These suggestions require dfhack:
- Cavalary
- IndigoFenix Pantheon/Religion
- Criminal behavior (maybe possible to fake with interactions)
- Multicultural fort (Currently I can spawn for example a Goblin civ member in a human fort, but all je does is hang around the meeting area and eat/drink. No labors)
- Denisacs Inns/Marketplaces (idlers/visitor mingling places)
- Tar liquid (I think thats impossible)
Good ideas:
- Tar-based defenses, like tarpots in weapon traps that start fires, or as catapult ammo.
- Heavy cave adaption. Perfect. Leads to open courtyards, windows and aboveground forts. (Maybe some form of lamp/torch/candle) that can be used to make humans temporarily immune, otherwise it would be impossible to fight/mine into caverns.)
- Before anyone asks: No, Rendermax light can not be hooked into that.
- Race-specific merchants. Base the merchant stalls on trade-permits you have to buy from the caravan. That makes sense and simulates the permanent merchant arriving with the caravan. These could sell all kinds of race-specific goods, making it more interesting than just "item merchant x".
- Mercenary "pets": Dont know about that one. Maybe human civ members with gear and combat skills you can buy? Pets invite all kinds of funky behaviour like pet-names, belonging to an owner, being butcherable, edible as foodsource, and wont carry gear and wont be treated in the hospital. Very curious if dfhack allows more options.
- Dark cults/Dark alley syndrome: Very advanced stuff, I will put it on the late late list together with magic and similar things. Its possible with interactions, but very timeconsuming to write and hard to balance.
- Casino: Never found a good way to write those wiyh raws, but warmist was working on some fancy idle-script, that allows idle workers to do jobs themselves... like playing games.
- (Major idea: Make use of this script to make idle humans a good thing. The more idlers you have, the more they use gambling, shops and the merchant stalls to generate income for you.)