective 5: Retrieve any iron products and clothing, and dump sentient remains of fallen.
Action Plan:
504.1.1 Attach hatch cover to magma pit.
504.1.2 Assign stockpile for captured near the magma pit.
504.2 Prioritize clearing of trap hall by suspending current labor for brewing and smelting, 1 active miner, 1 active mason.
504.3 Need to be cautions of cave adaptation sickness. Station Barricaded and Dikes inside fortress, to be closer to surface, yet indoors.
504.4.1 Ensure everything in the surface is set to forbid.
504.4.2 Create surface Burrow for wood cutting.
504.4.3 Assign a wood cutter.
504.5.1 Increase surface burrow for corpse looting.
504.5.2 Create Corpse Duty squad who will do the initial dumping of sentient remains
504.5.3 Allow corpse looting for iron products and usable clothing.
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Project 505: Fortress LogisticsObjective 1: Create list of current stockpiles indicating stockpile number and other properties such as max use of barrels, bins, and links.
Objective 2: Assess junction points and paths for their purpose and utility.
Action Plan:
505.1 z89 forbid stones and doors
505.2 z90 forbid stones and doors
505.3 forbid stones and isolate magma forge, including salvageable steel anvil.
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ooc: I spent hours last night just looking around. I did unpause to test what the 6 levers actually do so I know exactly that each controls.
I fluctuated and steadied at 10 FPS. It's doable.
What exactly does Dfhack "clean all" do? Something about contaminants on items, plants, animals, etc? Is it worth running it once?
The magma pit could be the culprit for pathing with cavern 3 the because there are flying undead cave swallows that can technically path up into the fortress.
There's doors and bridges that have fortifications to peek into the caverns. I think it's possible to forbid those since they are dead ends for now, but I don't think they add much to FPS since dorfs can't path out to cavern 3 from there.
I think a hatch cover, even set to forbid will still enable a dumping action and throw the item down below without adding pathing for anything else.
IIRC, a hatch cover set to forbid works for arena pitting to prevent even flyers to escape during the pitting process.
I have not delve into my chosen dwarf and how I'll RP/tale spin her, but a macedwarf almost always seems to be my choice. 
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