Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: New location: museum  (Read 1328 times)

Golbolco

  • Bay Watcher
    • View Profile
New location: museum
« on: April 11, 2016, 08:47:35 pm »

Museums would be designated from a new item, cases (alt+g). Cases could be constructed from wood, glass, clay, stone or metal. When cases are left alone, they will be filled with artifacts not being used around the fortress. This will attract scholars and craftsmen to study the craftsdwarfship of the item. Dwarves could also idle in the museum to ogle and appreciate the artifacts. Outside of museum use, cases can be used to put a single item on display.
Logged

NW_Kohaku

  • Bay Watcher
  • [ETHIC:SCIENCE_FOR_FUN: REQUIRED]
    • View Profile
Re: New location: museum
« Reply #1 on: April 11, 2016, 09:30:57 pm »

I'm sure my scholars will be mystified by that spare oak wood bucket I've been keeping around, and admire the craftsdwarfship of the X(pig tail socks)X that got scooped up into cases if this gets done purely by what's just been lying around the longest without active player designation of what is worthy or not...

Honestly, if we're looking for something that brings in "tourists" (which really didn't exist in the medieval world, as travel was so dangerous that the only thing that would get someone to travel was a religious pilgrimage, work as a merchant or soldier, or fleeing almost certain death wherever your home previously was located,) then converting statue gardens and massive halls filled with engravings are more likely targets.  That said, making pedestals "canon" so that there's someplace to put all our stupid artifact chicken bone left gauntlets like we actually meant to do that would be nice.
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

mirrizin

  • Bay Watcher
    • View Profile
Re: New location: museum
« Reply #2 on: April 11, 2016, 09:48:00 pm »

I think some players have improved this kind of thing in the past. I kind of like the idea, though I'm not sure it requires an additional "location" designation.

Also, I think medieval pilgrimages were a lot like modern tourism, right down to the fact that entire industries were built to cater to them.
Logged

NW_Kohaku

  • Bay Watcher
  • [ETHIC:SCIENCE_FOR_FUN: REQUIRED]
    • View Profile
Re: New location: museum
« Reply #3 on: April 11, 2016, 10:57:33 pm »

Also, I think medieval pilgrimages were a lot like modern tourism, right down to the fact that entire industries were built to cater to them.

Industries built to cater to them were a necessity. Travelers otherwise would have to appeal to a local villager to let them crash at their place unannounced. If there were thousands going through villages of only a few hundred people, the logistics should be obvious that hospitality can only be stretched so far.

A key point would be that people couldn't invent new pilgrimage destinations the way that you can put up a beachfront hotel or theme park today, and they certainly wouldn't pilgrimage to visit your shiny new sock display.  For that matter, art in the Medieval Christian world was almost exclusively of a religious nature, for the purpose of donating to the church, almost always anonymously, because they were done for recognition from God, not one's fellow man.

Which leads me to the last point: We already have a perfectly valid location for attracting pilgrims, the temples.  It may, in fact, just be more sensible and historically accurate to throw all your great works in the temples to your patron deity in order to boast further of your great devotion to whoever that deity is and how pilgrimable your temple is.
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

mirrizin

  • Bay Watcher
    • View Profile
Re: New location: museum
« Reply #4 on: April 12, 2016, 07:16:26 am »

Also, I think medieval pilgrimages were a lot like modern tourism, right down to the fact that entire industries were built to cater to them.

Industries built to cater to them were a necessity. Travelers otherwise would have to appeal to a local villager to let them crash at their place unannounced. If there were thousands going through villages of only a few hundred people, the logistics should be obvious that hospitality can only be stretched so far.

A key point would be that people couldn't invent new pilgrimage destinations the way that you can put up a beachfront hotel or theme park today, and they certainly wouldn't pilgrimage to visit your shiny new sock display.  For that matter, art in the Medieval Christian world was almost exclusively of a religious nature, for the purpose of donating to the church, almost always anonymously, because they were done for recognition from God, not one's fellow man.

Which leads me to the last point: We already have a perfectly valid location for attracting pilgrims, the temples.  It may, in fact, just be more sensible and historically accurate to throw all your great works in the temples to your patron deity in order to boast further of your great devotion to whoever that deity is and how pilgrimable your temple is.
Because I'm a geek and this is fun...

I think that churches would be quite happy, given the possibility, to promote stories of local "miracles" in hopes of becoming a destination, though that's not exactly the same thing as building an amusement park. 

I agree on the third point.
Logged

Vattic

  • Bay Watcher
  • bibo ergo sum
    • View Profile
Re: New location: museum
« Reply #5 on: April 12, 2016, 07:05:23 pm »

When it comes to travel in DF I often wonder at the size of the world. The saves are known as regions and originally Toady spoke of peoples coming from off the edges. While world spanning travel makes little sense perhaps it does within the size of a DF world. I could see interested powerful individuals doing some travelling for their own entertainment, especially within empires.

There certainly was tourism in the middle ages and earlier, and not just of a strictly religious hue. During the Roman Republic coastal resorts were popular with the rich. There are famous non-religious travel books from Europe, China, Arabia, and likely more from well within the time frame the game mimics thematically.
Logged
6 out of 7 dwarves aren't Happy.
How To Generate Small Islands

Neonivek

  • Bay Watcher
    • View Profile
Re: New location: museum
« Reply #6 on: April 13, 2016, 01:25:50 am »

When it comes to travel in DF I often wonder at the size of the world. The saves are known as regions and originally Toady spoke of peoples coming from off the edges. While world spanning travel makes little sense perhaps it does within the size of a DF world. I could see interested powerful individuals doing some travelling for their own entertainment, especially within empires.

There certainly was tourism in the middle ages and earlier, and not just of a strictly religious hue. During the Roman Republic coastal resorts were popular with the rich. There are famous non-religious travel books from Europe, China, Arabia, and likely more from well within the time frame the game mimics thematically.

When it comes to travel speed the size of dwarf fortress is like a fourth the size of England. When it comes to simply "How many things are reasonably in this location" I think it came to about the size of New York.

Dwarf Fortress worlds aren't very large.
Logged

NW_Kohaku

  • Bay Watcher
  • [ETHIC:SCIENCE_FOR_FUN: REQUIRED]
    • View Profile
Re: New location: museum
« Reply #7 on: April 14, 2016, 08:34:46 pm »

Actually, a large "world" is the size of about Ireland.  They are generally described as continents or islands.  Outsiders can come from other continents/islands when you start as an adventurer.  I think world map travel goes faster than such a land would suggest, though.

I'd actually rather Toady take out the notion of there needing to be a pole at the North/South, and have it more commonly be the case that you're just plain on a tropical island or a temperate one, since saying "you're playing on an island the size of Ireland" makes everything make sense, and with the random myths, we don't even have to pretend that every plant and creature will be in every world.
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