Refugees4th session, we had our first casualty.
A migrant hunter that died in an unfortunate accident involving an air rifle and a giant radscorpion.
What a terrible shame.
Aside from that this session ended up being a logistical mess, a lot of migrants showed up, the military had to be sorted out and there was just so much organizing, planning and sorting through that a lot of things ended up being neglected or otherwise postponed, such as the well and general infrastructure (bedrooms, mess hall expansions and such).
Still, despite this, everything went smoothly.
First order of business is some minor work on the entrance fortifications and infrastructure.
Nothing to radical, just minor additions and changes.
The master stockpile is done and designated.
Its huge, it will cover our needs for now.
Oh, I am proud to say that Replica (me!) is the first of our stable to give birth to a foal.
It is an earth pony boy, destined to become a swordspony when he grows up.
Oh joy, I'll probably never have grandchildren.
The initial barracks was dug out, the first six rooms were furnished with a door, an armor stand and a weapons rack each.
The military wasn't organized at this point, so only Byakugan's swordspony squad got a training room assigned.
The stupid featherbrained scootaloos fight each other in the chicken coop, the roosters are attacking the chicks.
To divide them from their murderous parents a wooden cage is ordered and a small compartment/storage room is dug out just adjacent to the coop.
Migrants arrive, that's good right?
More workers to help us esta- oh wait, 10... 15... 20... 30 damned migrants in one go, plus some cattle.
Oh god damnit, what a mess... and I sort my migrants out my hand too, these aren't your standard dwarves where longbeards and shortbeards are all equally shitty at doing everything, it is sort of standard procedure for pony mods to have special castes these days, and then there are racial bonuses and penalties as well, so even if you just say "fuck that, I don't care about castes" you'll still have to differentiate between an earth pony and a bonehead, or you'll get really screwy disadvantages.
But anyways, I digress... the migrants were all sorted out, we received plenty of workers and soldiers, more than enough to estabilish an early militia with a wide variety of weapon specialized squads as per a silly experiment I'm trying out after hearing Maklak fanboy so much over weapon specialized squads, because apparently he is seeing some weird non existent cross training between different weapon users which I have never ever observed in any DF version I've played. But oh well, wont hurt to try.
Three new players join our prosperous hole in the ground, Splint the riflepony from Pineapple, Rinah the unicorn doctor (also from Pineapple, minus all the fat) and Rose Gold, Indigo_Surprise's armorsmithing unicorn mare.
As the migrants and military is sorted out the military undergoes more general changes, supplies, ammo, naming and such is sorted, as are training schedules.
Having nothing to guard at the moment (and nothing to guard with, we have little to arm our soldiers with, next to no swords, no hammers and little of everything else. Only the auxiliaries are fully armed, with excess steel mining drills, knives and shovels) all schedule is planned towards training.
Schedules are as following:
Melee Squads: Alternates 2 months of training with minimum of 2 soldiers per session & 1 month of leave.
Rifle Squads: Alternates 2 months of training with minimum of 1 soldier per session & 1 month of leave.
Security Squad: Alternates 3 months of training with minimum of 2 soldiers per session & 1 month of leave.
Available squads are as following (with numbers being the current ones at the time of writing):
Swordspony Squad - 4
Hammerpony Squad - 6
Riflepony Squad - 4
Spearpony Squad - 1
Martial Pony Squad - 1
Knifepony Squad - 1
Auxiliary Squad* - 6
Security Team - 1
*Mixed weapons squad composed of general soldiers which don't really fit in elsewhere but aren't bad enough to assign to the general worker party.
A bit like the "Bad Company" of Orange.
A structural flaw is discovered in the airlocks.
The bridge pits are all connected to a staircase that leads back up to the entrance tunnel, and the pits are divided by floodgates, problem however is that our end of the airlocks don't separate our side from the next floodgate (which has a pit in between), here is a dumb little version of what I mean.
X = Floodgate, O = Pit
Their End - OXOXO - Our End
The last pit on our end allows for enemy fliers to fly under our airlocks and over to our side.
So to mitigate this I am just ordering more floodgates to place on our end. Easy.
The cage is done and placed, since there is no easy way to differentiate between hen chicks and rooster chicks all chicks are placed in the same cage.
They make quite a fluffy little yellow ball of chirping, the children love it.
The barracks has to be expanded more, more training rooms are needed (for now, two more to cover all our current squads, and a couple of extras for new squads) and a shooting range for the rifle squad.
The migrant brahmin cattle are butchered.
We still don't really have anywhere to pasture these, the surface is out of the question even if we are ballsy enough to pasture them there they would all be killed by the airborne pink ebola virus anyway.
Rose Love gives birth to the second foal, an unicorn boy, who might grow up to become a priest of some crazy cult...
A wastelander caravan arrives, these are our neighbors, the guys which are surrounded by all sorts of shit and who have been getting attacked since the day shit hit the fan in ponyland.
Because DF pathfinding is funny, they leave their wagon behind because I forgot to keep the trade depot airlock open.
We trade all their leather, cloth and food for some barbed steel wire.
The surface is going to look pretty funny with steel rangers immune to ebola camping out on the surface when we cower in our bunker.
The mess hall is expanded, but we got nothing to furnish it with.
So an order for 30 tables and 60 chairs is placed.
The shooting range is set up properly following Maklak's proposed design.
Fragrance Weaknumber is taken by a mood... she demands rocks and bones.
New floodgates are all hooked up, the airlocks are now definitely 100% secured.
A prismatic smelter is built and scrap metal smelting operations are begun.
We got plenty of scrap metal, and quite a few steel chests to get rid of, so metal for armor isn't a problem.
Our only concern before we can armor our military is our apparent near total lack of fuel, wood is clearly out of the question, so we need to search for... alternative sources... if we can't get ahold of the fuel we need to cover our demand.
Unless of course the prismatic forge now happens to have reactions for security armor, which in that case makes all my concerns null.
The old general stockpile is disbanded, all items stored there are moved to the master stockpile.

Fragrance creates Toothaunt, "Toothaunt", an artifact siltstone bracelet!
Yes! Useless crap we can't use for anything! I LOVE useless crap!
So what is it this time? Super Sentinels breaking every bone of an earth pony filly? Alicorns beating an old elderly earth pony stallion up with baseball bats?

Oh no, super sentinel murdering an unicorn in the same swamp we are all bunkered down in.
I bet you 50 bits that the next voodoo artifact is also going to have cryptic imagery of super sentinels, just you wait.
Mist is ordered to go open our combat armor, anti machine rifle and ammo crates, but apparently hasn't done her job by the end of the session.
Still, she'll get around to opening our 2 boxes of combat armor and 4 boxes of AMR's next time.
Stockade Turntaker gives birth to an earth pony boy, a miner.
In an attempt to get more wood and salvage I send folks topside to chop a pretty significant area, apparently, because my one designated scavenger doesn't like burrows, I am forced to just free the entire stable from their burrow restrictions so they can move freely wherever.
Nopony gets hurt and we manage to bring a bit of wood and salvage downstairs before I interrupt operations due to ebola clouds.
Something very strange I observed is that the bloodwings really don't care much for ponies, in fact, they didn't show any hostile behavior and everyone were fine with going up to haul scavenge even with the bloodwings being just a few tiles away, the one close encounter was when a flock of bloodwings flew close to the entrance and a pony got scared, but that was it, nothing else happened.
Maybe something is wrong with them, missing tags maybe, they might also be blind.
The migrant hunters corpse is recovered and temporarily stored in one of the empty bedrooms until a tomb is set up, a bit morbid perhaps, might get awkward explaining it once I assign ponies rooms, but its better than leaving it above.
Lots of childbirth going on today, they are really going at it down in the bunker, even creepier with them all sharing 8 beds in a public dormitory.
Tusk Clearfriend gives birth to an unicorn girl, which unfortunately for her happens to be born with a very unremarkable social caste, a long life of hauling awaits her.
Initial tombs are dug out down by the barracks and some coffins are ordered to cover our present need.
More migrants arrive, 10 of them.
One of them happens to be a sniper, excellent.
Mist (Corai) gives birth to an earth pony, a little filly who will grow to become a great farmer.
Rinah is assigned the position of chief medical officer, just a formality of course, we still don't have a hospital.
Session ends.
New players:Splint
Rinah
Indigo_Surprise
Priorities:- Arm militia
- More beds
- Butcher migrant cattle
- Collect more scavenge
- Build well
- Build hospital
- Improve barracks infrastructure
Layouts:
B1 (Entrance & Trade Depot)
B2 (Farms & Scavenging)
B3 (Living & Workshops)
B4 (Barracks & Tombs)