Speaking of which: I can see the scales affecting your hero's chances in a dungeon-crawl. Heat scales make your adventurer prettier and more agile, cold makes him or her tougher. Choosing more turmoil means the hero has more "thiefy" abilities and is more streetwise, more productivity means more government funding-better equipment, more support, bigger party of followers, etc. More dom means priestly abilities and maybe the occasional "miracle". Better or worse luck means the same for your intrepid explorer. More or less magic decides how much magical support (healing potions, etc) your hero starts out with, and whether your adventurer could cast a spell or two or is just a big dumb barbarian. These would all modify whichever commander you sent into the dungeon. When you click END TURN, you'd then switch over to your hero's perspective and NetHack your way through Dom3 for a week-in-the-life

At the end of the week, back to turn-based battlin'