We're up to 60 on this? 52 weeks a year it'd take hella long time to get moving, assuming you're still using the 1-week deadline. I kinda missed out on what the thread did...
Oh hey! It's GIH! I thought you died!
The decision on the turn time is 10 days maximum, which begins as soon as your turn comes up. If you don't respond within 48 hours of being pm'd, you're skipped. You're expected to upload and post the save within 48 hours of either acknowledging the death of your fortress, or on the last day of your turn, or you're skipped. So, there's not much leeway in how much time you can waste, even though you've got up to 10 days to play.
Anyway, DS;
#1 seems to work. I'd suggest though using paved roads/towers or somesuch leading to the edges of the site to help guide adventurers in if your fortress plan calls for a rather slim superstructure but a very large subterranean area. Not everyone is going to be planning ahead and thus won't have much clue what they want to make, but having a 4x4 (16) or possibly 4x5 (20) or 5x5 (25) cap set on the maximum size is probably a good idea.
#2 is certainly a good idea, as long as keeping the actual entrance in the center, rather than some massive structure with an entrance(s) on the side(s), is a suggestion. I love to use a massive, open pit with an equally grand superstructure above-ground as the central plan of a fortress, and it can have several entryways around the exterior of that. That being said, making the fortress entrance obvious, or repetitious yet leading back to the same area like a trade depot, is most certainly a good idea. Perhaps in the event there isn't a structure in the center yelling "Here I am! Walk into me!" then you should make one that includes the fortress' entrance.
#3 seems doable, but puts a heavy economic strain on the overseer in the event they don't have much metal to spare for bins (kinda like all the crap the US government mandates harhar.) It's probably best kept as more of a suggestion.
I'm so excited for the new release anyway eeeeeeee
Not a whole lot I can do now mod-wise for this project, because I still don't know what will be covered/available/changed in this release, or what else to do that will definitively make adventuring through this world and these forts more enjoyable. I'd suggest using wanderer's friend, but it may need to be updated as well. Oh, and I'm not *quite* sure how well the general community will take to a heavily modded game if it doesn't at least look and function like unmodded DF. The turn list is already set up though, so they better feel guilty for dropping out, and it's certainly not supposed to be too intrusive on the adventure mode front.
Any more ideas for the landscape? I'm going to be uploading another variant soon. I made the region between the great valley and the mountains and around that inland sea quite a bit more mountainous in itself. It's still low enough elevation wise that it uses non-mountain biomes, though. It also forces rivers to suddenly take on a low elevation and subsequently cut through higher elevations, meaning a higher chance of some really cool canyons.