Settling at another site is just something weird that you can do. If you wanted to play a group of migrants trading and hanging out at the bar, you'll have to wait for the Merchant Arc. It would take a long time to set all of that up, and it isn't natural to do it through the dwarven outpost play mode. The humans should really chase you off once they know you are here to set up a mine at their location, unless they can control you and get a large cut of what you produce. You won't even be able to trade with local merchants unless that is specifically coded, which I'm not planning to do.
Outdoor plants can be given a GROWDUR, it just hasn't been meaningful since they can't be planted. Agriculture with outdoor plants might be needed for the next version, depending on how survivable I get to make notstandard sites right now. The more sites that are survivable the better, but I have to put up a version at some point.
GENPOWER for all objects was related to magic, back when artifacts were given basic magical powers. It's no longer relevant and likely won't be again, whatever form magic ends up taking.
I'd like to solve the lion issue in a proper way, but I'm not sure what I'll get to. However, the current lion issue is caused by lions being generated in the homes (and on the rooftops), so it's a more basic problem that needs to be addressed first.
Everyone should keep in mind that I'm not polishing anything, I'm just trying to get it to a playable state. The next release will be at least as rough as all the others.
It was 15 up and 15 down back when the land had a Z coordinate but was flat. Now that I went ahead with the elevation changes smoothly throughout the world map, which I didn't know I would get to, it now does at least +/- 15, and if the map has a significant slope, you'll have more room beneath the higher points (since the playable area is a giant cube). Now, this leads to some issues in adventure mode, since you can approach the site from different sides, but I think I've sorted all of that out. It doesn't allocate most of these areas until you actually dig designate them (unless they are associated to cave features, in which case it needs to pre-allocate them), so it isn't a huge memory/speed sink, but it can be if you get out of control.
I get all my cheap beer for free.