Well, I think that sounds like the formation of a plan then, unless Peri weighs in otherwise or has some other suggestions.
Out of interest, did you adjust the breeding rates so that the bolds breed like... bolds?
So: Kobold Kamp Fort!
Mods: Just the above at the moment.
Rules:
1. No killing of the fort for lulz unless agreed on by the majority.
2. No completely blocking off the entrance to the fort as a main defensive tactic.
3. Each turn lasts a year.
Embark:
I'm honestly not great with aquifers in general unless I get lucky and can tunnel through, and think a lack of pumps would make that much more difficult. I don't have any problem going that way, but I'll certainly take a later turn and leave the hard work of getting through that to one of you guys.
Obsidian seems important to our survival. So, personally I'd still dig having a magma pipe.
As with aquifers, heating a glacier to get water might be tough without floodgates and pumps, unless you've re-added aqueducts. Similarly, it sounds like trees might be a little important. I like hard, but I'm not good enough to do "suicidal". I'd lean towards someplace arid (high heat/some trees/dangerous wilds), ideally with sand so that glass can happen.
I'm excited.