The saga goes on. Spoiler What? Goblin- whatnow? Well, let's see our goods. As the merchant unloads, a grim reminder. While it should not hit us, it spurs me to create a safe trading depot. Ah. This shall do- with an added function.. The merchants inquire on what we request from them, for next time. I request Iron Seeds, in case someone less-farming prone has an accident. Please get Rock nuts. Dogs, for.. obvious reasons. Sows and Boars. Because they don't require pasture, can be milked, breed like crazy, and can be butchered in an emergency, these are a must have to the next leader. Please. And the cream of all animals. The Turkey. You might ask- why? Well. Turkeys take ages to raise, but they require no pasture, can live on a 1x1 tile that houses their nestbox, produce the most eggs, and live for a really long time. A food staple for anyone with any sense. Buy all of the hens, and one gobbler. I swear to god. Gypsum, for broken bones. Two ores of Iron. Limonite is lighter, if you have to choose. (Yes, I know the cost increase. Deal with it.) Ah, the merchant request various crap. Some of these are easy. I'll purchase some leather if I can afford it and set to making Legwear. grumbles Moving on. Trade is conducted. Bought some animals to butcher, none I actually wanted. Bits of Iron, seeds, some unprepared food, leather (for next year!), the like. At this point, every single item in my fortress had been selected to trade through some magic bug. More useless migrants have arrived. Plus like, 50 others. Trading vastly increased our worth, I guess? The new blood total 6. Rakust, level 13 stonecrafter is the highlight. The Militia expands. Oh boy Oh girl. First birth of the fortress! Following every item in the fortress being brought to be traded (bug), a hastily build wooden wall and roof is made to protect it. Ah- the dwarf is done being possessed. Awful. My time approaches! By mid-winter, nothing of note. Just more babies and work. After purchasing a lot of leather to make into legwear for next year, I realize we needed a lot of bags. Such is life. Hazzah! Finally a Fey Mood. Mason, meet Master Mason. Well! That's it for me. Food, Drink, and seeds are fantastic. The Fortress is chugging along- while not well designed, I've managed to simply the previously organic structure into something a lot more simple. Overview. The previous "mega entrance" has been reused. Into a protected Merchant Entrance, with a gauntlet and firing platform above. The levers are labeled, but not built, aside from the Merchant Gate. The Storage room is practically overflowing. I've had to add more furniture and drink stockpiles. Mining has a lot of coke, and some Gold, Silver, and Lead, and bronze. The Military has dwarves, and men, but no equipment. The "Rounded Torches", a melee unit, has 6/10. The Copper Stances, melee, 10/10. Gloves of Deciding, Marksdwarf, 8/10. Bow and Bolts. We need: Bags! Of any kind. Trading for next season: Stone crafts are being made in bulk. Food is high. Leather armour is ready and sells well. Future Todos; Bedrooms, hopefully in the stonefort. Metal industry. I've been smelting but making nothing that isn't a mandate item. Keep food production going. It's low-effort but double check the cooking screen every now and again, and the farms. I've not touched them yet. Keep the farmers workshop processing to bags please, for the rock nuts. Keep placing dirt roads ontop of the fortress and in the leadup to the merchant area to prevent trees growing. Finish the levers. Let the massive z-13 dig at lowest priority, so when we breach the caves it grows moss for our animals. Don't clear cut everything, we're harvesting fruit to the west of the fort entrance. Remove the wooden wall once the valuables are cleared. That's all from me!