There are a lot of good ideas being thrown out, but I think the time has come to begin codifying the various points which we have been discussing.
Concerning the issue of flux, we should wait to make any modding decisions until the new version is released, so that we can have a final prototype of the map that everyone can agree upon before beginning. Also, there doesn't have to be flux available at every embark site - not every fortress should have access to steel (although that is ultimately up to the participant).
I think the ten day turn limit will turn out better than the seven day, since it ensures that each player will have at least one whole weekend. It is true that most people will have to wait months until their turn comes around (which would still be the case if the turn length was shortened), but we should not shy away from the scope of this project. It requires, by its very nature, a relatively long-term and large-scale effort. It would be better, I think, if people were allowed enough time to finish a turn without feeling rushed.
Good point. I vote for the latter option (remove MAXAGE tag from sentient species after worldgen), since that seems to be the simplest workaround.
What about named animals and pets? May as well be thorough.
You're right - we don't want every dwarf's pet dying of old age at the edge of the map, which instantly throws the entire migrant wave into a tantrum spiral.
I could totally go on a night creature spotting rampage. I assume I would have to leave them alive for other gung ho adventurers to !!SCIENCE!! the crap out of them?
Well, I don't think you're going to be passing along your post-adventure file, so you should be fine if you "accidentally" lop off a few Night Creature Child heads.
Nah dude, I totally want an epic travelling nature show host companion.
Maybe we could allow every player to introduce 1 adventurer per turn (should they have time to devote to it after finishing their fortress), but limit the number of allowed notable kills to 5; so they can train their skills, gear up, and kill just enough to earn themselves a title. Odds are most of what they kill will be low-life bandits, goblin raiders, and kobold thieves; which are extremely common, especially in a large world like this.
Letting each participant have one adventurer per turn would be great, so long as it doesn't spoil the game for the next adventurer. Five notable kills is probably a good limit, since it allows the players plenty of opportunities for death/glory, but doesn't cut very deep into the world's quests. Also, with these limits in place, there's no reason why we would have to restrict the peasant/hero/demigod option.
Have we discussed making elves/goblins/humans/(god forbid, kobolds) playable as an alternative to dwarves? It would require a minimal amount of modding, and the world might be made richer by those who wish to contribute a non-dwarf site.