Quote from: Daniel the Finlander
So mundane worlds won't have elves or goblins, but will they have dwarves? If not, will fortress mode even be playable, or will we be able to play as humans instead?
To confirm what somebody else said, we're definitely going to have dwarf-free worlds on both end of the spectrum. We're going to try to make fortress mode playable since it's the more complete mode of the game, but if that makes the mundane worlds too weird trying to shoehorn that in before we get to proper human village management, we might just leave it out.
What I would do in this case is have dwarves be "extinct" so if you are starting a fortress in mundane mode, you are always the only dwarf fortress in the world.
About non-dwarf migrant waves
We're getting closer, but I think it'd still be kind of confusing with some more exposition if you suddenly got nothing but humans or jumping spider people for your first migrant wave the first time you play the game.
Perhaps as a way to deal with this, I've always wished I could get more information about cities on the embark screen. Maybe cursoring over a city could tell you something like:
Razzlefazzle
Hillocks
Controlled by The Teeth of Nails (Goblin)
Built by The Irons of Milking (Dwarven) (extinct)
Population:
Goblins |||||||---
Dwarves ||--------
Jumping Spider Men |--------
There could be something like that for your own civilization, like
The Sledge of Turbulence
Dwarven
Mountain Homes (Capital) is FlagMerchants in the Dune of Answering
Population:
Dwarves |||||-----
- (Fair haired |||||||---)
- (Black eyes ||||------)
- (Fair skinned |||-------)
- (Ruddy skinned ||--------)
Jumping Spider Men ||--------
Elves |---------
- (Mossy haired |||||-----)
- (Ochre skinned ||||------)
On the embark info for your own fortress, there could be a little bit that says Projected Immigrants: Dwarves 30%, Jumping Spider Men 60%, Other 10%, Projected Visitors: Goblins 60%, Barn Owl Man 10%, Other 30%.
If you're still worried that non-dwarf migrant waves would be confusing initially, you could always hack it so that the first waves are only dwarves, or at least 50% dwarves. And you could always have a slider for Cultural Mixing that determines how likely places are to have non-founder populations. That way, if they've touched the slider, they should at least expect that it's possible for non-dwarves to show up.