Uzoltan, "Oiltick" aka Hippo Falls

Group: The Silver Whims
Parent Civ: The Picks of Jade
Region:

Hippo Falls is officialy known as Oiltick. It was founded by the Silver of Whims from the Picks of Jade civilization on a tropical savannah near a large waterfall which is joined by another river just downstream. Soon after its founding, once the bridge had been thrown across the canyon a hippo came over the falls, survived to land on the bridge and rampaged through the fortress before being killed. The hippo, known as Meshcrew kill a dwarf.

The game was stared as a 0.43 game but moved to 0.44.04. Raws were manually injected.

Chronicles

  • 1053 founding by the Silver whims of the Picks of Jade.
  • 1054-01-27 the hippo incident
  • 1054-07-01. The neighbors dropped by to say hi welcome to the neighborhood. The neighbors happen to be necromancers and initiated the War of Scarring.
  • 1056-01-01. The Assault of Daggers. A dingo necromancer leads a large force to the fortress and puts it under seige. Due to inadequacies in defense and mistakes made by the commander some 33 dwarves were lost. For some 3 months the seige was unevental other than the dwarves throwing catput stones ineffectualy towards the undead. Then the dwarves filled the moat which allowed the undread to swim across, climb over/through the walls a wreck havoc before the waterfall gate was closed. Many dwarves and animals were sealed outside to die at the hands of the undead within earshot of those inside. Eventually the undead left and the remaiing dwarves began to recover and rebuild. Steps were taken to fully arm the military before opening the gates.

    Year 1057
    Summer
    Migrants arrive. This is very helpful.

    Autumn
    More migrants, enough of them are militarily competent enough to start a second squad.

    Winter
    Rebuilding the outer walls in stone goes well.

    Year 1058
    Spring
    First level of the outer wall is all stone, starting on the second level, and carving them to fortifications.Started a mine cart route to the surface. Going to have to reroute some of the traffic to accomplish this and make it safe for dwarves. Started mass slaughter of turkeys now that they have matured. The butchery is backing up with rotten meat however. Even more migrants, I think we now exceed the pre-Assult of Daggers population. Certainly the fort is more secure. Iron weapons, armor and trained defenders. A full dquad of marksdwarves.

    A Werecamel arrived. It killed one at the gate and another 3 just inside it before the gate was closed. Stupid dwarves sealed it in not out. Thankfully everyone else was in the citadel. After it turned back into a human we killed it. No isolations required.

    Summer
    Reorganizing the surface works. They are a disaster with stockpiles and work shops all mixed togeather and haphazardly palced. The lower level of the citidel is all stone now but replacing the citidel gate is a problem. Its always blocked. Shut the waterfall doors to redeuce traffic but it didn't help. There seems to be a peice of thread in the way, marked for dumping no one will move, the dump is 3 spaces away. More migrants arrived.

    Autumn
    Citidel gate still not built. Moved the refuse stockpile across the canyon. Moved the carpenter and wood furnace up against the wall with Quantum stockpiles. Made the old camp site across the canyon into a tavern, no rooms for rent. Moved the animals across the canyon, used the tavern as part of the wall. More migrants arrived.

    Winter
    Making all the new guys haulers helped. Getting things in order.

    Evil arrives, goblins. Military response was much better than with the werecamel. Gates were promptly shut, troops took position. We killed them all as the came over the wall at the river but lost 7 marksdwarves as they mostly jumped outside the walls and were shot to death by the goblins.

    Fixing the outer defenses. In the first assault a channel was dug directly from the river to the moat, which was a bad idea as enemies now swim the moat. Need to put a floodgate in and drain the moat.
    Built 4 screwpumps and a waterwheel on the far side of the river and downstream from where the channel is. Opened the moat exit floodgate and drained the moat/diverted the river in order to install a proper floodgate. Watched as every dwarf decided the flooding/dangerous area was the place to get item to put in stockpiles. This took most the season, flooded a vast area on the other side of the river. idrown several dwarves. The entire moat is dry now.

    Year 1059
    Spring
    We got the floodgate in place as more migrants arrvied. Still need to link it to a lever.

    Summer
    Spent all spring trying to disassemble the water wheel and stop the pumps and couldnt. Had the stupid thing forbidden. Even more migrants up to 66 population.

    A werecapybara has come. One of the dogs got the most of it but the military had to finish it inside the gates. Several isolations required. Using the old animal pasture, add a drink store, an atom smasher and a proper gate to it.

    Autumn
    Caravan came and went before we could trade, did not see warning they were leaving soon. We have way to many bone crafts. More migrants. Need to build more bedrooms. We have been made a barony. Shemiton got the job. Started digging rooms for him when the liason was here so they are almost done. All iron furniture.

    Winter
    Moved the waterfall gate closer to the falls for the mist, happy thoughts. Barons rooms are almost done. Rebuilt the river diversion pumps and waer wheels, properly with cut off levers/gears. No real point not going to divert the river a gain. Started digging down again. Setting up for steel production, we found marble down there. Digging a storage place for it and will build a minecart track all the way down there. Setting up soap production and a display case for the artifacts.

    Year 1060
    Spring
    Minecart route is done from the surface to the mason but waiting on a vehicle/test More migrants. 18 more. 86 total dwarves now. REally short on bedrooms. Minecart route initiated. Dwarves loaded it with shale blocks, pushed it west, and watched it bounce of the wall because we screwed up the first ramp. Miner carried the cart to the surface.

    Annoyed that the date isn't dispalyed on the screen. It might be covered by the idlers. Going to remove it. Played an entire year. Built a gatehouse, defeated a cyclops and a human invasion, still no functional minecart. Dug down and started a second minecart. Can't get military to wear metal boots. Noticed 2 errors, a floor that doesn't exist but can't be removed and the caravan leaving/arriving and refusing to trade. Then the game crashed.

    Uzoltan 2, "Oiltick"

    Gegnerated under 0.44.05 and restarted. A scorching freshwater marsh in a wooded wilderness. Sand, Clay, some soil, deep metals and flux.

    Group: ?
    Parent Civ: The City of Tufts
    Region: The Mire of Harmony

    Same physical world but regenerated in 0.44.05.

    A scorching freshwater marsh in a wooded wilderness. Sand, Clay, some soil, deep metals and flux.
    Opiened in 2019 and the entire game crashes. Can't even start a new fort.