Doublepost because hnng, typing down my derping and screencapping like I do in Drunk Fortress makes for so much text. And unlike the DF forum, we don't have sexy toggleable spoilers.
Channeling out an area and I discovered an exploit. Even in this sparse savanna, if you channel out an area exposed to the outside, grass will grow freely. Could abuse this to maintain grazers that arrive.
And now, the point where I start dumping much-needed labors on the migrants that came with less in-demand skills. Six and Salt also need their own offices, I also oughta re-add an office requiremnt to shamans. They can't do bookeeping without it.
Fall has fallen upon us, and it's still a flurry of activity. Also, puppies. Got a trade depot up, by the way. Yes, kobolds are set to trade in winter. Remember what I said about scouts? That's what humans, dwarves, and elves will send as their equivalent to thieves, to preserve hostilities while still letting exports attract bolds.
Screenshot: Spoiler (hover to show) On the right, the refuse pile. On the left, where I intend to pasture grazing animals. The sheer amount of activity, and the lack of workers, as led to a flurry of activitty, plus a horde of dogs following ApatheticExcuse because he...ahem, SHE trained them all. No one can be spared to re-pasture them.
FUCKING dogs. Not pastured, so one is busy blitzkrieging a badger. Our unnamed second archer, whom I guess I'll bold as Zaweri, arrived to pasture it. And neither bold nor badger gives a fuck about this fight. Dog got a few bruises, while the badger has various dents and some areas cut open.
...why is it I just now realized both of my militia kobolds are female? Also, that motherfucking badger stole some mussel!
Almost late autumn, and more migrants. Got one useful bold, a spearkobold, I'll bold him as Bubbadoo. And while I'm at it, start up a spear squad for him to command. The remainer are useless civvies, and will get drafted because fuck it. Also got plenty of less useful lvestock.
With the arrival of winter, I'm starting to milk all the animals we've gathered. Already embarked with a decent stock of it, intend to set up a tavern eventually. Also splitting up finished goods into crafts, stuff we might end up using, and clothing.
Winter caravan arrives. Wilson is already a legendary miner, and I am still busy cranking out barrels and bins. We at least have some prepared meals and crafts to trade, so better than nothing.
Screenshot: Spoiler (hover to show) This is what I got to work with. Oh well, prepared meals are always so delightfully expensive. Too bad these morons are rather short on milk and cloth. Oh, and no leather? Boooo. No matter, got a decent amount of crap from them.
Oh right, almost forgot to let the bought animals out of the cages, and sell the cages back to them. And now, the time has come. Time...to brew the milk! Tavern is more or less operational.
Screenshot: Spoiler (hover to show) Do I even want to know? Bloody hell. Figurine description says it's a human that became an enemy of kobolds during a...rampage? I would assume a werebeast. Running out of mundane stone for mugs, also brewed all rthe milk. We now have over 560 units of drink.
And then Perigrin failed to drink, because job item lost or deastroyed. How do you even. And now Caconym did it too. Are they failing to find the mugs, or the booze?
A kobold bard arrives to vbisit our tavern, late in the winter. And I just realized how...ALIVE the place looks. When I first started, it was just sand and boulders all around, with the occasional shrub. But now apparently it's raining enough to keep the murky pools barely free of evaporation, and the place is covered in grass. I should've checked for rainfall on the embark screen.
Screenshot: Spoiler (hover to show) Spring has arrived at last. Sorry it took so damn long. Save is here:
http://dffd.bay12games.com/file.php?id=12348