What gameplay role do priests have? Are they like tavern keepers?
Could you do a breakdown of how reputation works in adventure mode (different types, scales, actions required)? The wiki is very unclear.
Who gets an abstract 'account' in worldgen? Is it specific to sites, buildings, histfigs?
If I understand well, sabotage in worldgen is abstractly harming someone's 'account', and embezzling is transferring from one account to another. How does that manifest in fort mode? Does the fort also have an account?
What kind of hideouts do villains have? I read something about an abandoned monastery in the devlogs but are there other types of sites (apart from the ones that are inherent to histfigs like necro towers ordemon spires)
Do bandits have specific forts now or do they stay in camps?
How do the worldgen relationship variables such as loyalty, fear, trust etc. interplay with fort mode relationships and emotions? With adventurer reputation?
Sorry if I missed it, but are adventurers' ability to conduct their own plots (e.g. to steal artifacts) still on the table? What about fortress counter-espionage, will that entail stuff like assassinating histfigs offsite?
Do mercenary forts send visitors to your fort? In fact, what do they actually do post-wg? What about monasteries?