Robo: Region number's fine. I wonder what the hidden neighbor is, though...
hitty40, ashton1993: Mind if I make your guys a butcher and a tanner? Partly to give them something to do, partly to do something with the animal corpses they're going to make, but mainly to stop them from getting unhappy thoughts about having to stop killing stuff once the rabbits are gone and replaced with wolves or giant badgers or elephants or something.
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Currently, it's 6-1 community choice. 5 starting dwarves filled, starting militia filled. Positions needed:
Carpenter
Leatherworker
Mason
Woodcutter
All farming positions are open, but many are not needed. I'd like herbalist, grower, and brewer the most.
Also nice would be:
Bone Carver
Bowyer
Doctor, but you would also need some other labor too. I don't think my normal policy of drafting non-laborers into the military would be a good idea.
Mechanic
Stonecrafter
Not wanted at first, but you can have a migrant:
Engraver
Fisher-anything
Militia-Two is fine for now.
Pump operation-it's an unlikely-to-be-used skill that doesn't seem to matter much when you need it and is (very) easily trained, so we're likely to get a lot as migrants.
Siege anything
Smiths-I don't think I'll get forges up-and-running in time.
Most other farming positions
And I'll look for a site to put up. Where are those volcanoes?...Deep in the mountains, of course