> Metal-only items for the Nobility.
> Above-ground fortresses with underground stockpiles.
>
No traps at all, nor siege weaponry, just military.
> Population cap must always be under 100, set in the raws.
> The Nobility must
always act in the Military. (Mayor mandates the production of Steel Short Swords!
)
> Every coffin and grave must be lavishly decorated, smoothed and engraved.
> Every hallway must be smoothed.
> Farming must be partly over-ground for variety.
>
No Magma. We fight and work by the sweat of our brows and the blood of our hearts.
> No narrow hallways.
> Always engage invaders. Terrain options - High Ground, preferably near cliffs.
> No War Animals, except exotics.
> Keep traders happy, this means all races.
> Military must be stationed near the entrance or Trade Depot with separate dining hall and rooms.
> Every Dwarf must have a bedroom to call their own.
> Symmetry is king. Circular patterns in architecture is boss.
> Main Dining Hall = Drink stockpile with a waterfall cascading through the middle, future plans.
> Perimeter of fortress must have a watchtower and a palisade.
> No opening Cavern layers, if opened: Station a military unit to forever live down there, conducting routine patrols through said layer, open field, no building of constructions to ward off those evils of the depths.
> Must always embark near brooks or rivers, unless attempting a FUN embark.
> There must always be a fisherdwarf's cabin.
> Bone bolts are the staple of the marksdwarf.
> Tree-logging must only be done near the fortress, not including the whole map. For natural terrain difficulty for invaders, and the aesthetic view of colored trees (Using Genesis.)
> The Expedition Leader is the Broker/Mayor and Militia Commander. "Trade me."
> Entrance to fortress will always be doors, not hatches. Said doors will be opulent in design and numerous z-levels above them will be uselessly made into clear glass windows. For design.
> A couple years later in game, the fortress entrance must be connected to the land by a bridge spanning seven squares in width, length is optional. Made of precious stone
blocks.
> At least three types of booze must be available.
> There should always be a hospital
above-ground.
> No atom-smashing/danger rooms.
> Never embark on a mountainside, prefer forests or plains for strategic reasons. (Less stone.)
> In every primary entrance, there is always a dwarven bathtub.
> Every strange mood shall be fulfilled.
> No deconstructing depots for free loot.
> No mistreatment of diplomats.
> Production of gold, silver and copper/bronze coins is made, then put in the treasury next to the Nobility quarters. Yes, just to know that we have coinage.
> In, or nearing the time of a siege, send out a military escort to caravans.
> In taking prisoners by cage traps (alright, this is the only trap used), pit them armed and armored against the military journeymen, with the recruits using crossbows for training of both militia and doctors.
> No using of external help. Must train organization skills. (Looking at you, DF Therapist)
> Miners/Major Craftsmen (Carpenter/Mason...) must never haul, they deserve their free time.
> Idlers = minimum.
> There must always be a quarry separate from the main fortress.
> When digging deep and acquiring candy for the sweet tooth, use the militia to be sure extraction of candy is 100% safe. Only Military.