How would your system handle the exit of heat(miasma and smoke) in a insoluble mixture of two solubles?
The examples supplied explain for no state changes. However some mixtures lose heat rapidly or slowly, and cease to remain fluids. What happens when two or more mixtures produce pressure in a confined space of say 4x4 with an exit of 1 wooden door? How do we compensate for the inevitable rifle barrel effect of the tunnel and the bullet, or dwarf, furniture, or ammo as the pressure is alleviated? I'd love to fire dwarfs up z levels, to save them time using stairs. Need to go up to surface from a deep mine?
"Okay, stand on this hatch, and pull that lever." ***Kaboom*** 12 levels traveled in a split second. Or absorbing heat right out of a dwarf's body. Hows that formula going to be calculated? Oh the madness of figuring out medieval clothing warmth values! OMG! Now not only frozen dwarfs but crystallized dwarfs, a flavor bursting assortment of them. Crystallized machinery. Oh the horror.
I'm all for adding information to the game that clears up what is currently going on, but adding more formulas that complicate the existing game, while still leaving what is presently going on in its hidden and mysterious state, is not something I would raise my thumb for. At this early stage of game design, I have to put my thumb down on adding a new fluid.
Now for adding miasma concentrations and smoke concentrations, that's something I could jump behind, lock stock and barrel. Adding a way to include miasma and smoke in traps, and equip defenses to use them strategically, would interest me a lot. I would love to be able to can miasma and toss it, using the thrown skill. That would put a four region wide smile on my fortress's defender's face.
High miasma, could lower melee defenses.
High smoke, could lower ranged defenses.
Sincerely,
Knutor