One really big problem with difficulty: migrants. You get so many of them and you get them so quickly. This has several effects.
In short, it has several bad effects. In my own games I always disable migration, but as default setting I'd say that migration and visitors should be tuned to about 10% of the current size of your fortress, at most. If you have only 7 dwarves in your fortress, getting zero to one migrant each year feels much more natural than getting five.
Yeah i agree with you on this one, migrants are the butt of jokes for years and vaguely we've had a very soft amount of migration control, but it feels like just grabbing buckets of water to save a sinking ship from the tide, or when things get really squeezed, there's no way to counteract a bad few years and wars making the migration situation suddenly drop from 100 to 0.
I've been playing a lot of Songs of Syx on the side, and i really like their mechanics on controlled immigration policy, since its more about management because of the tensions of x doesn't feel comfortable in this region so doesnt want to live outside the capital or animosity between populations. If DF half emulated it by allowing players to admit other races (and mass quantities of dwarves) who want to join from controlled locales by just setting a maximum/minimum number of allowed migrants and checklists it'd probably be more controllable.
In my mind, there's more of a built-in threat slider than a "clock" in the game in terms of how much wealth you generate over time, and how much you buy from caravans, because you have a degree of control over those things. If you're not ready for "big threat," you can take care not to generate too much wealth as you make your preparations for big threat, e.g. by using low-value materials or sticking to utilitarian items or the like, and also not to export too much valuable stuff. This lets you tell the game to some extent how much threat you think would be fun or exciting or whatnot at that time. To me this system is already really really elegant, one of my favorite in any game really [...]. It also feels sort of like cool RP to me to do—laying low and building in secret, or being brash and confident and showy, make lots of fancy art and having a rowdy tavern and so on.
Interesting. I never thought of DF in quite that way before.
How should this interact with embark location, if at all?
- Also as a add in, economic sites wrecking your fort's chances of survival, is
definitely a location problem, i've speedrun earning a second level noble within the first year, because of goblins and elves speed-colonizing my region and adding nothing to my fortress, which is a bit of a slap in the chops as it makes you vunerable to mentioned existential threats through attached population.