I keep feeling that I dont have the proper mindset for this, but I dont see how these changes will much affect the overall game in practice. I mean, I'm sure that it's there, just that I dont see it. The DF mode is a bit too slow to really see a worldgen progress during its existence, which actually would not be too slow, if lag decay did not force me to abandon every single forth by the year 6 (at most). The performance solutions interest me greatly. What will be done about that?
But if this means being able to retire your fortress, then I can finally stop creating one pocket world per fortress, so this is a great thing.
Also, the 3D veins got pushed back, so that's also a bonus.
It probably wont really change anything really, at least not greatly. Right now, quests sorta just pop into existence, and vampires sorta do their thing, and Necromancer just build towers blindly but they dont acknowledge they actually own it.
The wars and trade during World Gen lack actual reason behind them. They just happen. It does a good job of looking like there depth, but there isn't. Trade is bit better recently.
They lack the ability to form motives, goals and relationship with each other and with objects.
What this change will do, is allow the NPCs to be their own person, and set up their own goals and try to achieve them. With, probably a surprising few rules and systems (assuming their scalable), you can have Thief guild run on the system as a city council or a King of an entire kingdom.
So yea, now you'll have folks deciding to do things based on motives, goals and relationships. Which will then provide a great back drop, and stories behind the actions for Dwarf Fortress. You'll get more real actions, and unexpected results.
This'll get put into actual play for Adventure Mode and Fort Mode. The goblins wont be attacking you, because you've hit arbitrary wealth requirements, but because they want something. They'll have a goal. If they have a goal, then they can function in smarter ways.
This isn't about really effecting game play. This is about getting the world to be living, and breathing, reacting and thinking independently from the players working on its. Its about letting DF actually grow and change as the player plays, which has been a long term goal for DF.
DF overall goal has been about being a Fantasy World Simulator. Its about being a tool for generating narratives.
And with these changes, it'll /finally/ start to be a Fantasy World Simulator.