Your food and drink stocks can never exceed 2x the actual population of the fort
damn. that's a good rule. kind of micro-managery, except.. I can think of an idea to solve that. you can only have ONE food stockpile, and it is somewhat monitored in that. Any excess food must be put in another pile. with a constantly moving minecart to a atom smasher. That would save on work and , while kind of silly if you think about it, be somewhat roleplay-able. somwhat.
Resources can only be mined so far as they planned to be used. This includes stone.
sure... this will never be followed lol. community fortresses, like delphonso said, are best with max 3 or 4 hard rules that aren't too painful to play around.
You can then pick a biome that is more or less difficult for the goal.
In, fact you could make it a succession fort series moving to more and more difficult biomes as our dwarves thoroughly conquer the region they are in and have to pursue places where "balance" is more achievable for such great hunters
I have always dreamt of, imo, the perfect expansion to DF. it is not in the works, really, but the idea is somewhat like adventure mode x DF mode x Oregon trail. Constant travel through the world, from biome to biome, trying to farm during the spring and build wagons to carry what you can during the summer and fall traveling.
So your idea is pretty much that, but without the game facilitating the movement. it would need to be simulated by player setup, which is fine - we're all used to those kinds of caveats at this point. You can even simulate the gathering and transporting of goods by letting players assemble these things before abandoning the fortress, and then re-instating them via the embark menu with modded point cap.
What exactly is the 'win condition', to decide when to push to a new embark? Maybe a time limit, or having certain number of skilled workers in each category, or. . hmm.
nice. it would be great for solo journaling, in all honesty, since you can then hold yourself accountable to the rules.