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« on: October 24, 2013, 02:38:22 pm »
Please forgive me if I any of these have already been suggested. Except for the dragon breeding, I can't think of any search terms that'd fit these suggestions:
Dragon Breeding:
This one is easy. Let dragons breed. The eggs should take a long time to hatch, obviously, and should be a small clutch size.
Livestock Generations:
The View Creature page on all bred animals should have "generations" in them. For example, on a giant Sparrow:
"She is a First Generation Soapyboar Giant Sparrow, born in Late Spring of 553. Daughter of [Insert name if it is a named sparrow] a Male Giant Sparrow who arrived in Soapyboar in 552 on an Elven Caravan. Daughter of a Female Giants Sparrow, who was captured and tamed in Soapyboar in 549."
Then her child would say:
"He is a Second Generation Soapyboar Giant Sparrow, Born in Mid Winter of 556. Son of a Male Giant Sparrow, who arrived in Soapyboar in 552 on an Elven Caravan. Son of a Female Giant Sparrow, A First Generation Giant Sparrow who was born in Soapyboar in Late Spring of 553."
I figure inbreeding is less offensive if they are birds. Anyways, Generational tracking would take the HIGHEST generation of the two breeding partners, and add 1. For example, if a 2nd and 2nd generation animal bred, it would create a 3rd generation child. If a 1st and 2nd generation animal bred, it would also create a 3rd generation animal. In the first quote, two non-native (0th generation) sparrows bred to create a 1st generation sparrow. In the second quote, a non-native animal bred with a 1st generation animal to create a 2nd generation animal.
Note that this is not actually numbering litters, it is numbering lineage. So if the first example bred again, the children would still only be 1st generation, not second generation. I think this would be a fun way to track livestock and tame animals. Imagine creating an aviary in a fort, and then abandoning it, being sacked, or (in the case of the next update), peacefully retiring it. A few years later in your new fortress, you happen upon a feral Giant Sparrow, or one on a Caravan, only to examine it and realise that you bred it!
I think this opens up more player challenges, such as "Bring 20 Species to the 10th Generation".
Allying with Titans, Forgotten Beasts, and Other Megabeasts:
So, by hook or by crook, you've caught a Titan/FB/MB (Any ones that have the ability to talk, or at least understand what dwarves are saying). What are you going to do with it? Feed it captives? Practice Archery on it? You want a more practical use!
Now, Titans are not Dralthas. You can't tame it any more than you could tame another Dwarf. You need to make it an offer. To do so, you need one skilled animal trainer, and a Count, OR Duke, OR Monarch. In the animals screen, you hit a button, as you would to train or tame an animal. Then the selected noble and animal trainer simultaneously perform the "Conduct Meeting" labour at the cage (Or, if one is busy, the other one will wait at the cage until the other is available).
Then a dialogue pops up, like the one used to select your Baron, Count, or Duke:
"Fell beast! You sought to bring destruction on our heads, and only managed to bring shame upon your own. But now you have a chance to regain your lost glory! Join us, then, [Titan/Beast/Name], and:
a) you will be a God among all things that walk the earth!
b) we will give you unyielding power and prowess in slaughter!
c) we will give you untold riches!
d) we will slaughter many beasts in your name!
Option a):
-Promotes the beast to deity status in your civlization.
-All migrants, new born children, and possibly existing dwarves have a high chance to have him as one of their deities.
-ALL dwarves will get a small happiness boost, labelled as "Was in the presence of a deity recently", and those who actively worship it will receive a much larger boost, labelled as "Was in the presence of [his/her] deity recently.
-Beast has a much higher chance of appearing on statues and engravings.
Cost: 10 metal statues and 10 stone statues will be added automatically to their respective workshop cues, like rendering tallow is in the kitchen, or they will be consumed if already existing. The creature will also have a GIANT room requirement, like a noble, involving perhaps a sculpture garden, windows, and a TEMPLE, created around an altar, or a specific slab of some kind, as well as a number of seats. This temple will also have the option of being a meeting hall.
Option b):
-Plates the beast in steel and adamantine, giving it a huge armour and melee attack boost.
-Makes your dwarves and livestock immune to its webs/syndrome.
-All dwarves who see it will gain the "Felt very secure in the presence of a plated [titan/beast]."
-Gives it very high buffs in biting, wrestling, dodging, etc., as well as strength, agility, etc.
-Increases the range of its syndrome, if it has a ranged syndrome.
-Increases the chance of it appearing on artifacts and masterwork decorations of items, especially weapons and armour.
-Gives "Was encouraged by a plated [titan/beast] recently" buff to SOLDIERS, which increases their fighting ability in some way. I'll let you decide how.
Cost: 15 Adamantine wafers and 20 steel bars.
Option c):
-Vastly increases fortress wealth.
-Gives "Was inspired by [Titan/Beast] Recently" buff, which increases produced item quality by that dwarf for a short while.
-Gives "Felt somewhat secure in the presence of a [titan/beast] recently" happiness buff. Not as strong as the one for a plated beast, but it is still a powerful titan watching over them.
-Higher chance to appear on artifacts, especially those involving gems or wealth in some way.
-Much higher chance to appear on coins.
Cost: 3000 gold coins (Or equivalent value in Copper, Silver, and Platinum coins, or a combination of all 4). 5 Large cut diamonds (Or equivalent value in large or small precious and semiprecious gems).
Option d)
-The generic and easiest alliance option, only gives the "Felt somewhat secure in the presence of a [titan/beast] recently" buff.
Cost: 5-10 cows slaughtered, or the equivalent average size of 5-10 cows in other livestock. The fortress does not gain any of the organs, bones, skulls, or meat.
It will create a page like the (l) artifact one for beasts. They will all wander the fort making people happy. When enemies come, they can all be commanded as squads are, and can ALL fight, though the plated warbeast will have the best chance, and all EXCEPT the plated warbeast can still harm friendly units with their syndromes.
Thoughts?