Man, I loved today's devlog. And some say fort mode is being neglected!
This post raises one major question for me, which is:
if a player adventurer kills a megabeast occupying a fort and makes a claim on the site, is the fort still reclaimable through fort mode? Will a reclamation party have to fight a hostile band of adventurers if they're an enemy of the dwarves' home civ? Can such a site claim generate hostility by itself?The presence of moving armies on the world map during play also raises tactical and strategic concerns about the placement of forts.
How do hostile civs target each other's sites for attack? Could an "outpost" fort placed between a metropolitan fort and a necromancer tower or dark fortress divert attacks away from the larger fort? Will attack frequency and strength be reflected by proximity? (apart from the 20-tile necromancer tower "attack radius")In the current version, there can quite a few difficulties in getting Dwarf civilisations to grow, especially when there are a lot of good-aligned mountains or on smaller maps. Larger maps, meanwhile, end up with large amounts of empty space. How much has this changed in the new version, especially with the new sites?
I suspect that this purported emptiness on large maps isn't really as empty as it feels, primarily due to the lack of other entities moving around the world map and the lack of dwarven, elven, and goblin (goblen?) sites. Other things being equal, worlds will probably feel well-populated compared to the way they are now, simply due to these changes.