04: Looking to the Future

Here we have a grace period. All our cute little dwarves are doing cute little things.
There are things we need, and things that need doing.

We need:
-workshops for all the cute little dwarves to feel like productive members of the community.
-merchandise to sell when the caravan arrives from Mountainhomes.
-food and alcohol to get through the winter, or at least the means to produce such.

These are the very basic needs. Your fledgling society will not function without all three points being met. The merchandise actually isn't a "necessity" per se, but still we'll want to have something to sell when the traders arrive so that we can buy those few extra things that will make our fortress easier to maintain.

For workshops, you'll want a space about 10x10, at the very least. 10x20 would be better. Create a stockpile for stone 5x9, and delete two 3x3 patches from the stockpile so that the stockpile surrounds both spaces. Put a mason's workshop and a mechanic's workshop in these spaces. Edit the stockpile's settings to make it only permit "other stone", not metal ores or economic. Next do the same for wood, and a craft shop and a carpenter's. Then, in the remaining space, build a still, and next to/around it build a food pile. You'll want a few levels of 10x10 open space for miscellaneous stockpiles, like finished goods and cloth and such.

Your mechanic needs to be building mechanisms non-stop (or close) until the first caravan arrives in Autumn. Use therapy to make sure he won't haul any stone or wood. This will severely increase his productivity. These mechanisms will be your economy, so build a furniture pile outside (make it large) and restrict it to only mechanisms, and make any other furniture piles forbid mechanisms. If you want, you can also set it so that mechanisms made of specific rock are also forbidden, so that you can keep any magma-safe or colored mechanisms in another pile. Just be sure to designate that other pile or your workshop will become cluttered, and your production will slow to a stop.

Your mason should build a number of sundry items that will cover a number of situations that may arise, later. These are:
-floodgates (5)
-doors (5)
-tables (5)
-chairs (10)
-grates (2)
-hatch covers (2)
-statues (1-7)
The tables and chairs will be for the temporary, stopgap dining room, as well as a place for your future bookkeeper to work. The statues are for a statue garden, to prevent sunlight sickness. The rest are for use directing water for farms or the well.

Things that need doing:

This section will detail areas you should prepare to have hollowed out within no more than 1.5 years. As you will need stone for building the perimeter wall, mechanisms, floodgates, and such, these will give your miners a specific objective, rather than just carving your name their names in 20x-scale across the mountain.

1. An area that will eventually be turned into the welcoming area for enemies. This should be below, on the mountain, your main area in the fort, but still somewhat local to the entry you first start with.
2. A large room for
3. An area in which to put a dining room. Keep an eye out for veins of precious metal, pockets of high-value stone (obsidian, marble) or metal ore (magnetite is particularly good for this). For now, just choose any ol' area for some tables and chairs. At first the quality of the dining room doesn't matter as much as defenses, which should be your primary concern.
4. Side passages for only enemies. This should be a fairly long path so that dwarves will avoid it mostly. There should be more than one path in case of your enemies' entry becoming inhospitable; we wouldn't want them to feel unwelcome. The paths should have walls or pits/moats between. I prefer moats, as you'll see in my section, Defenses.

I will be going over these in detail, once I've actually done them ;-)

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