Actually, reclaiming a fort will advance a year as well. But yeah, I'm mostly hoping that demand "resets" when a fort dies. It'll be rough trying to start in a saturated market.
Or maybe since the fort died, all of the sudden no-ones getting the things they need because the world's producers went out of business. Imagine if China took a turn for the worse and everyone in the country killed themselves somehow. The world would suddenly become very expensive, very quickly.
Definitely. Especially with all the people hoarding guns and cans of beans and mass worker strikes and cult protests because
EVERYONE IN CHINA KILLED THEMSELVES.
But yeah it would be cool if Toady developed the world economy to the point where it tracked who was producing what, and for how much profit. Opens a lot of opportunities too for crossover with Adventure Mode, making certain things cheaper/more expensive etc.
EDIT:
...
Hopefully cage traps in general could get toned down a bit. Maybe adding a chance to miss dependent on mechanism quality, like weapon traps? We require more FUN!
Traps are low priority. This is what I'm hoping to be added next:
http://www.bay12games.com/dwarves/dev.html
-Hauling Improvements
I would give all the necromancy secrets in every generated world EVER in exchange for the ability to carry more than 1 item at a time...
Heck, I'd settle just for having dwarves pick the closest haulable item and nearest stockpile, instead of the current method of:
1) Trekking all the way to the bottom of the map for a peice of Granite, past a bunch of other stones,
2) Carrying it all the way back up to the topmost stone pile while passing a bunch of stone stockpiles.
Hauling could definitely use a lot of help right now