Im not willing to invest into throwing my hat into the ring to try this, but for a modding analysis/ease of play could you please supply a entity file for demonstration as well as any modifications you have that might affect the fortress in action. (assuming we are working off df-vanilla to the latest 64 version spec)
There are a few home-comfort necessities that'll be needed to make it playable from a default fortress perspective while remaining cultural integrity. Such changes include relevant non-generated site nobles (replacements for expedition leader, militia leader, broker etc as relevant), certain varieties of tools (if you're embarking with egg bearing creatures, bring nestboxes) and other little things (humans are more fleshed out than say, goblins are for instance which are more of a overhaul and challenging to bring up to specifications for a productive and interesting fortress while still being gobbo evil.)
Id be willing to provide a template if you require help, PM me with your ideas please so i know what kind of direction you'd like to take.
I'll be generally going through and enabling the tools used by dwarves. May leave out a couple, but they'll all generally be there.
As for positions, I'll be importing them for a small pet project I've been working on and off on. It may be a bit off from what standard humans have their civilization structured, but I haven't found a list as to how exactly it is. As such, I just took what the dwarves had and changed it to something else. Anyway, the layout will be as follows:
EntityKing - Can't create an Agnatic Cognatic succession for there to be male preference, but females could inherit, but I can limit professions to a gender. Therefore, for this game, this position will be under pure Agnatic Primogenture (eldest son inherits).
Royal Champion - Human General
Lordly Knight - Human Lieutenant
Knight - Human Captain
Guild Representative - Replacement for Outpost Liason.
Diplomat - Diplomat
Administrator - Forced Administrator
SiteLevee Commander - Human Militia Commander and Sheriff/Captain of the Guard, if less than 50 population.
Guard Captain (I) - Above if greater than 50 population, but less than 80. Soldiers named 'Town Guard'.
Guard Commander (II) - Above if greater than 80 population, but less than 120. Soldiers named 'Fortress Guard'.
Guard Commander (III) - Above if greater than 120 population. Soldiers named 'City Guard'.
Levee Captain - Human Militia Captain, if less than 50 population.
Guard Commander (I) - Above if greater than 50 population, but less than 80. Soldiers named 'Town Guard'.
Guard Captain (II) - Above if greater than 80 population, but less than 120. Soldiers named 'Fortress Guard'.
Guard Captain (III) - Above if greater than 120 population. Soldiers named 'City Guard'.
Expedition Leader - Expedition Leader/Mayor + Manager when below 50 population.
Town Manager - Above if greater than 50, less than 80.
Fortress Overseer - Above if greater than 80, less than 120.
City Administrator - Above if greater than 120.
Chief Doctor - Human Chief Medical Dwarf. Needs to be appointed to appoint healers.
Healer - As needed position with health management responsibility, so reliance upon one individual is not neccessary.
Broker - Name if less than 50 humans.
Trader - As needed replacement for broker when greater than 50 population.
Bookkeeper - Name if less than 50 humans.
Accountant - As needed replacement for bookkeeper when greater than 50 population.
Duke, Count, and Baron - Taken from dwarf entity.
Lord - In actual mod release, will be 5 elected positions that come in at time of Mayor. In this, it'll be the As_Needed appoint position.
Household Guard Captain - In mod will be a max of 7 commanding small squads to be used to guard Lords, Expedition Leader/etc and the Duke/Count/Baron's household. Will also exist a separate variant for the King named Royal Guard Captain. In this succession fort, will be limited to only the Duke/Count/Baron and Expedition Leader line.
Executioner - Hammerer, but uses the axe skill.
Knight - A set of 5 Champion level positions.
Also another small set of questions
> Would a horizontal entrance from the surface (such as a cliff face) for mineshafts be applicable as long as they followed rules to be of a specific entry length, width and be reinforced properly (such as a arched entrance, beams etc.)
> May i suggest a rule against carving out stairs or excessive amounts of stairs from stone/directly down as to preserve the integrity of travelling over ramps and long linear paths of movement/corridors rather than hopping between z levels (dwarf architecture again)
> Ensuring that male heirs inherit is not foolproof with the relatively limited lifespans of humans without dedicated wedlocked young married people, may i challenge that rule to include that younger female children can inherit (if you're firm about the subject, the male heir can take preference if its split between two children)
1) How's this for mineshafts: There must be a full z-level between areas dug underground (including one above the initial start), a maximum of 2 width, and a minimum of three z-levels under buildings.
2) Stairs are likely to be used as scaffolding and would be used for narrow bell towers and the such, so I'm hesitant to limit their use in construction. However, having their usage in mineshafts, wheelbarrow using facilities, and quarrys not be allowed might keep the spirit of things.
3) I'll change it to have the individual set the preference, with the other gender inheriting if there are no candidates of that gender.
Though I thought there was already a Human fort in existence (though it may be dead)
I don't see any harm in there being more than one.
I WANT ARCHITECT/SWORDSHUMAN PLUS TURN
Also, I think that we should have a 'square' type thing near... Something important, like the cathedral (we need one of those) with somewhat bigger and better houses, designed for nobles.
I prefer that to building manorhomes.
But we need a castle.
We should be near an ocean with a river, too, for water and !!BOATS!!. Try to make a world with no aquifers, or this may be impossible...
Noted, I'll have one of the starting 7 with that setup of skills.
Going to be defining manor as being a house with a walled front courtyard, so people will be able to play a bit fast and loose with the size (kinda necessary in the first few years).
As for the location, I'm going to be following the human location requirements to determine the site (probably going to be 5x5-6x6 to give us a fair amount of surface area to work with, depending upon how much area is covered by oceans and rivers).