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Author Topic: suggestion: Make expedition from current fort  (Read 1258 times)

behelit

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suggestion: Make expedition from current fort
« on: July 24, 2020, 06:45:38 pm »

Make it so you can start an expedition from a current fort. Say your fort is about to collapse, or you are bored of it, or maby the frame rate is too slow. How about starting a new expedition by choosing your favorite 7 dwarfs?
Then you can take x gear with you, and must either haul with animals or build a wagon. leaving a fortress behind to set out on a new expedition, while taking 7 existing dwarves + items with them. They take the best of their abandoned fortress with them.
This way you can really see your dwarfs shape the world. Immagine keeping dwarfs  alive through several forts. That would be so epic, and would add to the story aspect of the game emensly. This can allso help in scenarios where you embark on a hard site - take your legendary armour smith and a couple hammer lords all decked out in masterwork steel armour for example.
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Leonidas

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Re: suggestion: Make expedition from current fort
« Reply #1 on: July 24, 2020, 08:56:23 pm »

There are two ways to come somewhat close to this:

1. Use missions to send your dwarves to conquer and occupy a weak site. This will expand your civ's influence pretty quickly. Use raids with good soldiers to beat down the enemy population, then send settlers to occupy the site. Watch out for bug 11557.

2. Retire the old fort, start the new fort, retire the new fort, then use adventure mode to haul the good stuff from old to new. That's what I'm doing right now. You can also use your adventurer to take other good stuff in the world, such as books or divine metal, and drop it into the new fort.
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GorgonShricke

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Re: suggestion: Make expedition from current fort
« Reply #2 on: July 28, 2020, 03:27:24 am »

There are two ways to come somewhat close to this:

1. Use missions to send your dwarves to conquer and occupy a weak site. This will expand your civ's influence pretty quickly. Use raids with good soldiers to beat down the enemy population, then send settlers to occupy the site. Watch out for bug 11557.

2. Retire the old fort, start the new fort, retire the new fort, then use adventure mode to haul the good stuff from old to new. That's what I'm doing right now. You can also use your adventurer to take other good stuff in the world, such as books or divine metal, and drop it into the new fort.

@Leonidas

Point 1 is nice, but not really the same thing the OP suggested given that it's not you, the player, who settles the territory in Fortress Mode. It's a great game feature nevertheless.

Point 2 is just a hack, though. It would make total sense, gameplay and story wise, to allow sending 7 dorfs from the current fortress to found a new fortress in Fortress Mode. In cases in wich the player wants to retire (or even abandon) the current fort due to FPS death or just boredom, this is totally logical option and provides a lot of sense of continuity, as opposed to starting from scratch with totally new dorfs from the mountainholds. Both are cool, but very different.

Point 2 isn't really the same thing at all, although it allows some interesting gameplay/story on its own. Good to have that option, but its too involved to be the only one. It's just a "hack", and totally feels like it.

I'd really like to see what behelit proposed, since it's the same thing we already have when starting a new Fortress Mode game, but now allowing continuity from one of our fortresses.

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Starver

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Re: suggestion: Make expedition from current fort
« Reply #3 on: July 28, 2020, 06:35:25 am »

Though the original suggestion is like launching a lifeboat/escape-capsule, to leave behind one or other unwanted situation, I would perhaps treat it as a seeding/colonising process, to copy what you apparently start a game with - unless you chose a dying civ. Direct at a likely spot (maybe strategically important vs competing world-intetests or perhaps strategically safe with no (obvious) challenges in that particular gap in the world) and then wait/endure the time it takes to have something to switch control to.

Perhaps an immediate-switch (game-time) available between all sites under your 'simultaneous' control. Or perhaps you need to 'Adventurer' the land between to survey the routes between.


I think the old ideas of a 'mobile fortress' shifting embark zone boundaries to create a mobile camp to lay down roads/cart-tracks/tunnels for communication (set up staging-post settlements or just rebuild a Depot further and further for home-site trading of supplies it can be assumed to supply, perhaps send back anything of interest encluntered) might be useful, too. Engineering bridges across rivers or straits (or oceans?), perhaps setting up 'milecastles' to pacify or at least offset the wildness of certain stretches, or just decrease the unattended travel-time of communications by smoothing the terrain in one fashion or other (boulder-smoothing, tree-felling, removing 'raw' undulations with some cuttings and embankments). But whether that would be when you have two (or more) such sites - perhaps limiting this to just the world-tiles encompassed by a zone defined by both ends and a bit of sideways wriggle-room - or you can take control of pioneers to just head out and lay down whatever route you want until you decide you want to settle (or have died trying/given up).

Loads of possibilities. Varying and dicferent issues in coding for, of course.
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PatrikLundell

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Re: suggestion: Make expedition from current fort
« Reply #4 on: July 28, 2020, 07:40:03 am »

Embarking from your current fortress ought to be a clear candidate for a starting scenario. A mobile base/engineering team one could definitely be interesting, but would probably require support for it in the map rewrite.
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Azerty

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Re: suggestion: Make expedition from current fort
« Reply #5 on: July 28, 2020, 04:15:31 pm »

We could even have several motives for emigrating such as poverty (poorer sectors would want to leave to try their chance; conversely, the current fortress might be poor enough to make residents think about leaving), lure of wealth (a litteral gold mine would clearly attract settlers), dissensions (persons who opposed figures of authority might want to emigrate) or simply adventure.
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"Just tell me about the bits with the forest-defending part, the sociopath part is pretty normal dwarf behavior."

Red Diamond

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Re: suggestion: Make expedition from current fort
« Reply #6 on: August 02, 2020, 07:11:12 am »

We could even have several motives for emigrating such as poverty (poorer sectors would want to leave to try their chance; conversely, the current fortress might be poor enough to make residents think about leaving), lure of wealth (a litteral gold mine would clearly attract settlers), dissensions (persons who opposed figures of authority might want to emigrate) or simply adventure.

The idea is to make expeditions from current forts.  Player forts are extremely wealthy, so neither of the first two situations apply unless the player went out of their way to deliberately create poverty.
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Starver

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Re: suggestion: Make expedition from current fort
« Reply #7 on: August 02, 2020, 10:26:48 am »

Fort may be wealthy, but that doesn't mean individuals within that fort feel equally blessed with that wealth...

(But that probably needs Economics to be functionally reimplemented, rather than go on the basis of 18 socks have just been made, but 72 dwarves are currently sockless, who gets two, one or no socks, purely by chance,. Or who picks up two, then stores them as they replace them with a better two by a now slightly more competent socksmith, then does the same again shortly after, and all before anyone else gets a hand (or foot) in on the supply.)
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Red Diamond

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Re: suggestion: Make expedition from current fort
« Reply #8 on: August 02, 2020, 11:46:34 am »

Fort may be wealthy, but that doesn't mean individuals within that fort feel equally blessed with that wealth...

(But that probably needs Economics to be functionally reimplemented, rather than go on the basis of 18 socks have just been made, but 72 dwarves are currently sockless, who gets two, one or no socks, purely by chance,. Or who picks up two, then stores them as they replace them with a better two by a now slightly more competent socksmith, then does the same again shortly after, and all before anyone else gets a hand (or foot) in on the supply.)

Except the player simply notices the lack of socks in their stockpile and therefore orders the making of more socks and everyone gets socks, even if their distribution is still random. 

The present situation is how any sensible player is going to run their fortress what you can 'Economics' is just basically going to be something to be hacked/overridden/exploited until we are back to the way things work at the moment.  A competent human player is going to game the economy so that fortress wealth equals individual dwarf wealth far more effectively than the AI is going to do the same. 

This however is beside the point; since that was not what I was actually talking about at all.  What I was actually talking about is that moving from the old player fortress to the new player fortress is not going to be an act motivated by wealth, simply because the older player fortress is RICHER than the new player fortress, likely until the population is maxed out.  The player fortress gets richer and richer over time, the only point at which poverty and scarcity are actually a thing in Fortress Mode is at the beginning; so greed will lead nobody to join a newer player fortress from an older one. 

It is not wealth that drives colonisation, it is wealth that drives urbanisation which is the exact opposite of colonisation.  What drives colonisation is the need for extractive jobs, basically a colony typically develops in the following fashion. 

1. Extractors (such as farmers and miners) arrive in a area because there are not enough resources in the established area to provide them with jobs. 
2. The resulting congregation of people create a demand for local service jobs.
3. Servicers (such a tavern keepers) arrive to meet the demand for such jobs.
4. Servicers create a demand for manufactured goods that are initially imported from the homeland.
5. Producers (such as craftsmen) arrive because they can meet the demand for manufactured goods outcompeting the homeland (this is the stage at which conflict between the colony and homeland occurs).
6. We have a fully built up urban centre. 

Colonies do not offer a better quality of life than the homeland can offer.  They offer particular jobs that the homeland does not provide a sufficiency of to meet the overall demand.
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