When the wagon isn't deconstructed on purpose, I've always been able to make a slab for "wagon", (sometimes those things are centuries or even millennia old - artifacts from the beginning of time.) However, I did have some times when the wagon was destroyed by fire elementals hitting it with fire balls and blowing up the drinks inside (starting a raging grass fire that pretty much killed everything on the surface). On that one occasion, it didn't generate the ability to commemorate it with a slab for some reason. I remember thinking "wth?"
OK, so I'm downloading the save and posting a story as I go.
Here's an idea for parallel game saves: Since the aim of this fortress is to survive and prosper while also exploring the various aspects of Masterwork 4i, why don't we all play a week's worth of game on each save, with the most successful (as arbitrarily judged by jimboo) becoming the point at which the next section of fortress history begins? (Pretty much, I'm abusing the "many worlds" theory of quantum mechanics as a way to meta-game probability alteration via multiple game saves. The save that jimboo chooses becomes "real" history, while all the others for that section become "tangents" (designated as the beginning and ending year followed by "a, b, c..." or something.)
Each "tangent" is a branch of history that "could have been", but for some reason or another whose probability never collapsed fully into real existence. So, yes, that means each save we submit has more or less of a probable chance at becoming "real", that still leaves us with the ability to add "tangents" to each section of history at will and possibly to "loop" back from "real" history into a previous point that then validates a former "tangent" as suddenly "real" instead, basically changing the stream of time to an entirely new channel.
This is all meta-game stuff, but it also means we won't ever be "held hostage" by someone grabbing the save file then disappearing due to "Real Life Unexpected Time Evaporation" (RLUTE) event or something. With the proper naming conventions, like "203a" as the first tangent uploaded after the last "real" history save file was uploaded, (which ends on the year 203), can be then linked to on the first page, and set up in a chronological time-line list something like:
100 (game begins)
some link here 100-105a
some link here 100-103a
some link here 100-105b
some link here 100-115a
Four submissions, and assuming jimboo chooses "115a" as the point at which we continue, that's changed to:100 (game begins)
some link here 100-105a
some link here 100-103a
some link here 100-105b
some link here 100-115
100-105a, 100-103a, and 100-105b become "tangents", while 100-115 becomes "real.
Suppose for some reason that all the forts that are played from 100-115 fail spectacularly for one reason or another? Well, jimboo can then choose to ask others to explore fortress saves from one of the tangents until that particular roadblock can be gotten past, so 100-115 becomes a time-line "dead end" and is renamed
100-115 while whichever previous tangent suddenly becomes "real" gets their end letter removed. Tangents off of tangents can also be explored this way, becoming "103a-110a" for instance. (save ending in year 110, beginning with tangent 100-103a.)
100 (game begins)
some link here 100-105
some link here 100-103a
some link here 100-105b
some link here 100-115 some link here 103a-110a
some link here 105-128 (new "real" timeline - see the lack of letters in front?)
Eventually, by exploring a wealth of branching timelines, we can create a robust multiverse that can overcome any obstacle, as well as generate many variations of the same embark for cross-timeline dreams, prophecies of disaster (what are prophecies but a rough sort of "road map" for time-traveler's after all?) and "uncanny luck"?