There was a green comment about not having plans for civilian bureaucracy, but I wasn't really sure how to address it. It's a broad topic.
Toady, what is your plan for the goblins from a world-politics view? Given a goblin-led civ, how do you see them acting as opposed to a Demon-lead civ?
Currently they are basically the same. The demon generally has a more extreme personality, and the demon reckons its own strength in the army calculations (which can be significant), so they end up more aggressive under demonic leadership, but it's not a different overall system. The eventual idea, though, will require more of the goal-oriented stuff we're hoping for out of the villains section. Demons will probably tend to have broader goals and they'll be smarter about them to the extent we can pull that off. There could still be a goblin with dreams of world domination, but attaining and holding a leadership position over a bunch of goblins without the advantage of demonic might is more difficult, and likely there wouldn't be much of a civilization beyond their isolated sites at that point. They might bother their neighbors, but it wouldn't be as organized.
Right now, NPC buildings and farms look very sterile blocky and mass produced. And with some very reasonable assumptions on tile size the buildings are VERY large for a mideval civ. Toady, are you planing on at some point make things look more organic, dramatic, and homely?
I think they are fine given what I've read (that the floor space for a cottage for a family would be between, say, 25 and 125 square meters, depending on affluence and local customs and whatever else). Throwing out 2m arbitrarily as a tile edge, we'd be at 100m^2 for the floor space and 1536 m between villages, which I'm more or less comfortable with (I read an aerial survey for medieval sites in England which put average nearest village distance at 0.89mi or something, and we talked about how this might be varied earlier). Since we are on a grid, even with a single room the outer walls take up 24 tiles and the interior is 25, even though the outer walls shouldn't take up a lot of space. If they are divided into a living and storage area, which might involve an internal partition, then the floor area would be cut down an additional 5 tiles, putting us down to 80m^2. I don't know how different the cottage shapes are going to be, but within their plot there will end up being variations in terms of overall size, gardens, other structures, furniture, items, etc.
Will you code in the ability to create our own raw-defined building types for worldgen? Using the Arena Mode and Custom Workshops as a model, we already have most of the pieces to create both custom buildings and define functions for them.
I'm not eager to get into this right now, since I'm not sure what the overall specs need to be and I don't want to tie myself to a raw format early. One of the main things is that I'm not sure I'd be satisfied with static maps of buildings, rather than buildings that are a bit more adaptable. For instance, I'm not sure what raws would look like for the existing temples, which adapt portions of their architecture to the spheres associated to their deities. The raw format would inevitable restrict my ability to do things like that, unless it were really complicated. At the same time, I can see how a modder would want to be able to deviate wildly from what is currently available. It might be most simple to allow static building maps to be used by custom races, but since I won't be using that in vanilla it's difficult to prioritize.
Will there be any interactions between wanderers and your fort? The ability to set up an inn for them to stay in would be cool. Maybe expand thieves to pretend to be travelers at first?
Once the caravans are up and running and you are having interactions with your own off-map dwarves, I think this would end up fitting in a natural progression. I don't specifically have any plans for it, but I know there are threads about having inn-fortresses and I think it would be fun.
Toady, are there any plans on making the other races playable, and different, anytime soon?
You mean in fortress mode? It'd be a lot of work to get something satisfying going there, and in the dev-page timeframe we're more going to be coming from the angle of letting a human adventurer have a site than running a fortress mode with different races. After that, I'm not sure.
how are the larger towns going to be handled this release? Will they just be a bunch of scrambled together cottages and shops, or can we expect a bit more structure?
I don't have time to handle them since I want to get something released and I feel like it has been taking too long, so there won't be large towns at all this time, but I'm hoping to stick with the information I've found about towns when I get to them. I'll be organizing that around the time I start in on the towns though, so I don't have a lot to say. I don't recall if it was market squares with the possibility of specialty shops somewhat further afield. That seems reasonable for a game anyway. The things that travelers typically want should be easy to buy, mostly in the same place, I imagine. Beyond the economic structures/locations, it'll depend on what's in the game when I get there.
Regarding save compatibility, how much effort goes to maintain it? How much does it effect code overall?
New variables need to be initialized, which is often automatic, and old version saves need to skip loading them, which is a conditional per collection of variables. Occasionally it'll wipe and rebuild some information, but that's rarely more than 20 lines every 5 versions, and it just happens at the end of the load routine without affecting other code. I also load up a few old saves prior to releases. It isn't very much work at all. After several months without a compatibility break, it gets to be a bit of code, but it's a minute part of the overall additions. There were some things I changed during the long wait that I put in to prevent save compatibility breaks later (since there was definitely going to be a break), but it wasn't a large contribution to the delay. Given the interest people have expressed in maintaining mega projects while incorporating new bug fixes, I think breaking compatibility every release would be unnecessary and harmful. It really isn't a big deal.
Basically, do elves farm?
Whatever they end up doing, there won't be fields of crops. They've had a supernatural relationship with plants in the stories, and the "orchard" from one of Zach's stories had an unclear nature. We haven't decided yet. It'll come to a head when we start tracking site supplies most likely.