Rules I've developed for this project.
1. Zasit may only work on his project, and only he may work on his project.
- 1a. Zasit may not use materials gathered or created by other dwarves, with one exception. He may eat and drink with the assistance of his friends. If I can prevent him from sleeping on one of their beds, I will.
- 1b. No other dwarves may use items produced by Zasit. He has "claimed" the hillside where he works, like a regular moody dwarf claims their workshop.
2. Zasit may eat, drink, and sleep according to normal cycles. He may not take breaks.
3. The nature of the mental focus afforded by the strange mood does not allow Zasit to think outside the box. He won't build any windmills or waterwheels to simplify his efforts. All his pumping will be done by hand.
4. Typical strange moods go in three steps: Claim a workshop, gather materials, work furiously. Zasit will approximate this as well as possible.
- 4a. Claim a Workshop. The first project will be to mine out the space where the tower and reservoirs will eventually stand. The exception here is that one layer of original floor will be left to preserve the "dark subterranean" flags for part of the tower for a tower cap farm and subterranean farm plots. This roof will be removed during obsidian casting.
- 4b. Gather materials. Next Zasit will gather everything he needs to complete the project. This will proceed in phases.
- First raw material will be gathered. Stone, ore, seeds, wood, leather, etc. Quantum stockpiling will likely be needed, but that's ok. A regular moody dwarf would pile everything into a single workshop before he starts to work, after all. This phase will include filling the magma and water reservoirs.
- Next more complex materials will be created. This includes everything from furniture to windows to screw pump components.
- Next items will be decorated. Everything in the fortress will be studded with Zasit's favorite metal, iron. The highest quality objects will also be encrusted with any gems located during excavation.
- 4c. Work furiously. This step will be construction, pumping, construction, pumping, construction, and pumping. Then mining for an age. Then engraving for another age. Then hauling for another age.
Problems: He will need an anvil. Creating items to trade for an anvil breaks the spirit of rules 1 and 3. Using the forge built by Zefon et. al. to make his own anvil breaks rule 1a. I suppose technically that rule was broken the moment he picked up his pick. I think this can be the exception that proves the rule. Zefon will be so confused when Zasit shows up in the camp, ignores him, makes an anvil, and hauls it away.
Rule 4 is going to take a LOT of planning. I'll need blueprints of every room that will ever be in the tower, right down to the furniture. I will also need blueprints for the pumping and power systems. This rule also means that my fortress won't be ready to accommodate immigrants until it's nearly complete, so my defense will be entirely up to the 6 original dwarves and their dogs. As the first ever time I've played with orcs installed, that could prove very very fun.
It might be a while before my next update while I draw up plans.