Okay, so I'm basically planning on starting a new fortress as soon Toady releases the new version. That should happen in a few days, so I'm gonna open this thread ahead of time! I thought it would be fun to turn this fortress into one of them fancy community forts... I've never run one, but I've been reading the threads around and it seems simple enough to do; plus, fun!
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The basic idea is to make a fortress built directly above the magma sea. This will give us quick and easy access to magma, but will mean fighting off the wildlife in the caverns, as well as having some difficulty chopping trees or gathering sand for glassmaking. Oh, and the sedimentary layer will be far up, the depot will be far down and... oh so much fun.
But let's add some more fun! Some special rules:
1) Surface trees will not be used. Surface trees are for sissies and Elves; real Dwarves use giant mushrooms!
2) Dwarves will be specialized. That means all of them will have only one small group of professions, and this will not be changed, ever.
The profession groups are as follows (hopefully I won't leave anything out):
Miner - Mining
Woodcutter - Wood cutting
Woodworker - Carpentry, Bowmaking, Woodcrafting
Mason - Masonry, Architecture
Engraver - Engraving
Ranger - Animal training, Trapping, Hunting (as well as the other two useless animal professions)
Doctor - Doctory stuff
Brewer - Brewery
Butcher - Butchery
Cook - Cooking, Cheese Making
Farmer - Farming, Plant Gathering
Soaper - Lye making, Wood burning, Potash making, Soaping
Farmhand - Milling, Milking
Fisherdwarf - Fishing, Fish cleaning/dissection
Smelter - Smelting
Smith - Various smithing duties
Jeweler - Gem cutting and setting
Craftsdwarf - Wood, Bone and Stonecrafting
Clothier - Clothesmaking, Weaving, Dying
Leatherworker - Tanning, Leatherworking
Glassworker - Glassmaking
Strand Extractor - Strand Extracting
Engineer - Mechanics, Pump operation, Siege engineer and operation, Architecture
Various nobles (except the expedition leader) will also be assigned to perform only their duties. That means they'll busy themselves with hauling and slacking most of the time. Soldiers will also be drafted full time, unless an injury forces them to retire, in which case they will be assigned a permanent job.
All these roles will be assigned once a dwarf arrives to the fortress and will not be changed. The only exception from this rule is if a dwarf gets a strange mood and manages to reach legendary status in a profession, in which case his labors will be switched so he'll work as that.
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Right, those were the technical details. As I've said, the fortress hasn't been started yet, but I'm aiming to embark on a pretty mellow location, probably a good aligned biome so we can kill unicorns... I'll try to look for a spot with no aquifer, a sedimentary layer and maybe even a brook or river.
The starting seven will be:
3 Miners
1 Brewer
1 Cook
1 Farmer
1 Mason
We won't be working wood for a while, so I'm not gonna bother taking a woodcutter or a woodworker. Also won't bring any axes, which should free up a lot of points.
The above dwarves, faceless as they are, are up for the taking! Feel free to pick one and give him/her a name and/or a nickname!
Also, if there are any special requests or suggestions, feel free to make them now, I'll see what I can do!
Oh yes... and out long term goal? To blot out the son and char the surface with magma! No longer will our Dwarven kind have to bear the horrendous light of the cursed shining orb, or the disgusting sensation of grass brushing against their feet!
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For the curious, I exported an image of the entire world. It's a big image, but if you have a preference as to where we should embark, just say so! The north is scorching hot, the south is freezing cold.