So you're saying that on the embark screen, you'd get to pick a challenge 'build' that would determine what you started with? (Or maybe just changed the costs of things... The military build would price up all the non-military stuff...)
Yes and no.
First of all, embarking will eventually get MUCH MUCH more complex. The money you start with will not be a set value, it would depend on things like the personal wealth of all founding members. Secondly, embarking would not be instant. Your caravan would have to physically travel to the location you have selected. Think of oregon trail, only with carp and battle axes.
The challenges would not be "missions" per se. They are simply situations that you can choose to play under. For example, there is a war on and you must establish a military outpost. Sounds easy right? Think again, the main objectives would be:
- Build and maintain an army camp, expect to be sieged heavily and often.
- Maintain stocks of weapons, armour and other supplies. (you would have a quota for most of it)
- Feed and house large army detachments of state soldiers.
- Train and maintain a "home guard" to hold down the fort while the soldiers are away.
The gameplay of this type of fortress is far different than the one we have now. Basically you are the appointed civilian quartermaster to an army fort. Instead of a king you have a general and his demands are those of his troops. Your performance as a player is geared towards supporting every need of the dwarf army and defending your ass while the army is out killing stuff.
There are many challenges here that you wouldn't find in other situations. The vast majority of your fortress population will be made of up career soldiers. These soldiers will have to be fed, housed and bunked, and being career soldiers they have no time for anything else. You must support them with a relatively small number of civilians. Because your fort would invariable be set close to some enemy be it fortress or dragon, its going to be attacked frequently. You will have to be able to defend yourself while most of the army is in the field.
You will however have some advantages on your side:
- Upon arrival the army will set up a basic camp and construct a palisade. You will eventually have to build more permanent quarters but in the beginning the army will be self sufficient while you get your act in gear. The soldiers will also build a defensive palisade with imported materials. The starting wall will not be very big and will eventually have to be replaced by a bigger one. You can draft soldiers to help build and upgrade the outer wall but you must supply imported or local materials.
- Being part of the state army, your fortress will receive regular shipments of supplies as well as sporadic traders. This support can't get through during sieges so it is important to break them quickly.
- Attacking an army fort bristling with soldiers is a losing proposition to most. Rival civs will never attack your fort, but your intended enemy will attack constantly and in force.
- Your starting caravan will be over 60% elite soldiers, nothing is going to bother it en route from A to B.
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Now compare that to something like playing a party of criminals. Kicked out into the wilderness to redeem yourselves. Without even I might add, a wagon.