NW_Kohaku: That's a good point you make about having a "Forest vs Trees" philosophy.
The simulation and management of both the Micro and the Macro should each have a place, and be balanced against one another.
I admit that I do find the obsessive little details that Dwarf Fortress allows me to indulge in to be utterly fascinating, but not everyone is going to feel that way; and no matter how many pieces a puzzle has, if it doesn't all add up to a clear picture, it quickly becomes a pointless exercise.
I still want the big picture to show through, especially when it comes to the idea of your Fortress being on a journey more through
time than
space.
No single moment or year should define the game. Like I mentioned briefly before, there shouldn't be any point where you feel like you've entered Edwardian England, or that "fantasy" is being traded for "steampunk", and it should also never feel like you're playing Civilization, where if you can just research pottery, or gunpowder, or build the Pyramids first, then you'll be on top for the rest of the game.
I think that
micro-detailing (a term I prefer for my modding philosophy)--if it's not allowed to itself become static, or to fall into a bottomless pit where you're designing your whole Fortress around the concept of making the ultimate teaspoon--is one way of illustrating how many tiny, gradual improvements can add up to major advances in society.
It's one way of maybe getting around the Great Person Theory.
However, there should exist ways for the player to
act as a "Great Person" might be claimed to, and cause these incremental little pips to focus and avalanche into large, sweeping forces for change, and determine through playing the game, what the final image is, what story it illustrates.
This gets slightly into the territory of questioning who or what the player is meant to represent, themself. Could we be the collective will and momentum of society, as it reaches these ongoing points of catalyst which lift these "great people" into focus?
I don't like any event that arbitrarily decides "rocks fall, everybody dies." There's enough stress in the real world about the world ending, that I want it kept far away from my entertainment--particularly one that's fundamentally about surviving and building, and already takes a lot of hard work, hard thinking, and commitment. Ragnarok? No thank you.
Another point I'd like to try to make is that I feel the choices you're given in any given environment you randomly Strike the Earth on, at any given time, should always have such richness and depth to them that--no matter where you end up on the map--there's always potential for a fun experience, and an experience you have a lot of influence over, regardness of whether that particular map contains sand or magma or bauxite or diamonds or whatever goodie it currently feels like you
need to have to "beat the game".
I want players of dwarfs that are stuck on a desert island--instead of feeling cheated, instead of feeling like the
player is stuck and that they
just have to start over--to know that they've walked into what they can help to make a combination of the best parts of Swiss Family Robinson, Mysterious Island, and Lost; and they can safely start constructing a beachsand glass palace, and setting up a coconut-rum empire.
As far as technological progress requiring you to assign a lot of dwarfs to do the same job until they figure out better methods of doing it: That already happens automatically, since the end result is going to be a lot of dwarfs with high levels of skill.
I don't think it illustrates intuitive leaps, and I think it would replace micro-
detail (which places a greater burden on the modder than on the player) with increased
micromanagement, of precisely the "migrant wave job pool" variety the game is currently struggling with.
I'd like to see technological improvement be a process of gathering low level resources, using them to survive, make crude tools, and construct low level buildings, then using your new tools and buildings to create mid-level resources that work better and help you survive more easily, until you reach a point where you can start devoting more and more resources towards tasks that you don't absolutely need for daily survival, towards making increasingly refined tools, and more elaborate installations and complexes of related buildings, which you then use to build and refine various niceties of civilization you don't absolutely *need*, and continue following first just one or two, then several, paths of increased specialization and decreased necessity, until you've clearly reached a sophisticated state.
There's a lot more to it, ofcourse, but I've put more thought into my mods than
just adding stuff until the game throws up--ok, sure, I
do have contingencies in place already, in case it does...