I largely agree with the OP. Sieges are too easy to defend against. There are so many ways to neutralize sieges. The trading is also broken. Flooding the market with one item should devalue that item.
And yes, I know that improving them is on the todo list, but we have no idea how many years it will be before that happens. I'd rather see some of the game breaking imbalances dealt with than see werewolves and vampires and zombies added. They'll also probably be found to have major imbalances that allow players to easily avoid/weaponize them.
I'm hoping the trading issues will be dealt with before too long, since Toady has said he's working on the
Caravan Arc. But instead we're getting undead. Oh well, it's his game, he can do what he wants with it.
And yeah, I can dig deeper and face the clowns. But they're broken, too. The first time I opened the circus I wiped out the whole crowd with no losses. A locked hatch is 100% effective to stop them while you arrange for a cave-in. Or a hallway with repeating spikes. Or an obsidianizing checkerboard. But has anyone really survived against the clowns with just a straight army? One that wasn't manufactured in a danger room? Digging deeper just runs into the same kind of issues.
It really boils down to the only real challenges in the game are the ones you put on yourself. So, given that, what are some self-imposed rules to make the game harder, without completely changing the goals? I'm not talking about the
challenges page on the wiki. Most of those are major changes like living completely aboveground. I'm talking things like not ever completely locking your entrance. Things that make the game harder, but don't change the entire flavor. It would be nice to come up with a list of things that people could pick from as they want to make the game a bit more challenging.
Here are a few that come to mind:
Economic:
- Make no more than X of any one type of trade good per year so you can't just spam out rock mugs.
- No selling goblin clothes to caravans. I often find myself buying everything I want with just this stuff. Too easy. Either atom-smash it all or dump it in the magma.
- No selling any goblinite at all. Melt down the metal and make something new with it first.
- No selling anything (imported).
Military:
- No cage traps
- No weapon traps
- No more than X traps of a particular type (or all total)
- No dodge-pit traps.
- No dodge-pit traps deeper than X z-levels. So you still have to deal with survivors, but they're just tenderized first. With X=1 they'd just be stunned, X=5 will have damage, but most will be alive. X=10 is 100% fatal, so keep it below that.
- No long trap hallways. No more than X traps in any given route in.
- Only use masterwork mechanisms. This limits your trap usage early on, but once your mechanic gets good it's not really much of a limtitation.
- No lockdowns. There must always be an unlocked way into your fortress.
- Limited lockdowns. Nothing that a building destroyer can't get through (i.e. no raised drawbridges). And no more than one layer of destroyable defenses. This gives you time to marshal a defense, but you can't hide inside forever.
- No danger rooms.
- No using caged prisoners for training.
I'm not suggesting that anyone would do all of them at once. Just pick a few and see how it goes. If you get wiped out, pick fewer. If it's easy, pick more next time. Many of them have an X that you can pick to make things harder or easier.