One of the things I've began to realise is how close to realism this game tries to get. Lately, I've been indulging in some interesting Primitive Living videos and when I come back to Dwarf Fortress, Im intrigued by just how 'close to life' Toady has made this game. Not only is it highly educational but in some ways, when it comes to this stuff, its also very realistic. Kudos to Toady on his very clever eye for detail.
That being said, I have a few thoughts/suggestions regarding more realism for this game.
One of the first things I've thought about is the idea of Murky Ponds. I love the concept of rain but why cant people dig a hole on the surface, to see it slowly fill up with rain and create there own Murky Pools? If you want to, you can look at water seepage so rain on soil just seeps into the earth beneath it but rain on hard stone gets collected and builds up gradually. Given how extensive the water calculations are in this game, it just makes me wonder why Toady chose the concept of specific Murky Pool regions instead of just 'Water fills up your Dam'. You could introduce the concept of rain seepage / draining into soil below. That would be one suggestion which I think would be awesome to have. Water is fun to play with. I could imagine you'd have heaps of fun with Liquid mechanics if you could dig your own channels, create your own Dams and do lots of stupid watery things.
Probably one of the first things you'd do if stuck in a forest on your own, would be to shape yourself a rock cutting tool. Why cant I grab the nearest rock, sharpen it on another rock and make myself a cutting tool? It would be slow as hell, but could this rock not be used to cut trees ( crude hand based axe ) and/or used for mining ( very crude pick axe/shovel ). In the event that I forgot to bring my pick axe and the game is over, I could sharpen a rock and use it as a really crude tool. Again, you could adjust the time rates so it takes forever to cut down a tree as opposed to having an appropriate metal tool. You could make it seriously painful ( as it is in real life ) to ensure you have the appropriate tools.
https://www.youtube.com/watch?v=HlJivKNHzykI absolutely love the concept of Spinning, Weaving and making Clothes. Having watched tonnes of 'How to make clothes in the real world' videos, it seems absolutely awesome. A very common way of making silk is through Silk Worm Harvesting ( which in real life need to be fed leaves twice per day ). Can we not embed a feature into game for something similiar? The idea of harvesting silk from spiders does seem interesting but feels a little misplaced to me. I love the concept of spiders being these scary, evil and frightening creatures that eat you alive in caves. Somehow, it feels to me that Dwarf Fortress has taken the concept of a Spider and turned it into something similiar to a harvestable sheep. I think you could do much more with spiders then just have them as silk farms. Maybe this area could be explored a little more and Spiders can become the scary evil beasts they are supposed to be. It would be kinda cool if Spiders hunted your dwarfs in the underground caves ha ha. Frighteningly scary ha ha. Silkworm Farming ( for silk ).
https://www.youtube.com/watch?v=b8rX5DRusNI&t=25sIn the early stages of the game, I think Pottery should be given a lot more emphasis then it receives. Stuck in the bush with absolutely nothing, all you've got in front of you is Mud, Water and some Trees. Pottery is everything. Usually, the best Clay is where pools of water get stuck or somewhere swampy. Sure, you have Lumber and Stone Crafting, but I'd argue Pottery comes before Stone Crafting. Its pretty much one of the first things I would think you'd want up when you've got absolutely nothing.
https://www.youtube.com/watch?v=D59v74k5flUI absolutely LOVE the idea of how Geology has been incorporated into the game. Sedimentary, Igneous and Metamorphic Rocks. I think the Geological concepts make this game hugely entertaining. Watching Geological Videos on Mineral Identification is hugely entertaining. One of the things I noticed recently, aside how easy it is to Smelt a Rock full of minerals, is also how people underestimate the dangers of such smelting. As has been pointed out in the Dwarf Fortress Documentation, there are a large number of Minerals which are very dangerous. The most dangerous in the entire world, being Cinnebar ( Mercury ) and Arsenic. In real world videos, I've seen people trying to Smelt Rocks in real life totally neglecting that they are full of Arsenic. My suggestion is to bring in the appreciation for Metal Poisoning similiar to Dampness/Magma, a message can come up saying 'Poisonous rock detected' or something. You could potentially even introduce health effects for things like Mercury Poisoning heh. Im guessing Toady tried to avoid this decision because he liked having the different colours to build walls but maybe there could be different ways to colour rocks? Perhaps it might not be such a bad thing to introduce a concept of 'This rock is poisonous and will kill you' heh. Given what I believe is Toadys attempts at realism in Dwarf Fortress, I wonder if the Pro's outweigh the Con's in this regard? It might also make the game a little more interesting. Its a good thing rocks arent Radioactive lol.
https://www.youtube.com/watch?v=ZtYJAy-6pWsIf you wanted to be really evil, you could also introduce a concept of 'Mineral Identification' but Im pretty sure thats going too far ha ha ( maybe a hard setting? lol ). It probably loses the fun factor.
Somebody mentioned previously the idea of implementing Tectonics into the MapGen. I think that'd be awesome. I think you could also do some really interesting things regarding the Rock Positions, Layouts and Formations of the maps themselves. I'd like to see less structure. More swiss cheese, empty air pockets, isolated pockets of water / magma and absurdities beyond existing caverns which make digging through layers of rock more interesting. Earthquakes and Cave Ins could be interesting ha ha.
Does a Dwarf ( or Human ) breathe? A pretty important problem when it comes to Caves is lack of oxygen? In the real world, miners take special gauges with them when they go deep underground to ensure pockets of CO2 dont rise up on them and choke them to death. Im guessing dwarfs dont need to breathe heh. Short of a surface to ground air conditioner system ( which I suspect isnt a thing for Dwarfs lol ), maybe there's the concept of underground oxygen generation factorys ( aka rooms consisting of Plants and Trees to generate oxygen ). Maybe 50 levels down, you might need an oxygen room full of plants to absorb all that excess CO2 so the dwarfs can breath lol.
Living Underground -
https://www.youtube.com/watch?v=wxozN_ussjw&t=335sx Where's the Mithril Armour? Im guessing thats Adamantine?
x A trapdoor trap which opens up the floor beneath you and the helpless victim falls into the abyss below ( You can do the same with Draw Bridges but should it just be its own Trap? )
I realise this game is called DWARF fortress but Toady has mentioned in his previous videos that he isnt opposed to allowing people to play Human Characters ( Let me play an Evil Necromancer Fort, who grows power and spreads shadow across the land... and I'll love you long time heh ). I think the realism only makes the game even more entertaining. Not only are there heaps of things to tinker, blow up and destroy, but its also pretty cool when you walk away and think, " Hang on... there was something somewhat real about some of that " ha ha.
Anyway, just some stupid ideas. Troll away.