Part 2: Spring 1861st of Granite:
At least the fort entry has remained unchanged over the years:
4th Granite. Just as they’ve done dozens of times before, the enemy horde marched in a nearly straight line towards the fort’s main bridge. Clearly, they’re acquainted with the layout, and are always hoping to catch us unaware. This time at least, they did not, and they’re doomed to be caught in traps, or to loiter in the sun and rain waiting for us to slip, or for their provisions to dwindle.
Now that I’m sure the fort is secure, I take the time to look more closely at our provisions:
We might have enough bolts to kill every goblin in the world, right now. For crying out loud, stop making them.
We have enough wooden crafts to last us a lifetime; sufficiently many, in fact, that I’ve decided to sell some of the lesser buckets and beds, something that I hardly ever do.
But trade is still months away, and other matters are far more immediate; first and foremost, our clothing situation. Almost everybody has some form of tattered clothing, and our cloth stockpiles are not as grand as I expected.

Honestly, it’s like some overseers WANT to be punched in the face by some irate citizen.
Well. There are two things I’ll do to ameliorate the issue. Firstly, I’ll order some pants, caps and dresses from the two clothier’s shops in the caverns. By necessity, they’ll be made from silk.
Secondly, I’ll see what clothes we can scrounge from our many goblin prisoners. As revolting as it is to wear that junk, it’s still better than wearing tattered clothing, or nothing. For that purpose, I’ll temporarily re-enable the old goblin pile above the former Temple of Armok:

Somewhat related, there was an astonishing number of sheared fleeces strewn all over; I ask them to be piled in the animal pasture, by the farmer’s workshops, where they’ll be woven into yarn.
5th Granite. The farming area on the fort’s roof is either exposed to goblins, or at least visible to them. Farmers are interrupted constantly by the goblin and troll troops passing above; I think roots leave some odd visibility opportunities - though thankfully so far our enemies haven’t been able to shoot inside. Regardless, the farm is going to be closed, and moved lower down, by the animals pasture; this has the added benefit of shortening the distance between farm and stockpiles.
… No, this is far worse: a hole in the roof lets a goblin in; you can see the offending aperture at the upper-left of that discarded piece of clothing. All available military forces are called to kill the bow-goblin:
On second thought, I’m not sure any farming is going to be needed for the next ten years or so - our plant stockpile is extremely well appointed, and that’s not counting any plants stuck in improper stockpiles.
While all this chicanery is going on, I do my best to isolate the compromised farming level from the rest of the fort. This involved tearing down 4 up-stairs, setting a wall in their place, and then cutting a new set of stairs, for this level only:
I take this opportunity to check for unconstructed coffins, find we have none, and chain up 30 olivine coffins. This brings me to the current standing production orders:
Several orders will be deleted. We have no wood for cages (and this only emphasizes the need for a wood dumping session on the surface). Ditto for wooden bins. Wooden barrels, we have plenty already. Lavish meals are best controlled with stockpile designation, in my opinion, and they already number over a thousand.
11th Granite. A rabbit is dying of hunger; turns out several animals were not placed in the pasture, including two rabbits and one alpaca. I throw in the fort’s only pig as well. Now that I think about it, I should also throw in a pasture for the dogs; they’ll be easier to train, and it would certainly be appreciated if they stop meandering all over the fort.
14th Granite While revising our animals, an interesting phenomenon has been revealed:
Despite all guidelines, a large number of wild animals have been marked for slaughter. Butchers have quietly ignored these orders, probably because they aren’t stupid enough to try and handle wild beasts without any training. I’ll leave all butchering orders as they are, but I’ll also see which of these beasts can be tamed, before slaughter. We could use some more meat.



17th Granite. Two visitors arrive, in quick succession; now, in the middle of this siege. How awkward. We wish them the best, up on the surface, and disable all our locations for outsiders.
Already too late for Papos, though:
20th Galena. While issuing orders for web collection, I’m reminded of this silly thing:

That lever has 26 mechanisms attached to it. I have noticed it in my previous rule, but I couldn’t figure out its purpose, so I ignored it. Since then, I pieced together what this unlabeled lever was built to do: to open a whole bunch of cages on the level below this one. All the goblins and beak dogs that had swam into the cavern lake have been released from here. Nowadays, it’s useless, and I order it deconstructed.
3rd Slate
Right as I order the military to station around Cerol, the problem proceeds to resolve itself:
The departed was the single most stressed out dwarf in the fortress; the runner-up, and, I guess, current champion, is a papermaker named Kol, who’s already been imprisoned for disorderly behavior.
This pushes me into a resolution - I can no longer postpone anything that might reduce stress and increase happiness. This means both improving the tavern, and improving (even more) the clothing situation.
With apologies to my predecessor, the tavern needs the gold blocks much more than a random hallway:
10th Slate Unforbidding the goblin clothing from the dump pile has given immediate results: gloves, socks, tunics, shirts, sandals and likely other items that I couldn’t even see, have been picked up by needy dwarves.
13th Slate The first cavern layer is a bit less safe:
Or possibly a bit more safe, if my guess is right and will pick a fight with the other inhabitant of that cavern, Ib Thollorbam. Here’s hoping they manage to kill each other.
But so far, neither is in any sort of a hurry; it doesn’t help they’re separated by the lake in the middle of the cave.
20th This time, the third cavern gets to see a forgotten beast.
This may cause problems for my plans in the third cavern layer.
I am sick and tired of not having enough coal. In theory, I could get trees, but I need only look above to see how much of a pain the surface can be. Magma will resolve my fuel requirements, meaning the only coal we’ll ever need is for smelting steel. This project was floating at the edge of my desires for a long time, and I can finally justify it to myself.
22nd Slate. Interesting. This stockpile was supposed to hold only booze; quite understandable, considering the dining hall nearby. But, for some reason, it ended up with barrels full of raw eggs and seeds.
1st Felsite. As the last month of spring begins, our last of the miserable dwarves goes berserk in the middle of a guildhall… and promptly gets killed.
14th Felsite, And our doctor Iton follows; luckily for the rest of the fort, he was already in the clink for his previous tantrums and vandalisms.
19th Felsite: the ghost of a recruit has risen. Nobody knows for sure when, but he’s been seen fading in and out of walls in the clothing area. This is a bad time to find out we have no slabs.