So I recently built a fortress on an island away from all civilizations. Its been built up to a grand splendor, large population, and great wealth. And its grown increasingly boring now that I have fresh pumping through the whole thing and everyone isn't dying of dehydration and I have killed off the last of the magma men.
I was thinking about the 2D version of DF. One of the nice things about it was that you could start off in a peacefull area, establish a fortress, and once you were ready for more could then dig deeper. You could essentially increase, or open up new, challenges as you play.
I don't like making the game arbitrarily more difficult by not using some resource for no reason or not bringing things with me. I also don't like building a sinister glacial fortress just to make the game harder. Granted such a thing can be alot of fun. But I figure if a Dwarven Civ is going to send out an expedition and they have two locations. One in a fertile peaceful valley, and the other in a barren chasm filled with undead carp, they would likely select the first location.
What I would like to see is the ability to start your fortress off easy, and then allow in greater challenges. Granted the game does this in some ways already like triggering sieges and other creatures based on wealth and size. Other aspects about managing your infrastructure also simply become more difficult with scale. However the current system is not reliable and feels like it leaves room for improvement. In the old DF when you struck the chasm the game would suddenly shift.
Now I don't know what exactly the answer's are. Because the game is more dynamic you no longer have those set map features. Perhaps the Army Arc will help alleviate that problem. I do however have some suggestions. Some of them involve simply adding more things for the game to throw at us. Others sort of give back some of the control of the difficulty to the player. (I WOULD not want a siege button or a demon button or something like that. I hate the disaster button in SimCity).
-Tribute. (I've seen this mentioned/alluded to in the dev log). The dwarven liason brings you mandates. He/she tells you that your civ wants 10 iron weapons at the next caravan, they take them away. If you fail to meet the mandates repeatedly, soldiers will be dispatched to forcefully grasp control of your fortress.
-Challenges. Similar to tribute. Perhaps a nearby human village has lost its food stores. You could commit to offering them aid. A caravan would then come to your fort. If you gave it the food you said you would you improve your relationship with that civ. Perhaps a dwarven philosopher has complained at the lack of dwarven knowledge. You accept the task of building a library worth at least 50k. (I know we can't build libraries). Maybe completing it brings you more migrants. These challenges would be completely optional, and sometimes may offer no reward at all, other than maybe some mention in adventure mode of the task. However, they would allow the player to voluntarily increase the difficulty without arbitrarily saying, I am going to set all my food on fire and try to keep everyone alive.
-Natural Disasters. Earthquakes, flash floods (I would love that), tornadoes, lightning. Could also include droughts which could cause famines if you weren't prepared. I'm not sure if I would want the game scaling the appearance of these based on your fortress advancement or not.
-Demon worship. Perhaps as your fortress grows you may get a small number of dwarfs that worship some long sealed away being of horrible power. Maybe they want to perform a ritual to free it (and maybe bring its attention on your fortress accidentally). I do like the idea of cults having a "party" in which they grab a random non cult dwarf to use as a sacrifice.
-Crime. Not a new idea, but crime other than breaking mandates (theft, shurking of duties, murder) would help add more new challenges as your fortress grows.
-Blasphemy. You could build statues that blasphemy the gods of other civs. They could give your dwarfs good thoughts, but would attract violent attention from the targeted civs. Also, hopefully once the army arc is done we will be able to send envoys to taunt the elves.
-Decreasingly appreciated rooms. What should stand as a good dinning hall for a small fortress should be a pathetic for a huge fortress. As your fortress grows, what is expected from your dwarfs should increase. Maybe your dwarfs are willing to put up not having proper rooms when there are just a handful of them and they are struggling to eat, but once your fortress is worth over a million maybe they are going to start wondering how come they are sleeping on the floor when everything is covered in gold.
-Bandits. Just because we are not at war doesn't mean we shouldn't be able to be attacked. The humans civ may really like your fortress. But maybe there is a group of human bandits, and every now and then they attack. They would sort of work like the baby snatchers. Only not race specific (could even be dwarfs) and they wouldn't go after babies (unless they are elves, then they might want a snack). They would also likely be fairly violent. bandits could also be a nice thing to fill in the time between. 7 Dwarfs and then sieges.
These are all the ideas I have on this matter. I know some of these have been discussed, and some may naturally come along as the army arc is worked on. However, I felt it important to mention the user controlled aspect of the older versions difficulty, which while still exists somewhat, can be improved on.
I also, most importantly, want to hear other peoples thoughts.