I would like to see a world where embarking to an area would serve some purpose, where the resources/conditions warrant going. As it is now, wherever you go, if you can dig down, you'll have access to (usually) at least bronze strength weaponry/armor, usually gold and lots of it and if you went to a sedimentary rock area steel is all but guaranteed. I'm not even going to get into spoiler metal being everywhere. Food is growable everywhere with freshwater, and in a tiny space. This means every fort can be easily self sufficient, and caravans become meaningless past the first year unless you are intentionally challenging yourself with restrictions or need wood because of your biome.
I'd like to see the opposite, where you embark to a location that has a couple metals/stones/fertile underground region, provided by some sort of prospecting data, and you export it in raw or refined fashion.
-If a resource shows up on the prospecter, you can be assured that it is in abundance, that you can plan on exporting a lot of it, but everything not listed will be scarce to non-existent.
-The value between raw and finished goods is way out of whack vs the amount of dwarf hours needed at each stage. Lets say you are making a gold flask. You have to find the gold, at which point you have to haul it to a stockpile, smelt it, and then finally forge it into the item you want. The last step takes roughly the same amount of time as the smelting step, and usually much less time than finding and hauling it, yet it is the only step that adds value to the item.
-I'd like to see some stones be worthless as far as crafting and furniture making go. Let everything be able to be turned into blocks and constructions and be able to be thrown out of a catapult, but only certain rocks like jet or marble or whatever be valuable for trade goods.
-Farming is much more difficult, for example it needs to be done in soil(or if on rock a massive fertilization project would need to take place), the type of soil would affect yield, and that it would take much more land, if not labor, to get comparable yields.
-Obviously this would apply to other industries as well, only particular spiders in particular areas lay industrial quality silk, certain weather/soil conditions permit plant cloth, certain forests give higher quality wood.
Obviously there are some reasons as to why this would suck, particularly concerning food. If your fort is being sieged and you miss a couple caravans and are dependent on food because you can't grow anything worth a damn where you are at, you die. Although I'd like to hear from anyone their thoughts on me trying to start a project like this that is more trade based, my main question here is....
Are the changes I'd like to mod even moddable? I'll look into modding guides, but before I delve too far in, I just wanted to ask the community who has much more experience than I if these ideas are even possible to change.