My last thoughts as a reply is this: If your having issues with challenges embark on a more difficult area.
As I outlined in the OP, difficult embarks make the EARLY game easy, not the LATE game.
Evil biomes simply either kill you outright, or if you have an idea what you're doing, you survive and seal off the entrance and then it's boring after year 1.
That's the whole point of the thread. Embark/early game challenges don't carry onward, so we need additional things that come in and poke you in the ribs in the future.
The purpose of the game is to have randomly generated content from nothing. Most of your suggestions would have to be artificially introduced into the game just to give the players a challenge. That will not happen.
Are you trying to say "no features allowed unless they have an explicitly defined source modeled in the game? For one things, the game already has all sorts of stuff that comes out of nowhere, with no in game or programmed explanation.
* infections in dwarf wounds - where do the microbes come from?
* Caravans bring goods that are generated out of nowhere
* The first migrant waves come even if your civilization is dead, out of nowhere
* Invasions come out of nowhere. Perhaps they have historical figures, but not their equipment or motivations.
* The entire world we play in comes out of nowhere, mountains just cause mountains are fun, they don't come from plate tectonic subduction volcanic arcs or whatever...
* Water in rivers and oceans at the edge of the map comes out of nowhere and gets drained to nowhere.
etc. etc.
Secondly, it's not logically possible for all features to come from somewhere, because if I explain X as coming from Y, then Y needs to be explained as coming from Z, etc. etc. all the way down, and to satisfy your requirement, you'd have to simulate everything down to soil bacteria and the big bang and blah blah and it would be impossible to ever make.
Thirdly, yes, all of those things above are
conceptually coming from somewhere. And they are all things that Toady could
conceivably write code for to account for where they came from in the FUTURE. But guess what? You can say both of the exact same two things about all of the suggestions above... This is all business as usual type stuff, no different than half the other features.
that hospital system needs to be cluttered up before anything to that extent is added. Cleaning tasks are kinda of broken so right now dwarves are always stepping around in their own blood.
The hospital system, as well as people walking around in their own filth routinely, are both quite realistic for 14th century Europe. As well as the consequences of that for health being quite realistic with plagues. Plagues (specifically the Black Death) wiped out almost the entire population of Europe smack dab in the middle of Toady's specified time period that he is trying to simulate, for exactly those reasons.
That said, there are still plenty of things you can do including quarantines, isolated stockpiles of food (so that quarantined people can survive better even while industry is limited due to the quarantines), routine quarantining of immigrants (which would be one possible vector for disease getting into your fort.) all sorts of things.
Gas pockets is an interesting feature but if your going to use that their has to be a reason and a way to deal with it like in real life.
There is a reason - natural gas exists. That's the reason... is has to do with separation of organic molecules and matter from old dead marine creatures during usually extinction events.
There is also a way to deal with it -- be more careful when you dig and make sure to sink long vertical ventilation shafts into your deepest mines, so that in the event you hit gas, it has a place to rise to other than in your fortress living room.
You can also dig mines with an S curve, similar to the trap in your sink, but upside down, to catch gases from killing your civilians if hit.
There's
tons of stuff you can do.
And it being more difficult to safely mine deeply is an excellent and healthy side effect for the game anyway. it's too easy right now to just run down carefree and grab magma forges and adamantine almost as if it were a sunday stroll through the park.
Earth quakes and issues with Volcanoes. I like it however the FPS issues causes would be unimaginable
How can you possibly know the FPS effects of a feature that hasn't even been conceptually outlined in pseudocode or how it would practically exist in game yet?
It should occur more rarely or allow players to play with numbers in advanced generation for this to occur more often.
As I said earlier, "Also like everything in the game ever IMO, there should be "off" switches anyway in the options."