I'm really liking agoD right now, but there is a bit of depth lacking in some of the current gameplay features in my opinion. I have some fairly realistic (I think, at least) suggestions:
Mechanics
* Happiness: Other than the speed of dwarflings arriving, happiness doesn't seem to affect anything, while it's seemingly one of the more important features. Why not have Happiness affect things like: Worker speed, Military effectiveness, Farm production, etc. The current values could be default, but anything over 'unhappy' could give a slight bonus.
* Happiness (2): In concordance with pt1: There seems to be no bonus to having maxed out happiness. Perhaps full happiness could reduce the need for sleep/food (or increase the Energy/Hunger bar of all dwarves)
* Happiness (3): In concordance with pt1: Full or 'good' happiness is fairly easy to achieve by just tricking out one room, regardless of how giant you make your fortress. Perhaps along with the level of your dwarves, the area dug out vs the amount of decorations placed could relate to happiness increase/decrease somehow. I don't know if there's a variable that tracks 'functional' (ie: a room with at least one bed/table/scholar table/throne/farm) vs 'empty' rooms, but it seems kind of silly that all my dwarves are super happy with my fort that spans several levels and hundreds of blocks when all I've done is trick out the throne room and the upper level dining room with some wood plaster and slapped a few paintings around. The bigger the fort gets, the more happiness you'd need to maintain the same level, a happiness 'upkeep'. If you're 20 levels deep in a big fort, your dwarves might start wanting to see a few stone statues or some tourmaline walls for their efforts!
* Lighting: It seems like this is already somewhat under consideration in the latest dev vid, but perhaps well-lit rooms could receive a bonus to effectiveness: dining tables feed dwarves faster, beds grant slightly better sleep, etc.
Room Types
Right now it seems like you only need a few room types, and later levels (I'm not that far in yet) don't seem to expand on that other than digging limitations. Agod takes a lot of cues from Dungeon Keeper, and it had a bunch of room types thatwere not directly related to dungeon functionality, but were stilll useful. Examples somewhat adjusted for agod:
* Treasury - Passive boost to storage capacity for all chests built in a treasury (Implement this with a 'Vault door'?)
* Casino - Let dwarves spend time, but lose their pocketmoney that goes to your coffers as wealth with occasional jackpots won which reduces your wealth, but temporarily gives a big happiness boost. (Implement this with roulette tables/slot machines?)
* Jail - Add option to 'knock out' instead of kill enemies, and Mil. Dwarves interrogate prisoners for map info / chance of converting enemy to your cause. Mil dwarf level doing interrogation determines success of map info vs conversion. The downside here is that mil dwarvs spend time dragging knocked-out enemies to the jail, you have to manage jail capacity, and outbreaks are possible (why did you place wooden fences for orcs?!)
* Apothecary - Consumes rare metals and stone (or perhaps requires specific herbs planted in fertile ground, rather than food stuffs), but dispenses one-time health potions which dwarves imbibe instead of dying. Sort of like a get-out-of-death card.
None of those are really critical to your fortess functioning and you can well do without, but if you decided to invest in them, they would provide your dwarves with some interesting benefits.
Mechanics
* Happiness: Other than the speed of dwarflings arriving, happiness doesn't seem to affect anything, while it's seemingly one of the more important features. Why not have Happiness affect things like: Worker speed, Military effectiveness, Farm production, etc. The current values could be default, but anything over 'unhappy' could give a slight bonus.
* Happiness (2): In concordance with pt1: There seems to be no bonus to having maxed out happiness. Perhaps full happiness could reduce the need for sleep/food (or increase the Energy/Hunger bar of all dwarves)
* Happiness (3): In concordance with pt1: Full or 'good' happiness is fairly easy to achieve by just tricking out one room, regardless of how giant you make your fortress. Perhaps along with the level of your dwarves, the area dug out vs the amount of decorations placed could relate to happiness increase/decrease somehow. I don't know if there's a variable that tracks 'functional' (ie: a room with at least one bed/table/scholar table/throne/farm) vs 'empty' rooms, but it seems kind of silly that all my dwarves are super happy with my fort that spans several levels and hundreds of blocks when all I've done is trick out the throne room and the upper level dining room with some wood plaster and slapped a few paintings around. The bigger the fort gets, the more happiness you'd need to maintain the same level, a happiness 'upkeep'. If you're 20 levels deep in a big fort, your dwarves might start wanting to see a few stone statues or some tourmaline walls for their efforts!
* Lighting: It seems like this is already somewhat under consideration in the latest dev vid, but perhaps well-lit rooms could receive a bonus to effectiveness: dining tables feed dwarves faster, beds grant slightly better sleep, etc.
Room Types
Right now it seems like you only need a few room types, and later levels (I'm not that far in yet) don't seem to expand on that other than digging limitations. Agod takes a lot of cues from Dungeon Keeper, and it had a bunch of room types thatwere not directly related to dungeon functionality, but were stilll useful. Examples somewhat adjusted for agod:
* Treasury - Passive boost to storage capacity for all chests built in a treasury (Implement this with a 'Vault door'?)
* Casino - Let dwarves spend time, but lose their pocketmoney that goes to your coffers as wealth with occasional jackpots won which reduces your wealth, but temporarily gives a big happiness boost. (Implement this with roulette tables/slot machines?)
* Jail - Add option to 'knock out' instead of kill enemies, and Mil. Dwarves interrogate prisoners for map info / chance of converting enemy to your cause. Mil dwarf level doing interrogation determines success of map info vs conversion. The downside here is that mil dwarvs spend time dragging knocked-out enemies to the jail, you have to manage jail capacity, and outbreaks are possible (why did you place wooden fences for orcs?!)
* Apothecary - Consumes rare metals and stone (or perhaps requires specific herbs planted in fertile ground, rather than food stuffs), but dispenses one-time health potions which dwarves imbibe instead of dying. Sort of like a get-out-of-death card.
None of those are really critical to your fortess functioning and you can well do without, but if you decided to invest in them, they would provide your dwarves with some interesting benefits.