seems great to me! but how is this going to work?
each one of us play one year, post a journal and send the save to the next in line?
are there any other player and rules I might not be aware of?
The usual rules are:-You play one week of real time or one year of in-game time, whichever comes first.
-No deliberate destruction of the fortress.
-Unless there's a good reason for the fortress to fall, if the fortress does fall the game reverts to a previous save.
-Confirmation time of 48 hours to show that you have got the message. This is to reduce time loss in case of absence.
-You may skip your turn, in which case your turn is shoved down one slot.
-Use of DFhack to change things in the game should be justified. This means if you need to fix migrants, or spawn magma to plug an ocean draining into an aquifer, or clean a really excessive number of contaminants off the map, go ahead and do it (these count as either fixing legitimate bugs, or preventing the game becoming unplayable because of framerate issues). There may be other hacks that would be considered justified or even required, such as multi-species migrant hacks or the DFhack steam engine plugin.
-The host of the game usually decides the mods that are used in the game, because the host usually generates the world and the raws determine what you find in the world. These mods are usually changes to the raws to include extra civilisations, extra metals, extra creatures and wildlife, or extra nobles. In some games, a decision may be made to have some reactions changed during gameplay (which is possible).
My variant of the rules would provide for extension of playing time in case of dropping framerate as the fortress goes ahead, and the ability to finish your turn at a time other than spring of the following year.