Hello guys, sorry if this has been discussed before or Toady said something important about it, but I'd like to share my biggest complaint with Dwarf Fortress:
You have to pick the perfect site, and stick with it.Whenever I want to make a fortress, I have to get a site that is small as possible to reduce lags, yet I want to have the option of HFS-ing, having a magma forge, having flux stone, having a bottomless pit, etc. This means I have to keep generating worlds over and over and over until I get the perfect fortress, but then I end up losing it to an orc siege, tantrum spiral, or I just get bored of the design of my fortress.
If I get bored with my sprawling, industrial 150+ dwarf fortress (Or if it's missing something I want) I have to discard the whole thing and start again with a wagon and 7 dwarves.
Also, I am not as interested to what's happening to the world outside my fortress because I keep creating more worlds just for the good fort locations. I don't explore fortresses in adventure mode because I only have 1 fortress per world, which usually hasn't even been abandoned yet.
Could we have a system where the entire fortress population (and all their supplies) could migrate to a different zone? I think this would enhance all areas of dwarf fortress. Examples:
- You could leave your fortress behind and it could be explored later on, or your population could migrate back to it later, only to find that goblins have taken up residence! (Or you could prepare a well defended fortress to fall back to if your people are threatened. Helm's deep, anyone?)
- This migration system would mean that there are plenty of abandoned fortresses in a single world to explore in adventure mode.
- So your fortress has flourished in this serene biome, and you've got a huge band of battle-hardened warriors with nothing to do? Migrate to an evil biome and rip the place up. (Or find yourself a HFS.)
- If you want to build a mega-structure but you don't want to do it in an existing fort, you won't have to start over and wait for migrants to come, build up the infrastructure to support them, train them into masons/carpenters/metalworkers, and then finally build the damn thing.
- You will have limitless resources. If you actually manage to use up all the metals, you can just migrate to a different area and get more. I restrain from using Adamantine because once it's out, it's out. (Unless I use the free Adamantine reaction) Also you won't be stuck if your map has no Bauxite or Flux and you want a magma-fueled steel industry, and your parent civilization doesn't have it either. We wouldn't have to worry about running out of creatures that don't respawn.
- There would be more roleplay and community game possibilities. We could have a migrating native tribe of dwarves, or colonists, or a band of vikings that attack villages, or a secret order of exceptional mason cultists that travel the globe to build giant stone monuments to Armok.
- If you picked an area that was suitable with a small population, but after a few migrant waves it has become a lagfest, then you have the option of migrating to a smaller area.
- I like hijacking towns of other civilizations, but they rarely have interesting features surrounding them, so the only purpose of my fortress is to build up my population and live alongside them. A tedious yet fruitless effort. If I could migrate to the town and live there for a few years and then leave to find an underground river when I get bored, it would be much better. (Also you could use the siege weapons to actually siege the kobold towers or human towns.)
- More time will be spent in a single world, so it's history will be richer. Also you could brag about having a civilization that lasted 300 years without spending all that time in one fortress.
- Children would be more useful, as they mature in 12 years, and I've had fortresses that lost their novelty before 12 years had passed, so the children were little more than a liability and a lever-puller.
- If your fortress is built on an aquifer or another annoying feature, you won't have to choose between putting up with it or starting all over again.
But then how would this be implemented so it is practical, fun, and not horribly unrealistic?
I think we should be able to build wagons. We can build a bunch of wagons beforehand, then when the time comes to embark, the player would activate the embark option, then the dwarves will start loading the wagons and readying the animals. When prepared, and the embark button is pushed again, the convoy will leave the map. The player can then pick a nearby location (because we shouldn't be able to move all the way across the world in one go.) Then start building a fort. (or camp, or tribal village.)
Or we could set it up so 5-15 dwarves migrate to the new location to set up basic lodgings, and they will receive a lot of migrants from the old fortress until there is none left.
I'm very new to modding and I'm still grasping the workings of the game, so I don't know if this idea is feasible to implement into Dwarf Fortress in the near future.
What are your thoughts? Ideas? Improvements?
Edit:
Added Mass migration to the Eternal Suggestion voting thingy. Go to http://www.bay12games.com/forum/eternal_voting.php#vote115 and search for "Mass migration."