Okay, so apparently an unavoidable goblin siege catastrophe in early spring keeps getting the original fort killed, and Bart's asked me to retry a Year One. So here we go:
Flashcudgels, Year One in Review
I set out with one Expedition Leader (Proficient diagnostician, novice in Negotiation, Appraisal, Judge of Intent, Organizer, and Record-Keeper), Four Miner-Doctors (Proficient Mining, each proficient in one medical discipline), one Grower (Proficient Grower, Proficient Herbalist), and one Cook (Proficient Cheese-maker, Proficient Cooking). My goal in year one is almost always to get as much digging done as possible, rig a means to seal the fort from invasion, and get enough food and booze put away for the big spring migrant wave.
Exploratory digging reveals that holy Armok, we've got sand, clay, coal, two different sources of iron, kaolinite (for porcelain), tetrahedrite (for copper and silver), and... claystone? Well, at least it's not rock salt. This is a great site for a fort... if we can make it work.
(Note: I've tried starts in this area four times now. The first crashed in autumn and I wasn't autosaving, the second died to a siege that showed up in summer (REALLY. SUMMER.), the third died to a tantrum spiral when an apparently-beloved-by-his-companions dwarf decided for no reason to walk into a pond and drown himself. Despite the resource bonanza and the general not-evil-biomeness of the place I'm beginning to think the Muscled Hills are cursed.)
HOTKEYS:
F1 - takes you to the aboveground fort entrance.
F2 - takes you to the kitchens/farming area.
F3 - takes you to the workshop area.
F4 - Bedrooms! Ceiling Overseer is watching dwarves... do whatever they do. I don't know.
LEVERS:
I've got two. One controls the bridges that seal the entranceways. The other controls the (not yet functional) floodgate that'll trigger the dining room waterfall. There are notes (N) describing each. Yes, I annotated the fort.
CURRENT STATUS:
We got a goblin siege in early autumn, and while I managed to get everything inside before then, the autumn migrant wave never showed up. Worse, neither did the merchants or liaison. They weren't killed on the map - I have no idea what happened to them. So we're low on dwarfpower and never got a chance to buy an anvil. The goblins got bored and left around midwinter. There's plenty of food and booze - one silver lining to the whole dwarf shortage problem.
The current major task is cleaning out the rocks from the areas that we're going to flood - the rocks have all been designated for dumping, and a spot on the workshop level is designated as the garbage pit, so expect to see a lot of dwarves hauling rocks for the next little bit. Once it's empty, pull the floodgate lever to open that channel, then send a miner to dig a ramp upward at the point just past the floodgate. He'll book it out of the passageway (he might get wet), and once he's out make sure you (l)(o)ck the door behind him so you don't get a dwarf or cat going through it and flooding the fort. It should flow down that channel, fill the reservoir above the dining room, then start a waterfall; it drains out a couple of z-levels down but keeps a reservoir that feeds your well. If you need to shut off the water flow, use the lever and the floodgate will close.
Other than that, all the workshops necessary for basic fort maintenance are THERE, I just don't have individual dwarves to man them yet. The expedition leader is pulling something like five jobs right now. As you get dwarves to put in those workshops, deactivate his jobs so he can focus on keeping stock records and issuing job orders.
There's enough coal dug (and you can always go digging for more, it's a BIG map) that I wouldn't be in a hurry to dig to magma. YMMV. That said, if you want to do any smithing you're going to have to hope the humans manage to get a caravan through and bring an anvil.
Or ignore all that and do your thing. After all, it's your year!
https://www.dropbox.com/s/por7i6xzp1x5l ... 151%29.zip