I'm trying to think of what changes this would make, in terms of what the play could really *see*. A lot of it looks like... deep current stuff. It's going on, it's influencing your play, but all you see is ripples until you fire the wrong person and a few seconds later, blood shoots up out of your fortress entrance like a geyser.
So... sell me on this one. What really cool, fun to play with stuff would we see? How would your fortress design change to match it?
Like I said before, I considered it a "redefinition of scope" of the previous suggestion, whose first post is spoilered in the second post of this thread.
In many of the suggestions that people have been having regarding general "quality of life" mods or mods that would require giving dwarves more goods or more care or attention, the argument is always "That's completely pointless, I don't care about my dwarves now, why should I care about dwarves with more complex amenities, when all I need is a legendary dining hall?"
In threads like the "
More Reasonable Food System", this was likewise a major part of the problem.
Essentially, this suggestion is meant to turn the game into having a system for dwarves to start requiring or giving additional benefits for having more complex social services and goods for sale.
While I don't particularly like comparing DF to other games, I guess a metaphor is the best way to go... Games like Sierra's Citybuilder series (Pharaoh, Emperor, Ceaser) give good examples of having escalating requirements for more sophisticated populations in more densely inhabited cities. In Pharaoh, you could only have a few scattered nomads in tents unless you are willing to supply homes with access to water. To upgrade homes further, you needed to supply people with food. To hit the fourth level, you needed pottery and beer. Then you needed access to religious services, courts, and least one other type of food. The list goes on quite extensively, and the challenge of the game was in finding ways to pack all those services in efficiently, so that there was no drop in coverage (which could lead to housing suddenly devolving, which would lead to people leaving to find better housing, which would mean they weren't doing their jobs, which could mean services would no longer be fully staffed, potentially causing a chain reaction...)
What I'm selling is what I said at the very start of this thread: This game essentially only sells potential players two attractions: Combat, and construction. If DF were made to have a much more complex social interaction system, then civil engineering could become a real third draw for players, who obviously want things like having taverns with fireplaces, or gardens, or more complex food systems with greater variety of food qualities (such as "
Thirty Year Whiskey" and the "More Reasonable Food System"), or public arenas, or dwarven sports, or libraries or any of the hundred or so things that keep being suggested, but have little room in a game where the needs of dwarves are so utterly limited to "food, booze, and decorations".