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DF Community Games & Stories / Re: The Eternal Halls - An Endless Succession Game
« on: July 26, 2023, 10:28:14 pm »
1st Granite, 131

Incredible how time seems to move quicker when you're older - I was enjoying my retirement, and it seemed like I only looked away for a moment to chart out the transits of the Keshanic moons, and then I look up and two years have passed! And... twenty five people have died? And the cloth stockpile, which I had just gotten tidy after six years of on and off work, has been changed to *not allow cloth*!
Well, that simply cannot stand. That nagging inconsistency in the transit timings will just have to wait, there's business to take care of. It's time for a revolution!
2nd Granite, 131
My glorious revolution proved surprisingly anticlimactic, the previous overseer was raging drunk when I stormed up in a fit, and just handed over the keys to the office without a fight.
Now, to take stock of the situation.

The manager orders look reasonable... *too* reasonable. I think I created some of these orders. Did they seriously not get done after two whole years? What, did all the clothesmakers die? No, Marineking is still around, among others. Though Marineking is now our best clothesmaker at merely talented, I thought we had better. Well, anyway, I'll figure it out later.

Thankfully, since there was no place to put the cloth already in the stockpiles after the policy was changed, it was largely left in place, which I could use to tell which stockpiles previously allowed cloth. The situation has now been rectified.
Oh, and apparently we're under siege? Could've fooled me, the dwarves haven't been (o->i) ordered to stay indoors, nor have the military been (m->select squad->v->t to set to on duty, then on main map x->s->enter to station, don't forget to set squad back to standing down afterwards) sent to take care of them. *Are* there even any invaders?

Oh, so there are. Where?

Oh hey, speaking of the cloth stockpile. I'd thought those were goblins in cages, but apparently not. Well, shit. GUARDS, GUARDS!

No, wait, belay that, I was right the first time, they are in cages. Are we still considered under siege even if all invaders have been captured? Or are there uncaptured goblins somewhere.
3rd granite, 131
Well, if there are, nobody's complaining about them. Moving on, I suppose.

There's some major construction apparently going on in the northwest, by the giant obsidian dwarf statue. Not sure what it's for, but I don't see a need to cancel it just yet. There are no idlers, is everyone working on this?

Not even fully cleared of rocks yet, the new wing of the catacombs is already full. Ah well, queue up some more tombs.
Oh, wait, they're not fully cleared of rocks because the dump designation on those rocks was removed. Wait, were these marked for dumping? Rocks are useful, maybe it's just that we ran out of rock stockpile space. (Oh, the hidden designation was removed)

Queued up another 72 tombs. We're seriously starting to run out of space, and may need to select another place to start building these, or switch to a more space efficient design. Wait, no, nevermind, there's plenty more space to the south.
8th Granite, 131

Took a quick opinion poll of the fortress, seems people are generally hanging in there. Kingler just filled the sheet with obscenities about my having a nice office, again. I already gave up my excellent bedroom, why can't you just calm down! I need that office for my astronomy notes!
12th Granite, 131
Ah, I see, that huge mess of floors is covering up a hole in the ground. Fair enough, carry on.
Also, I am by now quite sure that we're allegedly under siege by the goblins in cages. See, this is why weapon traps are superior to cage traps!
19th Granite, 131
For no reason I can discern, we are no longer considered under siege. Hooray, I suppose. Also, I reassigned MarineKing as manager since Dadamh wasn't getting around to validating my orders. And told MarineKing to stop farming, too.
19th Slate, 131
The fort is fully occupied, with generally no dwarfpower free, so I've been relaxing with a nice ale most nights.
I did order another few runs of bins, though. Can never have too many bins.
7th Felsite, 131

PTTG ran off and locked themselves in a Mason's workshop.
24th Feliste, 131

Went and checked in on PTTG, and drat - I remember getting messages about our artisans cancelling orders for shell decorations for lack of material, they must have run through our stock. I'm not even sure if we have any active fishing. Seems not - ordered a few folks to stop hauling and take up fishing.
4th Hematite, 131

One of the cats wandered into a trap today - horrible business, I thought they were too lightfooted for that.
9th Hematite, 131

The elves are here. Have we been cutting down trees? Yeah, probably. Did we agree not to? Yeah, probably.
10th Hematite, 131
And barely a moment later, the humans arrive as well. Hopefully they get along.
14th Hematite, 131
It never rains but it pours - the goblins are here as well.
Anyway, the champions handled it with zero injuries military or civilian. The only hard part was figuring out where to send them - having a bunch of captured goblins makes the question "Where are the goblins?" far more ambiguous, as it turns out. Everyone get back to hauling.
For some reason everyone's hauling the trade goods one by one rather than by the binful. Are we just out of bins? Also, the broker had been assigned... every labor, so there wasn't a chance in hell that they'd ever get around to trading. I took them off the rosters and told them to hop to it.
24th Hematite, 131

Damn it! Nobody could get a shell in time? Another distinguished fortmember lost to madness for want of a shell, in a tale as old as time.
4th Malachite, 131
Wasn't able to move many trade goods due to it not being done binwise, went ahead and traded anyway. A bunch of junk in exchange for all their meat and a bunch of miscellaneous iron goods, for melting. Now go away.
18th Galena, 131

The new tombs finished being dug out, and I've ordered them smoothed. Also, a new person got a mood - hopefully this one goes better.

Damn it. Put a few more people on fishing duty.
26th Galena, 131

Got it! Now, nobody use shells for *anything* except moods - these are precious! And keep fishing for a bit, so we can build up more of a stock.
Hmm... Atir is still just muttering. Bars of metal, rough color, cloth/thread, a shell, leather/skin... we've got all that. What's the issue? Okay, it looks like they might just need even more shells. Two already collected, maybe... six or seven, total? Keep fishing!
12th Limestone, 131
Dwarven caravan is here! Also here: a bunch of snatchers, that immediately got caught in cage traps. Alright, maybe these cage traps do serve a purpose.
22nd Limestone, 131
Goblin ambush. Champions handled it. Still no more shells.
Traded a bunch of crafts and junk to the dwarven caravan for all their food, booze, and as much of their steel gear as we could afford - they really brought a remarkably large quantity of it, did the previous overseer request that? Good taste, if so. I made sure to trade them the contents of the bins, but not the bins themselves - we're still low on bins.
24th Sandstone, 131

Only three shells needed, as it turned out, and the fisherdwarves have delivered! But I'm not taking anyone off fishing until we have at least ten in reserve.
27th Sandstone, 131

Quite a nice helm, though hardly earthshaking. Mostly I'm just glad to have avoided another failed mood.
1st Moonstone, 131
A snatcher appeared and injured a child before anyone could respond. Damn them! Little Dakost will likely recover fully, at least - it's only a leg wound. ... If anyone brings them inside. Hello? Anyone?
15th Moonstone, 131

After four or so snatchers in quick succession were captured by the cage traps, an actual ambush appeared - two squads. Thankfully, the one civilian in the area was far enough away to avoid being shot, and the goblins were kind enough to remain in place long enough for the champions to arrive.

Naturally, they promptly stopped being a problem.
19th Obsidian, 131
I'd been confused as to why goblins were occasionally appearing in the middle of the fort - turns out that cages, containing goblins, were ordered to be melted. I have removed all melt orders for all cages.
1st Granite, 132

Well, as per the Hallowed Unwritten Bylaws of the fortress, my time is up and I must step back from management. Excellent, I can get back to my celestial observations.
(end-of-turn note: this fort is currently operating on a first-come-first-serve basis. If you want to play a turn, announce as such and you then have 28 days to play and post a save before dibs expires.)
Save: https://dffd.bay12games.com/file.php?id=16794
Dwarf therapist: http://dffd.bay12games.com/file.php?id=14657
DF version: https://www.bay12games.com/dwarves/df_28_181_40d.zip
Very sorry for the delay - work suddenly started kicking my ass, and I've had to rush through this kind of at the last minute.

Incredible how time seems to move quicker when you're older - I was enjoying my retirement, and it seemed like I only looked away for a moment to chart out the transits of the Keshanic moons, and then I look up and two years have passed! And... twenty five people have died? And the cloth stockpile, which I had just gotten tidy after six years of on and off work, has been changed to *not allow cloth*!
Well, that simply cannot stand. That nagging inconsistency in the transit timings will just have to wait, there's business to take care of. It's time for a revolution!
2nd Granite, 131
My glorious revolution proved surprisingly anticlimactic, the previous overseer was raging drunk when I stormed up in a fit, and just handed over the keys to the office without a fight.
Now, to take stock of the situation.

The manager orders look reasonable... *too* reasonable. I think I created some of these orders. Did they seriously not get done after two whole years? What, did all the clothesmakers die? No, Marineking is still around, among others. Though Marineking is now our best clothesmaker at merely talented, I thought we had better. Well, anyway, I'll figure it out later.

Thankfully, since there was no place to put the cloth already in the stockpiles after the policy was changed, it was largely left in place, which I could use to tell which stockpiles previously allowed cloth. The situation has now been rectified.
Oh, and apparently we're under siege? Could've fooled me, the dwarves haven't been (o->i) ordered to stay indoors, nor have the military been (m->select squad->v->t to set to on duty, then on main map x->s->enter to station, don't forget to set squad back to standing down afterwards) sent to take care of them. *Are* there even any invaders?

Oh, so there are. Where?

Oh hey, speaking of the cloth stockpile. I'd thought those were goblins in cages, but apparently not. Well, shit. GUARDS, GUARDS!

No, wait, belay that, I was right the first time, they are in cages. Are we still considered under siege even if all invaders have been captured? Or are there uncaptured goblins somewhere.
3rd granite, 131
Well, if there are, nobody's complaining about them. Moving on, I suppose.

There's some major construction apparently going on in the northwest, by the giant obsidian dwarf statue. Not sure what it's for, but I don't see a need to cancel it just yet. There are no idlers, is everyone working on this?

Not even fully cleared of rocks yet, the new wing of the catacombs is already full. Ah well, queue up some more tombs.
Oh, wait, they're not fully cleared of rocks because the dump designation on those rocks was removed. Wait, were these marked for dumping? Rocks are useful, maybe it's just that we ran out of rock stockpile space. (Oh, the hidden designation was removed)

Queued up another 72 tombs. We're seriously starting to run out of space, and may need to select another place to start building these, or switch to a more space efficient design. Wait, no, nevermind, there's plenty more space to the south.
8th Granite, 131

Took a quick opinion poll of the fortress, seems people are generally hanging in there. Kingler just filled the sheet with obscenities about my having a nice office, again. I already gave up my excellent bedroom, why can't you just calm down! I need that office for my astronomy notes!
12th Granite, 131
Ah, I see, that huge mess of floors is covering up a hole in the ground. Fair enough, carry on.
Also, I am by now quite sure that we're allegedly under siege by the goblins in cages. See, this is why weapon traps are superior to cage traps!
19th Granite, 131
For no reason I can discern, we are no longer considered under siege. Hooray, I suppose. Also, I reassigned MarineKing as manager since Dadamh wasn't getting around to validating my orders. And told MarineKing to stop farming, too.
19th Slate, 131
The fort is fully occupied, with generally no dwarfpower free, so I've been relaxing with a nice ale most nights.
I did order another few runs of bins, though. Can never have too many bins.
7th Felsite, 131

PTTG ran off and locked themselves in a Mason's workshop.
24th Feliste, 131

Went and checked in on PTTG, and drat - I remember getting messages about our artisans cancelling orders for shell decorations for lack of material, they must have run through our stock. I'm not even sure if we have any active fishing. Seems not - ordered a few folks to stop hauling and take up fishing.
4th Hematite, 131

One of the cats wandered into a trap today - horrible business, I thought they were too lightfooted for that.
9th Hematite, 131

The elves are here. Have we been cutting down trees? Yeah, probably. Did we agree not to? Yeah, probably.
10th Hematite, 131
And barely a moment later, the humans arrive as well. Hopefully they get along.
14th Hematite, 131
It never rains but it pours - the goblins are here as well.
Anyway, the champions handled it with zero injuries military or civilian. The only hard part was figuring out where to send them - having a bunch of captured goblins makes the question "Where are the goblins?" far more ambiguous, as it turns out. Everyone get back to hauling.
For some reason everyone's hauling the trade goods one by one rather than by the binful. Are we just out of bins? Also, the broker had been assigned... every labor, so there wasn't a chance in hell that they'd ever get around to trading. I took them off the rosters and told them to hop to it.
24th Hematite, 131

Damn it! Nobody could get a shell in time? Another distinguished fortmember lost to madness for want of a shell, in a tale as old as time.
4th Malachite, 131
Wasn't able to move many trade goods due to it not being done binwise, went ahead and traded anyway. A bunch of junk in exchange for all their meat and a bunch of miscellaneous iron goods, for melting. Now go away.
18th Galena, 131

The new tombs finished being dug out, and I've ordered them smoothed. Also, a new person got a mood - hopefully this one goes better.

Damn it. Put a few more people on fishing duty.
26th Galena, 131

Got it! Now, nobody use shells for *anything* except moods - these are precious! And keep fishing for a bit, so we can build up more of a stock.
Hmm... Atir is still just muttering. Bars of metal, rough color, cloth/thread, a shell, leather/skin... we've got all that. What's the issue? Okay, it looks like they might just need even more shells. Two already collected, maybe... six or seven, total? Keep fishing!
12th Limestone, 131
Dwarven caravan is here! Also here: a bunch of snatchers, that immediately got caught in cage traps. Alright, maybe these cage traps do serve a purpose.
22nd Limestone, 131
Goblin ambush. Champions handled it. Still no more shells.
Traded a bunch of crafts and junk to the dwarven caravan for all their food, booze, and as much of their steel gear as we could afford - they really brought a remarkably large quantity of it, did the previous overseer request that? Good taste, if so. I made sure to trade them the contents of the bins, but not the bins themselves - we're still low on bins.
24th Sandstone, 131

Only three shells needed, as it turned out, and the fisherdwarves have delivered! But I'm not taking anyone off fishing until we have at least ten in reserve.
27th Sandstone, 131

Quite a nice helm, though hardly earthshaking. Mostly I'm just glad to have avoided another failed mood.
1st Moonstone, 131
A snatcher appeared and injured a child before anyone could respond. Damn them! Little Dakost will likely recover fully, at least - it's only a leg wound. ... If anyone brings them inside. Hello? Anyone?
15th Moonstone, 131

After four or so snatchers in quick succession were captured by the cage traps, an actual ambush appeared - two squads. Thankfully, the one civilian in the area was far enough away to avoid being shot, and the goblins were kind enough to remain in place long enough for the champions to arrive.

Naturally, they promptly stopped being a problem.
19th Obsidian, 131
I'd been confused as to why goblins were occasionally appearing in the middle of the fort - turns out that cages, containing goblins, were ordered to be melted. I have removed all melt orders for all cages.
1st Granite, 132

Well, as per the Hallowed Unwritten Bylaws of the fortress, my time is up and I must step back from management. Excellent, I can get back to my celestial observations.
(end-of-turn note: this fort is currently operating on a first-come-first-serve basis. If you want to play a turn, announce as such and you then have 28 days to play and post a save before dibs expires.)
Save: https://dffd.bay12games.com/file.php?id=16794
Dwarf therapist: http://dffd.bay12games.com/file.php?id=14657
DF version: https://www.bay12games.com/dwarves/df_28_181_40d.zip
Very sorry for the delay - work suddenly started kicking my ass, and I've had to rush through this kind of at the last minute.
































































































































