Ok Alchemy will probably better benefit the adv. mode players, so looks like I better dig into that and get a nice reaction and tool list done (altho Sanure has done an awesome job with what I have now atm) alchemy for Fortress mode will be probably very little potion making, and more of a chemistry/magic incense/ special and or magical alloys or even some sort of Dr Jeckel and Mr Hyde, probably not, but I will probably give dwarves verson of alchemy as of course an expansion of the gun powder industry and reanimating fallen dwarves as steam powered clockwork dwarven cyborgs (will have some fun with varients).
The evil civ will be Cavern layer, and will be end game (same time skeletons come to siege)
As a sneak peak I will hint at what their lore will be.
They used to be an advanced race of slavers, making the other "lesser" races do their dirty work. Until a revolution ended their reign of terror, what survivors were left fled to the caverns through caves on the surface. And for years have been watching, waiting, and stealing technology and magic from the races, refining it, perfecting it, all the while the other races warred with each other, they have been preparing for their return.
Now I plan for these baddies to be probably OP just so they are a challenge (not just some Lilly liver'd push overs) they will basically be the combined version of all the races strengths, so war machines, augmented soldiers, cyborgs, void casters (ability to summon) even some home brewed beasties that i've been planning on putting in, but never found a valid reason to get them in here.
I'm also planning on making custom hell critters, so randomly generated demons aren't the only things you face down there.
However before I get to that, I plan on doing an interactive fortress soon, I'm acaully getting it ready now. Now as in, it's still in the process about 50% ready to go (just some more mirgrants maybe a few more years) all the while I'll be modding as it "prepares" in the back ground.