Played this challenge again tonight, this time I picked a less hostile biome for balance checking (last time I did a glacier, which was a bad idea for a challenge still in beta).
This time picked a spot with all the good stuff. Clay, Aquifer, Shallow and Deep Metals, and Flux. Trees are plentiful and lots of plants.
First year was pretty good this time.
Spring:
The first season was very productive. Pierced the aquifer just before summer, already had one legendary miner who took on the architect as her apprentice. I've kept the carpenter working full tilt so that he'll be able to take on an apprentice as soon as possible. Churned out lots of wheelbarrows, shields, and training axes for trade. Created an emergency lock-down bridge
Summer:
Most of summer spent training up my miner by digging out the bedrooms and workshop areas and churning out bedroom stuff. Breached into the cavern to get the fungus growing then walled it off for now. I also realized that I forgot to build a wood burner before apprenticing my architect. Important for the next try is to make sure that the wood furnace is constructed before apprenticing the architect (or apprentice somebody else). Disappointing migration of only 3 dwarves showed up. There was a brewer, a smelter, and a glass maker. Nobody that could produce food like I'd hoped. Luckily, with only 10 mouths to feed, there's enough food reserves and an aquifer to make it until the caravan, and enough shields, training axes, and wheelbarrows to clean out any food, booze, and other sundries they have.
Fall:
Asshole kobolds ambushed my waterbuffalo and killed my cow. So much for a meat industry based on her. Without a butcher, that corpse is just a waste of meat. Meanwhile, the first office was finished so I assigned the glassmaker as the expedition leader, manager, broker, and bookkeeper. Since there's no sand here, that's about as much use as I'm likely to get out of him. The bedrooms got finished up, so I started making a large underground field to move the remaining waterbuffalo inside away from the kobolds. Shortly after starting the new field, the apprentice miner became a journeyman, allowing me to build the wood furnace. After that was done, I started charcoal on repeat to get the wood burner training up.
When the Caravan arrived, a migrant wave with a farmer, 2 plant gatherers, another brewer, and a cook was right on its heels. Just what Armok ordered. After the migrants naturalized, I gathered a few of the random mooks from around the fort and started a small squad with the training weapons and wood shields. I also traded away all the crap my carpenter has been making to the caravan for a mess of food, booze, cloth, and metal items for melting.
Just as fall came to a close, my carpenter hit master status and took on one of the two plant gatherers as an apprentice. With the coal being made, the drain on available wood increased substantially. I cut down a few dozen more trees and started building cage traps to gather some local wildlife.
Winter:
As the fort began to take shape, I forbade the master carpenter from the carpentry shop and put him to work on creating some rudimentary above-grown palisades. Just a rough framework to provide a long, enclosed entry and a sniping point for the archers I'll eventually have. Once my mason is trained up, I'll enlarge this with a large bulwark encompassing a contained field for above-ground farming and plant gathering. But that's for the future. For the winter the mason is being utilized to make coffers, doors, tables, chairs, statues, and other sundries for the bedrooms, dining rooms, and offices. Hopefully he'll hit master by mid-spring so I can assign an apprentice from the massive migrant wave.
As winter comes to a close, the fort is doing fantastic, better than any other try at this challenge. There's 300 units of food, with more on the way as the farmer, gatherer, and fisherdwarf do their jobs. There's 200 units of drink, also with more on the way from the two brewers. Wood stocks are plentiful and I've begun to drag down excess wood to a quantum dump to keep some of the idlers from getting too chatty. There's a squad of 5 dwarves warming up in the new barracks with training gear, and the cage traps are set across the river to collect any wildlife that tries to make a crossing.
There are still many key labor deficiencies, primarily in that there are no metal workers, no leather workers or tanners, no gem cutters, no crafters of any kind, no bowyer, and no clothes makers, but at least the ones for survival are filled. Hopes for metalworking lie with the massive spring migration. Without one there, things could get interesting trying to outfit the military.
Next year's goal is to finish up enough bedrooms to contain 60 dwarves and make an airlock to the caverns so I can start sending in expedition teams to find some choke points for exploitation. My mason(s) will be busy preparing some slabs. Just in case that doesn't go very well.