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I'll take a dwarf, too, so long as one is available.
 
Like AsdfeZxcas, Brovahkiin is now a Miner-Poet. They are digging out our Dining Room and composing "Ode to a chip of Microcline that I found in my boot".

That's our last Miner claimed, so I made Yvanoff a Blacksmith-AxeDwarf-Liar instead. Yes... a Professional Liar (skill level 9). Apparently he lied about being a Miner.

jacob-Lundgren is a Carpenter-Lumberjack-Bowyer.

Misiame is a female Grower-Weaponsmith.

Alxeu is a Weaver-HammerDwarf-Musician. Presumably, he uses his warhammer to play percussion on enemy skulls.
 
Holy Carp!

I didn't miss the Fall caravan after all... while the Traders were still complaining about making the long journey for nothing, I managed to design and build the depot, cook some Mosquito Intestines into prepared meals, run it out to the newly-built Depot, and hang out our "Open for Business" sign!

We sent the Traders away happy, so they should be back next year with a bigger load.
 
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Dwarf me
 
Hyme is a MarksDwarf-Intimidator-FisherDwarf-Fish Dissector. He is also a skilled Psychiatrist.
 
I've changed my mind about our entrance layout. The T-intersection tunnel wouldn't really be secure unless we fortified both ends, which would have prevented us from routing the incoming Trade Caravans through it (Traders will not cross traps).

So I'm moving our entrance to a more defensible position, and using that tunnel as a bridge for Caravans. It still serves its main purpose of keeping our Dwarves and the Traders out of reach of the Carp.
 
AsdfeZxcas and Brovahkiin have both reached "Legendary" level as Miners (they are still bloody awful Poets, though... see below). This status was achieved by hard work, not by creating an Artifact. Let that be an inspiration to us all!

Speaking of Artifacts... our Winter immigration wave has brought us up to exactly 20 Dwarves, so we can expect our first Strange Mood almost any time.

AsdfeZxcas and Brovahkiin have published their first poem:

Goblins are tough!

Goblins they be pretty tough...
and lean and stringy, too.
Unless you hits them hard enough
to turn them into goo,
then picks out all the bones and stuff
and throws them in a stew!
Kobolds, too, is hard to chew.
Hard to chew them Kobolds, too.

ummm... yeah. Don't give up your day jobs, guys.
 
Curious what Dwarves are not yet claimed :)
 
Curious what Dwarves are not yet claimed :)
Lots. Both of the Miners have been claimed, but I'm planning to re-purpose some of next year's immigrants as Miners anyway. We have plenty of Farmer-type and Military-type Dwarves available... although until we can build up a stock of weapons and armor, we can't really set up a military. So any Soldier-types will meanwhile be helping out carrying stuff.

I don't have the game loaded right now, but only about 10 out of our 20 Dwarves have been claimed.
 
Let's go with one of the farmer-types! :)
 
It turns out that there has been one change to the game mechanics that is really starting to piss me off.

If you have dug out rooms in the level just beneath the surface, and then cut down a tree on the surface, it leaves a hole right through the ceiling of your underground room. Not only does this convert that underground spot into "exposed to daylight" (so you can never grow underground crops like Plump Helmets or Sweet Pods there, even after you've fixed the hole), but the holes are also hard to find so there's a danger that one might be left un-repaired... allowing hostiles to bypass our positional defenses and invade our fort.

Whose clever idea was this?
 
It turns out that there has been one change to the game mechanics that is really starting to piss me off.

If you have dug out rooms in the level just beneath the surface, and then cut down a tree on the surface, it leaves a hole right through the ceiling of your underground room. Not only does this convert that underground spot into "exposed to daylight" (so you can never grow underground crops like Plump Helmets or Sweet Pods there, even after you've fixed the hole), but the holes are also hard to find so there's a danger that one might be left un-repaired... allowing hostiles to bypass our positional defenses and invade our fort.

Whose clever idea was this?
So everything needs to be built one level down now.
 
Dorf me, please! Any kind of dorf would do. Though miner or military should be fun - higher chance of "fun!", I mean :D
 
Andrzej_I is a Herbalist-Soldier-Appraiser
Gaius_C is a Herbalist-HammerDwarf-Comedian

There are still eight unclaimed Dwarves, plus whatever immigrants are incoming.

An unclaimed Dwarf has had a Strange Mood and has become a Legendary Jeweler.
 
It turns out that there has been one change to the game mechanics that is really starting to piss me off.

If you have dug out rooms in the level just beneath the surface, and then cut down a tree on the surface, it leaves a hole right through the ceiling of your underground room. Not only does this convert that underground spot into "exposed to daylight" (so you can never grow underground crops like Plump Helmets or Sweet Pods there, even after you've fixed the hole), but the holes are also hard to find so there's a danger that one might be left un-repaired... allowing hostiles to bypass our positional defenses and invade our fort.

Whose clever idea was this?
No one's clever idea, unfortunately, just a longstanding bug. I have no idea if it's something hinky with how the tile/floor arrangement interacts with the then-new multi-tile tree system, or if something else is broken.

But aye, as noted, it's best to leave a layer of dirt between the surface and underground regions, and likewise with caverns and underground tree farms. Even if you don't chop the trees yourself, all it takes is one flame-spewing forgotten beast or dragon to make your day extra-crispy.
 
So everything needs to be built one level down now.
Unfortunately, we only have one layer of soil in this embark. The layer immediately below the surface is the ONLY layer we can farm without diverting (Carp-filled) river water for irrigation.
 
Hmmm, that does make things a mite bit tricky. It's been a while for me since I played, but as I recall and cross-checked on wiki, chopping down the trees only causes disappearing floor issues if the tile underneath has been dug out or smoothed. If you chop down all the trees above your planned farm, pave it over with a road (or floor, but roads are cheaper) so new trees can't grow there, and then dig out your farms underneath that, you should avoid the issues with creating holes that flip the outdoors flags on the tiles underneath.

I suppose it's either that, DFHack, rolling with above-ground crops, or simply being very careful and hoping you don't miss a single hole.
 
Yeah, sounds good. I'm gradually paving over our compound.

The first Hippie caravan has arrived, but they hardly brought anything worth buying. A few nuts and berries (literally). No cloth or thread. No leather.

Carved wooden nose-hair tweezers? No thanks. Musical instruments? I'll make my own. Wooden Armor and weapons? We're already setting up a Steel foundry. Cut gems? Who needs them? Our first Strange Mood gave us a Legendary Gem Cutter.

One thing they brought that got my attention... a caged Giant Poisonous Scorpion! Checking its data-sheet, it's a Legendary Climber... it's three times the size of a Dwarf and can run right up the walls!

I bought it and immediately let it out of its cage. What could go wrong?

What should we name it? I was thinking "Scrappy".
 
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