Slaves to Armok: God of Blood, Chapter II: Dwarf Fortress

Copyright (C) 2002-2009, Tarn Adams
Version 1 Development

The proper completion of Dwarf Fortress requires that your dwarven outpost can grow to be a functioning capital and interact in many ways with the outside world. Adventurers should be able to interact with each of the components added during this process, such as armies and caravans. There are some other smaller elements here as well that would really add to the overall experience. Finally, virtually all of the Reqs need to be completed, though they might not fit in any of what follows. Here is a tentative list of possible programming "arcs" (no particular order):

CORE COMPONENTS: 1-20, 21-40, 41-60, 61-80, 81-100

REQUIRED THINGS, OLD BUGS AND PRIORITY REQUESTS: 1-50, 51-100, 101-150, 151-200, 201-250, 251-300, 301-350, 351-400, 401-450, 451-500, 501-550, 551-600

BLOATS: 1-50, 51-100, 101-150, 151-200, 201-250, 251-300, 301-350, 351-400

POWER GOALS: 1-50, 51-100, 101-150, 151-200