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Author Topic: Guild Halls  (Read 1970 times)

mickel

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Guild Halls
« on: August 30, 2007, 05:55:00 pm »

What were among the most impressive buildings beside cathedrals in medieval towns? Guild halls. Massive, opulent buildings erected for the sole purpouse of showing off how filthy rich and important the guild is.

Guild leaders should not only demand a phat bling-bling crib for themselves, they ought to demand a mad pimping guild hall for their posse, yo.

The guild hall is like a little fortress to itself, containing at the very least a massive dining hall, an equally massive gathering hall, rooms for the guild members (who would then pay rent to the guild, which pays rent to the fortress, i.e. the player) and whatever they need to show off their guild's importance.

This is where all the legendary masterpieces of the guild members go, in the big hall filled with carvings and statues of prominent guild members (and this is where you want to break in as adventurer...  ;) )

I imagine a miner's guild hall would be a series of huge natural caverns, completely unadorned (that's for those pansy-schmansy masons) and just a massive display of mining skill. Natural pillars and... uh... stuff. Maybe huge piles of ore? I dunno. A big display of the worn-out picks of master miners?

The craftsdwarves guild hall would probably be obscenely, filthy stuffed with lucre. Oh, yes. And then a human thief gets in, and then there's 4000 years of war.

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Turgid Bolk

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Re: Guild Halls
« Reply #1 on: August 30, 2007, 07:25:00 pm »

Reminds me of Nauglamír, the most prized masterwork of the Dwarves in Middle-Earth, which of course got stolen and caused all kinds of war.

And this thing: The ultimate human skull totem

There's no beating the Craftsdwarves Guild when it comes to crazy opulence.

[ August 30, 2007: Message edited by: Turgid Bolk ]

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Asehujiko

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Re: Guild Halls
« Reply #2 on: August 31, 2007, 01:53:00 am »

Perhaps the magnitude of a proffesion's guild hall can give a happyness bonus to everybody of that proffesion.

Miners like large (mined) spaces and pickaxes.
Masons like large constructions and engravings.
Carpenters like wood.
Craftsdwarves like decorated stuff.
Etc...

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mickel

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Re: Guild Halls
« Reply #3 on: August 31, 2007, 12:51:00 pm »

quote:
Originally posted by Asehujiko:
<STRONG>Perhaps the magnitude of a proffesion's guild hall can give a happyness bonus to everybody of that proffesion.
</STRONG>

Absolutely! And the more massive your guildhall, the more likely you are to attract skilled members of that guild. If yours is the biggest, most opulent mason's guildhall in the kingdom, all the really prestigeous masons are going to want to live in your halls.

Of course the prestige of the guildhalls add to the prestige of your fortress, too.

The nobles may not like it as much though, and perhaps not religious leaders either. Guilds, nobles and clergy were usually the three forces fighting for the favor of the King or local proxy.

That way you can play them against each other. Or, if you don't like guilds to have any power, don't build a guildhall.

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Tamren

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Re: Guild Halls
« Reply #4 on: August 31, 2007, 03:23:00 pm »

Guild halls would be cool. There should be special projects and stuff you can only attempt once you have a functioning guild in place.
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mickel

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Re: Guild Halls
« Reply #5 on: September 01, 2007, 12:16:00 pm »

Maybe dwarves simply won't get above a certain point in their training without the benefit of a teacher, who will only migrate there with a guild hall?

After all, mere experience isn't a very good way of learning something.

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BurnedToast

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Re: Guild Halls
« Reply #6 on: September 01, 2007, 03:28:00 pm »

Or even better they could learn normally now, but if you had an awesome enough guild hall, you would get the teacher. When a dwarf was not doing anything, he could go to the hall and learn from the teacher like military dwarves spar now - it would raise his skill alot slower then actually making things but it would be free and done in his offtime.

and then the order of X nobles could actually do something - train military dwarves like teachers so there is no risk of injuries.

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mickel

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Re: Guild Halls
« Reply #7 on: September 01, 2007, 04:12:00 pm »

Learning from a teacher is a full time job, believe me.  :p And if anything, it ought to be a lot faster than merely getting work experience. I think either one or the other should only be good for so much, to progress beyond intermediate skill, dwarves should require both a teacher and practice. That's how you learn a trade in real life after all.

Pure theorists can't do much, but once they start practicing they get a lot more out of the experience than someone without the theoretical knowledge.

Purely self taught practicers on the other hand progress slowly and have to recreate every mistake and pitfall ever made in the trade, while probably never being able to realise their full potential.

Combined, however, and with the work discipline that the dwarves have... Now that's something!

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Istrian

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Re: Guild Halls
« Reply #8 on: September 01, 2007, 05:06:00 pm »

Learning could actually give idle dwarves something to do.

For instance if you have a dwarf with Masonry enabled who is idle, he should go to the guildhall (if any) and try to progress in his Masonry skill. However, after acquiring a certain amount of experience this way, he'd start learning slower and slower, until he reaches the next level.

The mason who works all the time in his workshop would also suffer from that slowdown, therefore requiring that you balance carefully between the amount of work you give them to do vs. the amount of idle time they have.

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