In order for the outside world to be relevant, fortresses must have more pressing needs that can be met through interactions with the outside world.
I disagree - this doesn't make a lot of sense. Why would cavern dwelling creatures who have developed a civilisation based purely on living underground have a
need for interacting with the outside world? The underground contains food, plants, trees, water, metals, stones... it is a very rich environment easily equal to that of the surface world. It is not a collection of barren empty caves. There are
forests down there. It sounds like you're trying to come up with artificial reasons for outside interaction.
- Resources should be vary greatly between sites, and those variations should be apparent when choosing sites. Temperature, rainfall, and soil quality should dictate the crops available, and it should be rare for a site to have both copper and iron
Possibly. It would be nice to be able to set up an outpost which digs up various ores. More boring maps would be well... more boring though.
- Agriculture, especially underground agriculture should be harder, to make importing food more appealing. Underground farms should require constant upkeep to maintain soil quality, animals should require food, and dwarves should appreciate varied diets
Where do you think dwarves dispose of all their waste? In a closed system, they're not going to have a lot of problems farming. Try putting a sandwich in the fridge for a few months and see what grows on it in that cold, barren cave
. Now imagine what's going to grow in a hot, damp, muddy cave with frequent animal activity.
Being able to fertalize with blood & bone would make a great deal of sense however - but it shouldn't need to be a regular thing. Making food production a pain in the behind doesn't sound like a fun situation. Dwarves already appreciate varied diets.
- Players should be given new reasons to embark on mountains. This would make agriculture is more difficult, and according to the entity definitions, that is where dwarf fortresses belong.
The only good reasons I can think of for this would be political reasons. Humans/elves would not like dwarves building forts in their farmlands and forests, and would kill them if they set up camp there (because they're competing for resources in terrain where the humans/elves have a physiological advantage). The reason dwarves build their forts up in the mountains is so the lowland creatures don't get annoyed and kill them. Likewise, humans trying to set up camp in the caverns are going to be at a natural disadvantage when the dwarves get annoyed. More human/elf diplomatic problems for lowland forts would be the solution here, not agricultural hobbling.
- Different civilizations should have cultural strengths, and acting on these strengths should be an important part of the game. Maybe your civ's dwarves are the best miners, but another dwarf civ has great metalsmiths, and a human civ has good glass makers. Even if you train legendary craftsdwarves, they will not be as good as the ones from the other civs unless you send your dwarves to their civs to train, or bribe/kidnap the enemy crafters to come to your fort. Maybe a requirement for becoming a mountainhome is either adding a specialty to your civ, or making other civs flock to your fortress for training or superior goods.
I disagree. A legendary dwarf is a legendary dwarf. Perhaps you could bias what a civ is good at (and thus get more migrants with a particular skill set rather than the randomness you get currently), but I'm against the artificial hobbling you suggest. Your suggestion is akin to saying that an Indian engineer can never be as good as one from Germany. You're also implying that dwarves can't get better without teaching, which is silly. Dwarven wares are more akin to art than engineering. You can't really teach art past a certain point.
- Civs should guard their special resources carefully. A civ with access to a rare plant or specialty should be very reluctant to allow access to seeds/experts, and obtaining them should require careful diplomacy or cause massive wars.
Yep, that makes some sense. But again, there shouldn't be a lot of required special resources.
What role does everyone else think other civs should play in future versions?
Axe dwarf training.
I want
less dependencies on other civs. More dependencies leads to peace, which is
boring. You're not going to annoy the elves if the elves have the only cure for the all-my-limbs-rotted-off-and-it-hurts disease.
I'd much rather any interactions with other civs focused on the diplomatic side of things rather than forcing interactions based on resource limitations. e.g.
"You ordered 100 bronze axes off us and now won't pay. We're going to siege you and take what you owe."
"We demand tribute of 100 golden goblets for setting up a fort in our lands!"
"The goblins are laying waste to our towns. The dwarves have helped us in the past - will you send help now?"
"We don't know anything about kobold assassins outfitted in steel armor... what are you talking about?"
etc, etc.