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Author Topic: 50. sugg: 'Obedience' skill for MODSKILL01  (Read 475 times)

FantasticDorf

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50. sugg: 'Obedience' skill for MODSKILL01
« on: October 08, 2024, 05:28:03 pm »

Whether its split off on its own or replaces one of the free modskills replacing alchemy, its a simplistic solution to animal taming.

Repeated visits to the trainer builds obedience, when they reach legendary obedience, if they are able they should petition for citizenship, along with other nifty tricks like always being loyal to their master in case of a cascade. More obedient animals have a slower degredation of taming, though cats with [ADOPTS_OWNER] token have no obedience skillgain at all.


In children, when they are experiencing tantrums or refusing to do chores they can be talked out of it by their parents or fortress guards, imparting obedience with a stern talking to and building their resilience for their place in the colony. In adults, obedience has no particular effect, and while activities build it up, reflecting upon it can further manifest a range of personality changes on positive and negative parts of the spectrum, so it might balance out the free child labor force by taking measures to preserve their free spirits.

In this respect, loyalty is much more important to a adult dwarf's life than obedience, as dwarves never actually do what you expect them to.  ;D
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DPh Kraken

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Re: 50. sugg: 'Obedience' skill for MODSKILL01
« Reply #1 on: October 16, 2024, 03:58:11 pm »

Military dwarves can learn Discipline, which feels like it's doing a lot of "don't become overwhelmed by fear, don't become a wild animal" lifting. It also feels fitting for an awakened animal (once a trained pet) or a child instructed to overcome their emotions to be able to recall what they learned once they enlist as a soldier.

Obedience could also be a form of relationship that could be modeled - the stronger the relationship, the greater the loyalty, much like more amiable relations. Of course, relationships are messy, and it's quite possible for a dwarf to have to consult their values when determining split loyalties. Villains stuff has some of this already, with bribes failing to appeal to different
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FantasticDorf

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Re: 50. sugg: 'Obedience' skill for MODSKILL01
« Reply #2 on: October 16, 2024, 04:31:24 pm »

it makes sense between a creator and their creation, to prevent rogue elements from creeping in to a necromancer controlled tower or hamlet they could be hardwired with a baseline level of obedience so they don't revolt, a vampire might gradually ramp up control on society through the alteration of laws that promote higher obedience to prevent a vamp-purge if they are sufficiently powerful enough to enact plots, threading them into the justice system that lets other vamps thrive beneath them to allow it to happen as a matter of mass-control.

In a wider context atleast for promoting villian goals, not that i think it should even be the core of the idea since its mostly about like you say, modelling the weighting between the very specific relations. If you could make a tamed roc at least pause for thought before attacking your military dwarves it'd be worthwhile, or maybe train up a horse until its confortable to put a saddle on after getting bucked off its back a few times.
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xzaxza

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Re: 50. sugg: 'Obedience' skill for MODSKILL01
« Reply #3 on: October 24, 2024, 05:35:51 am »

I kinda like the idea of obedience. It's indeed quite similar to discipline, but I see a major difference: discipline applies in combat and obedience applies everywhere else. Everyday life (or lack of thereof). Should it also apply to dwarves and affect how eager they're to stop if ordered to end a tavern brawl?
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