Instead of a "Stealth" version of literally every type of embark, it would be much simpler to have the embark screen have a "Covert" flag which the player can toggle On/Off, as well as sliders for how long to delay the arrival of the first liaison, caravan, and migrants. If the player chooses a Covert embark, the first liaison they receive will always be at least a Competent Ambusher, and use that skill upon approach. Every meeting between the mayor & liaison will give the option to change the Covert status of relations with the Mountainhome, with all the adjustments to liaison / caravan / migrant behavior that that would imply.
Personally, I've always disliked the fact that goblins don't eat or drink--it seems just an easy cop-out to greatly reduce Toady's workload in the early stages of the game's development--and I hope that it gets remedied quickly. (It shouldn't come before goblins learn how to escape from cages, though, or cage traps would get even
more obscenely overpowered.) Armies are always hungry, picking the land clean as they pass, and at least SOME of the enemies in Dwarf Fortress should exhibit this behavior--to me, goblins seem like a prime contender.
All intelligent creatures & civilizations in the game should learn about of a fortress (that's still trying to be Covert) by common, logical signs; such as exterior constructions, clear-cutting, the presence of roving armored militia squads, and the chit-chat of traveling merchants. But, for the purposes of making enemies more diverse, perhaps different types of creatures should (perhaps "magically") gain awareness of your fort in different ways, have magical "visibility" of different areas/things, and path toward different targets. For example, the goal of necromancers is to Raise the largest possible army of undead creatures. If you're running a strictly vegetarian fort and fend off goblins using batteries of cage traps on a strict catch-and-release program, then theoretically you could embark right next to a necromancer tower and not see a single necromancer, because your fort isn't creating enough death: Either the necromancer doesn't think you're worth his time, or he doesn't even "sense" the existence of your fort in the first place.
ENEMY | | MOTIVE | | DRAWN BY | | SEES | | PATHS TO |
Necromancer | | Raise the dead | | Large numbers of slain | | Corpses | | Battlefield / slaughterhouse / graveyard / refuse pile |
Bronze Colossus | | Consume more bronze | | Smelted bronze, copper, or tin | | Metal bars / ore stockpiles | | Metal (especially bronze) bar stockpiles |
Titan | | Increase reputation | | Legendary warriors | | Engravings of duels | | Barracks |
Forgotten Beast | | Rampage on the surface | | None (random wandering) | | Most direct ventilation path to surface | | Outside air (even air coming through fortifications) |
Kobold Thief | | Scout, steal | | Large amounts of cut gems | | Gem & finished-good stockpiles | | Most valuable portable item |
Troll | | Hulk SMASH! | | Large amounts of artwork | | Statues, engraved furniture | | Built furniture & workshops |
Or something like the above. Enemies get boring & predictable when they all behave the same way.
In a future update, once you gain the ability to send out fortress dwarves to start new forts, a "lite" version of subsidiary forts could exist. Instead of the game running a whole fortress (essentially on autopilot), these could just be directly adjacent to your existing fort, and each "peripheral" could have its own separate reason for existing:
To the north is your "merchant front", an unassuming little cluster of tunnels just off the main road, where travelers can buy some food, spend the night in your inn, and maybe purchase some nice craftsdwarfship. Every autumn, a caravan from the Mountainhome comes and goes, and a suspiciously large volume of goods
might be handed back & forth here . . . but as long as the wagons arrive fully loaded, and leave fully loaded, who can tell?
Southward is your citadel, rising arrogantly over a volcano, sending a clear challenge to every goblin for miles around--Every year, you send all your warriors there, so you don't have to be bothered with micromanaging all that damn goblinite.
Due east is a settlement of hill dwarves, and you've arranged for a small holdfast to be built here, to serve both as a granary to store the harvest (a portion of which goes toward your main fort, of course), and as a place of refuge in case of invasion. Beat it, goblins, there's nothing of value here, go attack the citadel! This (or the merchants' inn) would probably be the safest place for migrants to arrive, as they could blend in more easily with the other dwarves milling about.
To the west is nothing but the long tunnel that will eventually reach the Mountainhome. You send your half-trained miners and some food there, and they send back raw stone & ore. All that is visible aboveground is a small pipe next to a buried floor hatch; Not even dwarves can
perfectly navigate long distances underground, so they must surface occasionally to maintain their bearings--and while they're at it, they might as well install a good ventilation system too. Once the team of miners completes the stretch of tunnel spanning one embark, they automatically "colonize" the next one in their path.
This leaves your central, original (and presumably "main") fort completely free to pursue its own task of mining candy--and, incidentally, free of ALL necessary contact with the outside world, so the only way an enemy need even know of its existence would be if they conquered one of your peripheral forts.