I'm actually a bit jealous. So many people abandon forts because it seems they no longer have any large threats to0 worry about.
I can't even begin to imagine all the amazing projects i would start, if i didn't have to worry about , snatchers, megabeasts, moods, the impending goblin siege, and those motherfucking capybaras. someday, i'll get it all under control though.
Someday...
Heh, I'd kind of want to trade situations with you; My first fort, ever, is still going strong at 16 years in with no signs of slowing down. I eventually started a second one just to use all these changes I'd been planning. I kept waiting like an eager puppy, "Okay, this will be the year that a siege/Titan/tantrum spiral goes nuts and wipes out Obscurelens! It'll be awesome!" Nope, just boring stability and success. Where's the fun in that?
Grass is always greener and all that.
Is your fortress trapped to hell and back? Do you have it walled off?
My most successful fort yet was wiped out by goblin siege, despite the fact that I had 60 adult cave crocodiles helping my 40 soldiers.
... granted, they were all using imported weaponry and armor since I didn't have any local metal.
Tough break on the siege
.
That's the thing, I'm a big opponent of the "Perfectly Safe Fortress," but my main thrill in games comes from taking a situation and optimising the schist out of it. I like a game to be made so difficult that I can just barely win
if I do everything absolutely perfectly. That said, DF has a bunch of exploits that I just have to avoid (i.e. no danger room, no selling food/discs, modded crops and forging to be much more difficult etc.). I'm continually looking for mods/tweaks to up the ante.
In that fort, I intentionally gave myself two surface fort entrances for double the weakness. I had around a dzoen or so cage traps, but cut that down to 8 or so after a few years since they are uber (wish there was a way to add a 20% failure rate to them... preferally tied to the mechanism / cage quality...). I had another 8 or so weapon traps at each entrance, with varying amounts and types of weapons. Recently I added drawbridge functionality to the entrances, but in practice never actually used them (half the time gobbos would come and then just mill around my outer walls anyway). I
did eventually wall off the caverns, but that was after I breached HFS and the clowns got loose and it was my last ditch attempt to seal them away for a while. I think all the cave critters are extinct now anyways thanks to the clowns (setting POPULATION_NUMBER:9001 in my subsequent worlds to try to prevent that.) A bad experience with a FB syndrome that doesn't kill or make battles difficult, but just makes all production slow also turned me off of FBs in general and contributed to me sealing the caves. I could kill them fine, but they made my fort run in slow-mo mode
For the first decade any skirmish with my militia killed about half of them, but still, I survived. I had sieges reduce me to 20% of my population, I had accidental fort-wide flooding, I had trolls in the dungeon, I had vomit hummingbirds sneak in through plumbing and spew frozen extract all over my furniture, I had clowns unexpectedly ransack my miners. ...but... I survived it all.
...
BORING!