All ideas and feedback are welcomed.
Synopsis
Mortality is my attempt to bring some sensibility and realism into the development of dwarven citizens, and in general to the fortress economy as a whole. It's an idea I've had in the back of my head for a long time, but it seems most of the things necessary are now feasible. I have always thought that realism IS fun(though not always !FUN!), rather than it being a choice between fun and realism. DF is fantastic when it comes to weird combat-related chaos that can happen, and there are many ways to screw up your fortress.
For the skilled overseer though, very little will go wrong internally. I find it interesting that the answer to the conundrum "this is too easy now" seems always to be something like the Fortress Defense Mod. Such things are very good and add a lot to the game, but it's only part of the experience. In Mortality, you will not be a legendary anything in a matter of months or a couple of years, valuable dwarves will drop dead for unpreventable or even unknown reasons, and basic civilian life in general will be much more realistically hazardous as will fashioning your band of misfits into a productive society.
If you are not running away, screaming in terror yet, Mortality just might be for you.
Timeframe
I hope to have something with the major concepts in worth playing by the time the new version is out and (relatively speaking) stable.
Implemented
Just a few basic things so far:
** No artifacts or moods. No, you cannot become a legendary stonecrafter instantly after creating a microline violin that menaces with spikes of marble. I don't care how cool you think it is. Not gonna happen. No insta-legendaries. Deal with it.
** Orientation adjusted to allow for more marriages: same-sex attraction is rare and marriages non-existent, while dwarves are more prone to marry. This is needed because ...
** Population cap limited to outlaw migrants. Exponential growth to a large population within a few years is ridiculous. There is no 'jump-start mode' here. You need to grow the old fashioned way: earn it. Practice your marriage !SCIENCE! and get your dwarves reproducing. Baby cap will be tweaked as time goes on, but a dwarven society should grow fairly slowly, probably as many babies as adults at the max.
TO-DO LIST
** Adjust skill rates so that for a reasonably talented dwarf, improving from no skill to Master in any skill will take approximately a decade as is realistic. Legendary will take longer of course.
** Multiple castes with different innate abilities to learn. I.e., 'leaders' for the noble track with superior social skills, skilled laborers for mining/woodcutting/growing, unskilled laborers for general-purpose hauling duty, military caste for combat roles, artisans for various crafting skills, smiths with abilities in those professions, etc. A lot of balancing will be needed in terms of the number of castes, birth rates, and so forth.
** Food changes along the lines of what various harder food mods have done. Virtually everything will not be edible raw but require cleaning of some kind, crop growing times will probably change, and so on so that a significant part of the population must involve itself in food production.
** Similar, but less drastic, changes to a number of other industries.
Wishlist
** Industrial accidents. All work will carry some risk. More dangerous types(mining, woodcutting, smithing) moreso.
** Infanty mortality. I don't know of any way to accomplish this, but a significant percentage of newborns shouldn't last the first year.
** Humans option with different racial strengths: larger families and population growth, better masons, inferior miners as compared to dwarves, etc. .
More will be added, this is just a starter post to give the flavor, let people respond if they choose, etc.