If people want, I can create some elephants that are NOT rampaging monsters of doom, but still fairly dangerous.
Adding more nobles to make demands? I'll get to work on that too. Along with making existing nobles harder to get.
So far I know that we want bookeepers to upgrade to treasurers? Treasurers who make demands, I suppose.
I'll update this list as people give suggestions.
Bookeeper --> Treasurer (80 population?) (2500☼ exported?)
Count, Baron, Monarch requirements increased by 1.2?
Holistic spawn are probably a step too far. We want Boatmurdered, not Syrupleaf/Spearbreakers.
If we want, we can re-do the games to our best capabilities. This means Boatmurdered II, followed by Headshoots II, followed by Syrupleaf II, followed by Boatmurdered III. This means we'd factor in the holistic spawn in Syrupleaf II.
Holistic spawn do not need to induce the transformations used in Spearbreakers.
In 40d (from the wiki),
Bookkeeper upgraded to Treasurer at 100,000 wealth, then to Grand Treasurer at 200,000 wealth, and finally to Hoardmaster at 300,000 wealth.
I'm going to suggest these new thresholds for upgrades:Monarch: Should remains the same, as the "becoming the capital" thing is hardcoded and we might screw over the game otherwise.
Baron: Should require 1,000,000 wealth created.
Count: Should require 2,000,000 wealth created.
Duke: Should require 4,000,000 wealth created.
I think this is reasonable since fortresses produce a lot of wealth quickly. You should have to produce more than 10 good-quality serrated steel disks to qualify for the Baron. Factoring in a working clothes industry and you'll produce a lot of wealth really quickly.
Treasurer: EITHER upgrade when mayor arrives, OR at 500,000 wealth.
Grand Treasurer: at 1,000,000 wealth.
Hoardmaster: at 2,000,000 wealth.
Guild and Military Order Nobles: Mostly as in
http://dwarffortresswiki.org/index.php/23a:NobleHouse Ber
House Fer
House Råsh
Mason's Guild
Miner's Guild
Craftsdwarves Guild
Carpenter's Guild
Metalsmith's Guild
Jeweler's Guild
Each military order can command a squad.
Order of the Axe
Order of the Crossbow
Order of the Hammer
Order of the Mace
Order of the Spear
Order of the Sword
Add in orders for other weapons, i.e. whips, lashes, pikes.
Restore Royal Guard. Somehow. In DF2010 the Royal Guard was supposed to be lead by the hammerer, but a new noble would be recommended for this task.
Add Dungeon Master and Alchemist back in.
There, is that enough noble-lead chaos for you?Invasions, Sieges, Megabeast and Semimegabeast strikes: Should require more than 500,000 created wealth to start happening, AND population over 50.
Other must-have changes:Fix diplomats.Fix minimum set of nobles for other races.(The real pity here is the new version of DF isn't out yet. Else we could have some kind of interlude or prologue causing chaos in the world as adventurers.)
Can I get on the list?
Sure!
So guys, I'm going to start the embark, I'll try to find a good compromise between swamp and the wilds. You guys can tinker with the save once I put it up, and then whenever you give the modded save back, i'll message CognitiveDissonance to start his turn.
If we're going to have modded nobles, I think we should fix that first before generating a world.