I just found out that if you embark somewhere, immediately abandon the fortress, and reclaim it, you will have two wagons. If you abandon the second embark and reclaim it, you will have three wagons. Therefore, you can cheat your way into a super embark with everything you want. Is this expected behavior?
Sounds like your cheating skill needs some danger room training.
I like to roleplay it in my head when I do multiple reclaims and abandons in a run. I usually go with a group of miners, masons and a low skilled carpenter, with lots of food and drink. In my interpretation, they are the construction team sent ahead to carve out a living space for the next team. I then abandon and reclaim. The next 7 dwarfs are specialists who fill in that space. They build the bridges, the levers, setup all the bedrooms nicely, etc. This team might include maximum skilled architect, carpenter, mechanic, mason. Finally the next 7 are the actual settlers that will live there. They have the skills the fortress will need to survive comfortably long term. So for example, a cook is not necessary in the first year, but is ultimately essential for the morale of the fortress. Weapons, armor, and military skills aren't necessarily needed first year either, but quality weapons and armor are important for long term survival. Conversely, architecture lets you create higher valued structures, but it isn't a skill needed very often.
So yeah, exploity, but as long as I can invent a
Watsonian explanation, I am okay with it.
Yeah, it's basically a feature. The only way to get rid of it is if items stopped existing after abandonment.
You could embark with no items or very few or whatever items fit your embark scenario you are imagining. Then the items being left behind would fit your imagination.