I was thinking of the forts not being in any way synced. You can play each one separately each season and once the season is done that fort is paused until the other 3 are done. That is you can simply pause 3 and play on 1 or play all 4 at the same time - their only consideration between each other is what happens at the seasons end, data communication doesn't happen at any other time.
It's not that simple.
First of all, lets say that the fortresses are using the same world. This means that several actions that may happen during the season may cause conflicts, mainly megabeast attacks and sieges. Unless the games are synced there is no way for one instance to know if that specific megabeast, for example titan, has been killed in other instance.
Secondly, if the game accepts communication between fortresses of different worlds, there is the problem of modding. Sure, if it's only you playing both fortresses it may be possible to ensure that no conflicts are caused, but especially if there is some kind of world server used, then the change of conflicts are quite high. It needs just small tweak in one of the raw files and voilá, something traded to you may corrupt your whole fortress! So, unless Toady creates some kind of fool proof check which goes through ALL raw files and makes sure those are 100% identical and exists in other instances, which would take huge amount of time and effort, there will be risk of people getting corrupted fortresses.
Thirdly, saving. If the world can be different there is no problem but what if it can't? What if you have to quit before season ends and one of your fortress is at the beginning of season while the other one is at the end of season? Separated copies of the world? That would enable the possibility of world corruption caused by edited raw files I described above.
Fourth, history aka Legends. I remember there being a thread that suggested the possibility of moving ruins from one world to another and same problem applies here as well; if a item or thing is moved from one instance to another then the history must be moved too, unless Toady dramatically changes the way the legends are stored and linked. And if parts of the history are moved then, to avoid any complications, the whole history must be moved. And since history is moved the sites must be moved, how could there be history if the sites and beings doesn't exists? Suddenly you have a world that actually contains two worlds and as the game is already lagging under the data of single world how could it handle two worlds? Or more? To make that even remotely plausible it would require both 64bit transform as well as multithreading.
There, few major issues with this idea. And I didn't even touch the subjects like whether the game should determine which fortresses are using this "shared" idea and which aren't. Or if the game should allow another fortress connecting to first one in the middle of playing (you start a fortress, play year or more, create another fortress in new instance of DF and hook it up with the first fortress)?
Not saying that the idea is terrible, I would like to see it as well, but as multithreading and 64bit are basically going to happen at some point (didn't Toady mention somewhere recently that even though he doesn't wait for that moment it will take place some point) I would like it more if Toady buts his effort to those before any kind of "Fortress to Fortress" or "Instance to Instance" communication. It's just that the suggestion made here isn't that easy to do as it may sound.