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Editing User:Kidinnu

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| colspan="6" | '''Current State''': 76 dwarves, my first Dungeon Master. Core industry - food, metal - is thriving, but need to get secondaries (clothing) going. Cleared imps out of the magma pool, once apprentice miners finish digging upper bedrooms should be cutting channels to place magma smelters & forges on. Immigrant armorer stepped on the map, immediately had successful mood, so high-quality steel chainmail is easy to get. Fort was built into mountains, while all the iron & flux are across the river under the hills, so mining has come relatively late to my fortress.
 
| colspan="6" | '''Current State''': 76 dwarves, my first Dungeon Master. Core industry - food, metal - is thriving, but need to get secondaries (clothing) going. Cleared imps out of the magma pool, once apprentice miners finish digging upper bedrooms should be cutting channels to place magma smelters & forges on. Immigrant armorer stepped on the map, immediately had successful mood, so high-quality steel chainmail is easy to get. Fort was built into mountains, while all the iron & flux are across the river under the hills, so mining has come relatively late to my fortress.
 
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| w7
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| w5
| Slozgo Slospu (The Universe of Omen: 1667825290)
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| (1066)
| Tobulrithzam (Canyonbulwark); 6x7. An outpost of Nadakzulban (the Defended Banners), founded by Gusilrigoth (the Copper Craft).
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| Tobullilar (Canyonpattern); 7x8. An outpost of Goden Bokbon (the Ropes of Heather), monitoring and containing the Blind Hills; founded by Ritholonshen (the Noble Chant).
| 154, 103: Where Leafhushed the Lazy League comes down out of the Allied Towers (warm untamed mountain; dolomite/granite/gabbro, claystone/schist/granite) into the Hills of Evil (terrifying warm savanna; red sand/claystone/schist/granite). Leafhushed leads most of the way through the range towards Keskalmomuz, and needs to be interdicted.
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| 236, 71: Where Dikechirped the Wretch of Corruption spills out of the Common Fingers (warm-hot untamed mountain; limestone/schist/granite) into the Blind Hills (terrifying tropical shrubland; sandy clay/limestone/schist/granite).
| Winter 1054
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| Spring 1054
| 25 June 2008
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| 29 May 2008
 
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| colspan="6" | '''Current State''': 65 dwarves and ready to grow. Excellent industry, too much food, 8 champion marksdwarves busy wrestling to pass the time. Have just started receiving goblin ambushes, sometimes several times per month, but most of map is inside defenses and accesses are guarded by dogs, so at worst we lose a hauler. Design successful, if a bit overly-orderly. Quite a lot of fun, but frame rate crashed to 30; turning off weather & temperature got it back up to 50, but it intermittently drops back down. What's left to do? Improve defenses, penetrate the pit in the SW & start harvesting cave spider silk, prepare for more noble arrivals and eventual sieges, ...? Managed without a Bethabara.
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| colspan="6" | '''Current State''': 44 dwarves (after heavy immigration control). Food, metal, cloth are thriving, despite loss of our legendary grower to a goblin ambush, and bedrooms are adequately established. Continuous slow drain of troops injured or killed either by zombie elephants or goblin ambushes. Defenses are coming together, limiting access to the fort, but there's too much uncontrolled space on the eastern plateau where we've lumbered and keep sending haulers to get the wood. Legendaries: 3 miners, 1 engraver, 1 woodcutter/record keeper, 1 stonecarver, 2 bonecarvers. Tried for a vertical design, with bedrooms at + elevations (in limestone), storerooms at -2/-3, and workshops at -4, but then started building fort in too tight a peninsula of land, so bedrooms are still significantly offset horizontally from the rest of the infrastructure.
 
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