Wronk. I have a worldgen that results in biomes ranging from around 2x2 to 6x6 in size scattered randomly around the map. It requires you telling the game to shut up and stop whinging at you about not being able to place all the civs (iirc, it has real problems placing Elves, this is also probably because masses of the map are evil, due to extra fun, if i turn that off it might fix that). I'm sure if i spent some more time on it i could iron out most of the bugs. But anyway, a 16x16 embark on one of those could pick up over 9 different biomes, if you got lucky you might be able to get all possible animals.
You would have to get pretty lucky, especially when you consider all the possible alignments into account (you'd want basically all of them to be Terrifying).
Perhaps, but i don't consider "Do you want Magma" to be a choice at all.
You're right. The choice is (in the next version) "Do you want easier access to magma, or do you prefer sites with other features instead, and perhaps more sedimentary stone?"
Keep in mind that a choice is
between options. At least it should be.
You should, in fact, have to use crazy worldgen parameters if you want to get a world that makes absolutely no sense at all. If you want a crazy world, use crazy parameters. Personally, I consider an embark area with both a glacier and the Sahara Desert to be pretty damn crazy, and that's not even considering features that don't exist yet.
Indeed, and that is what i do. If you don't want to use crazy worldgen parameters, you don't have to. That's the wonder that is Dwarf Fortress; it's highly customizable to each user's individual preferences.
Yet you were just saying that you
shouldn't have to use crazy parameters to get those worlds. You're contradicting yourself. First you say that it's a terrible thing for features to be dispersed, and that this simply shouldn't be the case, and that you shouldn't have to use weird worldgen settings in order to get your own personal Dwarf Heaven with every single feature in the game, and now you're agreeing that it
is reasonable to expect people to use crazy worldgen settings in order to get maps like that. I don't get it.
No such perfect site exists. Even if i were to somehow find a perfect site, regenning it would actually result in different mineral contents, as the specific minerals vary from embark to embark and computer to computer.
"Perfect sites" definitely exist in the sense of having all interesting features on the same map (not to mention important resources), and special features is mostly what I was talking about, although hopefully, at some point, those features will seem less "special" and more organic.
Choice should be meaningful, and choice is not meaningful if there's a single perfect option that you're an idiot not to take.
At the moment "Do you want Magma" is that choice. The cost for not having Magma in a Fortress is so incredibly high that unless you are deliberately trying to create a challenge for yourself, it's not worth anything.
This is even more egrarious when you realise that Steel is entirely unneccessary and Iron (of which Hematite can be located in magma areas almost all the time) is more than sufficient from a gameplay perspective.
Magnetite is much more common in areas without magma, though, which is an advantage to going without; sedimentary stones in general are quite nice.
And wait a second, you're talking about hematite being common, yet in a previous post you were talking about how you feel the need to hack iron ores into igneous stone in order to feel like you have enough?
Besides, I've played a fortress without magma before, as have other people I know, and the disadvantage isn't as great as you make it sound, unless you're smelting the entire universe around you. Not every fortress has to revolve around metalwork, and imported/found fuel/wood can certainly be enough to sustain the military.
Not every fortress has to do all of the same stuff. Hell, you can import all of this, too.
But again, that's the best part about DF: if i want to, i can embark on a site that has absolutely everything and enjoy a clusterfuck of unimaginable proportions. Or i can embark on a featureless glacier with nothing but ice and stone. It's my choice, stop trying to take my choice away from me.
That choice is good, sure, but at some point it just
might not be feasible at all to fit everything the game has to offer in a single regional tile. As game content increases, this gets less and less possible, and I don't think the game as a whole should suffer just because you can't stand not having a perfect site.
I feel i should also add that your comments about choices should be meaningful is only relevant if the game can be won. Dwarf Fortress, by it's very nature. Can never be won. It is not a competetive experience and each player chooses the experience he himself wants to have. Thus, all choices have meaning depending on what the player is after.
I don't care that it's "not a competitive experience". It's still a
challenging experience. Choice is meaningful in any game where challenge and diversity of content are expected. You can't "win" at Dwarf Fortress, but you can still succeed more or less at what you set out to do.
I'm okay with being able to screw with worldgen parameters or init options away from the defaults in order to create nonsensical worlds, but there's almost certainly going to come a point where no matter
what you do there's going to be some trade-offs involved due to site choice, for the reasons I mentioned. DF will probably eventually have enough stuff all over the place that trying to squeeze it all in one site just won't be possible.
What I'm not okay with is this being the default, at all, or even what you're necessarily intended to do. In general, site features should wind up dispersed enough that there's some sort of strategy involved in choosing one. Players should not have to intentionally cripple themselves in order to have a challenge or choose between options.