Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Hiring Guilds  (Read 520 times)

stormwolf442

  • Bay Watcher
    • View Profile
Hiring Guilds
« on: April 03, 2016, 02:46:17 pm »

Much later on in development of DF, probably when economy is implemented, why not allow the player to hire a guild to do some work for them? It would be very expensive of course, but it would make things a bit easier for the player to acquire large amounts of supplies.

An example could be a necromancer adventurer, who has a huge amount of money. You could hire the builders guild to construct you an awesome necromancer tower. They would then purchase any needed materials from the necessary guilds. Blocks from the masons guild, lumber from the woodcutters guild, etc. Adding up the cost of the materials and delivery, they would then add up the cost of labor, plus an additional 15%-100% depending on how good you are at negotiating the deal.

There could be a few blueprints for something like the builders guild, some more impressive than others, with prices according to its level of greatness.

This could easily be expanded into fortress mode as well, buying a large amount of seeds from the farmers guild to put in a new type of crop perhaps.

I just wanted to throw this idea out there, and see if it would be liked enough to put on the to do list.
Logged

Dozebôm Lolumzalìs

  • Bay Watcher
  • what even is truth
    • View Profile
    • test
Re: Hiring Guilds
« Reply #1 on: April 03, 2016, 05:49:49 pm »

I would make it clear that this is an ADVENTURE MODE suggestion mainly, not a fort mode suggestion.

Also, "buying lots of seeds" sounds like, well, a trade deal. Have you seen them yet? You seem like a new player, based on your lunacy. (not an insult - escaped lunatic is the title for new forumites. Look right below your name.)

The whole concept of this suggestion rests on a bunch of people doing something that you tell them to instead of your one character, which speeds things up. But fort mode... is a bunch of people doing what you tell them to. Now, I could get "we need some help, we'll pay you to be a temporary worker." But that doesn't really seem like paying the guild. The guild in adv mode is like an organization of workers that you could hire, and in fort mode it would act quite differently.
« Last Edit: April 03, 2016, 05:52:54 pm by jwoodward48df »
Logged
Quote from: King James Programming
...Simplification leaves us with the black extra-cosmic gulfs it throws open before our frenzied eyes...
Quote from: Salvané Descocrates
The only difference between me and a fool is that I know that I know only that I think, therefore I am.
Sigtext!

Waparius

  • Bay Watcher
    • View Profile
Re: Hiring Guilds
« Reply #2 on: April 03, 2016, 08:11:41 pm »

For how this works in fortress mode  (besides the simple, "build up a guild, retire the fort and take advantage of it as an adventurer) why not have some guilds offer services to outsiders? Or more specifically, if outsiders and adventurers can hire or otherwise persuade dwarves to work for them, guilds would make it easier for a fort to attract people looking for the relevant services. I mean, having a great and famous glassmaker should make it more likely for people wanting the best glasswork to travel to your fort, but if you have a famous glassmaking guild it should have a much bigger impact and persist after the glassmaker's inevitable death, as well as make it less nasty for the player when the King "asks" if you could loan him your finest glassmaker to build his bedroom window.
Logged

NW_Kohaku

  • Bay Watcher
  • [ETHIC:SCIENCE_FOR_FUN: REQUIRED]
    • View Profile
Re: Hiring Guilds
« Reply #3 on: April 03, 2016, 08:19:32 pm »

In the "near term" development plans, you might want to look over the Adventurer Role: Trader section if you haven't, already.

Toady plans to have the capacity to lead caravans in Adventure Mode, which presumably includes the ability to hire other people and ask them to deliver goods, as well as the capacity for a player to buy or build a mansion, as well as, presumably, anything else an adventurer will pay material and labor costs to build.  That seems to cover most of what you seem to want.
Logged
Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
Class Warfare