Timeless, why don't you start and show us how it's done.
OK, I can do that. I just didn't want to set up an unfair advantage by both hosting the game AND getting first turn. Fair play and all that.
OK, so for the first turn, I'll be planting my fortress on the Island of the Mountainhomes. Here I'll set up farms and various other needful areas, as one would do in a regular game of dwarf fortress, using the maximum embark points allowed in the most efficient manner I can devise (just like usual). I'll probably set up a nice well and an eating hall, some farms, dormitories for the single chaps and bedrooms for the married ones. Eventually there'll be distilleries and kitchens, a butcher/tanner/leatherworker and a smithy for any ores I may find - the point of this fortress is to:
A) Continue the everyday rather boring dwarfy lifestyle until suddenly, one makes an artifact. (This event becomes the seed of the new religion.)
B) Store that artifact in a Bin for its own protection (There's a bug that makes it so artifacts randomly teleport back to the place they were made if an adventurer tries to take them. However, Bins containing that artifact are exempt from the bug, and while the artifact cannot be removed from the bin in adventure mode, 'L'ooking at the Bin will show that the artifact is still inside. It reminds me a bit like the box that contained the Arc of the Covenant, in the first Indiana Jones movie.)
C) Use Dfusion to change one of your dwarves into an adventurer (presumably you'll pick the one with the best stats for surviving "adventurer mode", but maybe you'll choose the one with the highest "praying" skill or something - it's your religion, after all.)
D) "Retire" the fortress using the process listed under "retiring" the fortress. Something you may not know, is that when you use DFhack to change the site into a "lair" (by just typing "lair" into the command prompt), all the items will remain precisely where they were when you had them in Fortress mode. Coming back and exploring the site in adventurer mode, you'll never come across the godawful random scatter of goods and skeletons and such that you would in a regular DF game. This allows weapon stockpiles and stuff in the treasure rooms to
Stay Where You Left Them! (Which is quite nice.) Also, by using the "mode set" command and change to adventurer mode, then everybody else who was still at that site become "villagers" there, able to interact with adventurers just like if they were living in that little hamlet since the world was generated. You'll hear stories about the area, and they'll send you on kill quests to hunt down named beasts or invaders who troubled the fortress, which is also quite nice. Essentially, it's a way to get some of the "DF2014 experience" right now.
Anyway, I'll start up the fortress, post plenty of screen-shots and describe IN DETAIL and with screenshots everything I do to set up the playing piece.
I'll be adding to this post as I complete various stages.
More to follow: