Eric, those maps look fantastic. I really like the fact that there are a handful of secluded mountain valleys and lakes that are inaccessible in travel mode, as well as narrow strips of land between mountains or bodies of water. There are many possibilities for garrison-type fortresses, which intentionally block fast travel through narrow passes, as well as for deep fortresses that connect these mountain valleys to the mainland. If I could make one request however, there seems to be an abundance of mountain lakes (as opposed to non-lake valleys) - what are the chances we could get a few tiny alpine meadows?
As far as the mountain valleys go, I really can't control the amount of lakes that occupy them, because they are generated almost exclusively by DF world gen, through water erosion. However, using the just embark/embark anywhere utility, you could very conveniently start a fortress in the beautiful cliff faces adjacent to these lakes
So no idea really. I always get lakes when this occurs from a normal world-gen, and I actually rather like it. Especially since sometimes they'll have islands.
Maybe remove the aquifer tags from certain soils, leave it in others? That way aquifer amounts will be reduced, but there will still be some for those who want them.
That sounds like a great solution.
I'll vouch for this!
1. A single turn is 10 days.
a) If you don't check in and download the save within 2 days of the beginning of your turn, or you fail to upload a save within 2 days of the end of your turn, you are skipped.
b) In the event that you are skipped, but you still report for duty within 4 days of the deadline (either the beginning or end of turn), you are allowed to take your turn after the next active player in line.
2. Avoid killing historical goblin civ leaders - killing of non-goblin civ leaders is banned completely.
3. RAW tampering and use of 3rd party utilities is forbidden, except when explicitly allowed by the community.
4. Upon finishing your turn, you're encouraged to write a blurb about your fort.
And these rules.
I had another idea that got buried back in the earlier pages in this thread, but I'll restate it.
Simply put, I think we should divide up the map and decide who will embark where before we start playing. This would prevent large clusters of fortresses and areas completely devoid of life, or if we wanted something like that (several fortresses in close proximity) we could plan for it ahead of time. We might also avoid potential disputes over spots that two people had both planned to embark on. After typing and reviewing this, these both seem fairly unlikely, but hey, it never hurts to have a plan.
Thoughts?
I think clusters of fortresses and areas devoid of life is how a world tends to work, there is usually some wilderness and more civilized areas.
As far as potential disputes, That seems like one of the things that goes along with having a later fortress, you get less choice as to where to embark. I am curious about reclaiming though, is reclaiming another player's fortress something that would be allowed?
As for this, I don't think action is really necessary. Sure you'll have less choice of where to embark, but the percentage of the total surface of the world a fortress takes up is unfathomably tiny. There's room, and it's not like it's really possible to choose a site just looking at the region. There's room.
Neighborly fortresses sounds great, but if there's one request I'd like to make, it's that the bigger island in the inland sea connected by the canal is left untouched. I would like to see it turned into a grand metropolis by numerous embarks, in a sort of "season finale" deal.
I fourth the suggested reclaim policy!