I gave up on doing this after the first week of posting with no interest shown so the sudden pick up in interest was wild for me lol
I'll join as well. How many skill points are we starting with?
I'm open for suggestions, but I am thinking.
Demigod - Can only have one player character at creation
Hero - Can have three characters at creation (Gotta have that classic Legolas, Gimli and Aragorn trio)
Peasant - Can have up to 10
For animal people sizes 200k+ no demigods. One hero or three peasants
https://dwarffortresswiki.org/index.php/List_of_creatures_by_adult_sizeAnybody can sit around and grind combat exp on a defenseless animal. It is just incredibly tedious and boring so limitations should just be there to prevent brutal exploits to overwhelm your target. Do you really wanna sit there for like 20 hours and train 10 peasants into legendary warriors?
I've got two potential worlds to present. I tried to hit that sweet spot of world gen for maximum amount of necromancer secrets, world ending threats, but civilizations still in their prime and with good pops for some cities to use.
I went for medium world because if this stays popular it won't take us long to quickly rough up this entire planet lol, but if you guys think we should go smaller just let me know.
Yes that big brown blotch on the right is an entire cursed ocean. We are locked into a land with our only escape being sea monster infested waters! Those yellow mountains are also cursed.
This world has slightly less good and evil biomes as the other one, but it still has more than average.
Since the game is heroes versus villains I thought the lands should reflect it.
I was creating a lot of worlds while also sick and I made some cool ones. One world where evil had almost entirely won other than a human empire that stood resolute! Its capital as a castle made of pure silver
Another one had the only living dwarves left in the world being necromancers or slaves and a few free dwarves hiding in the mountains. Goblins and necromancers had not turned on each other yet, but had dealt with the humans pretty well.
None of these worlds really fit though and I couldn't figure out why.
World gen is creating a recipe. It is cooking! I could feel something missing like tasting a food you made and knowing it wasn't right and it hit me:
We need a world with regular people!
Sure sure we want armies of demons released from hell, necromancer experiments and secrets galore, over 50 evil cloud types, and parliaments of harpies mauling people. All true!
But the world is missing so many opportunities for this particular challenge if you don't have regular folk trying to get by and live their lives while the apocalypse is happening outside their borders!
So, these two above came with that in mind. All the apocalyptic stuff we could want, but you still will find farm villages, human cities, elven forests, dwarven mountains, etc
A lot of good and evil biomes. A LOT, but plenty of the inbetween still too.