So the idea is you can choose to be associated with a dwarf civilisation and the civ has a number of requirements. Specific embark locations are appropriate to these needs and for a given embark location you can take on challenge of missions that cater for these needs. As you are successful in meeting the requirements you also receive rewards and motive to continue maintaining the fortress and the fortress gets more glory.
Some needs of a civilisation could be :
- defence against other Civs and their armies (or conquest of territory)
- cultural needs : facilities such as library complexes, markets, great halls and taverns, or iconic edifices and structures
- economy and generation of wealth
- food and drink supply
- health facilities
- administration facilities and buildings
- population housing
- military housing and catering, or military training and supply
- unique needs eg (dwarfs might have need for people that craft greater artefacts)
- strong holds and vaults, great hoards
- trade facilities
- housing for iconic personalities and talents of civ
So given these unique needs of a civ, missions that may be available could be...
> border, far or extreme outpost : rewards for surviving far from home, in sparse or extreme territory in order for civ to profit (eg. in rare minerals) or to expand civ borders
> diplomatic outpost : cater for liasons and nobles from ally cultures or possible allies
> hoard or vault fortress : wealth of civ directed to fort for safe keeping : all greed of other civs, beasts and thieves also gets directed
> build and maintain defence citadels close to and in direction of enemy civ :
to withstand oncoming armies of another civ eg. from a goblin civ at war with (more pronounced armies would attack these fortresses)
> healthcare fortress : dorfs that are sickly or injured are transported here for healing, Success depends on success of healing masses of injured.
these missions available near to other cities and close to warring lines.
> military barracks camp fortress : success could be in catering and training army dorfs, and sending trained dorfs for service to the civ
> make irrigation structures and greatly cultivate farmland above ground and below, grow crops, export the surplus crops to feed the population of civilisaiton
> make housing and cater for population locally (excess population from other fortresses and cities are directed to the fortress), protect the population
? > house important nobles, facilitate meetings and make decisions on running of the civ
> make great market cities, output a required level of profit for the civ yearly
> or cultural cities, which dorfs from the civ come to visit and meet each other in, success depending on attraction of dorfs
> make superstructures, facilities and buildings that are valued hightly by the civ and civ benefits from status and attraction to these
> uphold a specific industry eg. metal smithing, gemcrafting, stone crafting (liasons could bring jobs that need to be completed and products exported)
> CAPITAL : make the current greatest fort of the civ ever that will be ruled by the emperor. all kinds of criteria.
> unique missions : hold powerful artefact, befriend / tame / slay a mega mega beast, terrain specific missions
These are a few subjects that I thought might make possible mission criteria for the player to direct the development of their fort.