Hello! I queried this forum with "diplomat" and "diplomat undo" and the like, and could not find any posts which dealt with this.
Like all of you, I have seen many fortresses end in gory learning experiences. Each time I embark, I swear that THIS fortress will be The One... or at least, it won't have the same cause of death as the last ones. One of the lessons I've learned is that you should always make sure that your designated noble's preferences do not include things which are a pain in the ass to manufacture. All too quickly (three years, actually), my fort had exported like 120,000 zorkmids in unicorn brain roasts, and thus our 200-year-old vampire king sought to reward our success with a feudal title.
I totally wasn't prepared for this, as I hadn't made a list of good presidential candidates, so I made the terribly, terribly wrong assumption that refusing the mountainhome diplomat's advances now would just mean he'd come back next year and see if I'd changed my mind.
After I did that, I paused the game, read the diplomat article on the wiki, and haven't advanced a single frame beyond that. This fortress, which I lovingly named Candyland, is doing so well! I don't want its success to be forever marred by my stupidity (like every other fortress)! I didn't know that refusing the promotion would forever end diplomatic relations with my homeland.
Is there any way I can fix this? Can I edit a game file, or kill the diplomat before he has a chance to report to the mothership?
Also, I know this has been exhaustively discussed before, but:
If vermin could be resurrected, this would generate zombees every time a living bee sacrificed itself to sting the necromancer, yes? And the zombees could be vented into the overworld using a chimney with a floor hatch as a shutoff valve? A beehatch, if you will?