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Author Topic: Fort repute affects immigrants  (Read 829 times)

Mikademus

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Fort repute affects immigrants
« on: February 22, 2008, 03:45:00 pm »

I'm thinking that forts can be classified into a number of types depending on their focus on a number of scales. Say a fort that imports and/or exports a lot scores high on 'trading', a fort that produces much craft is high in 'crafting', a fort with schools, universities etc is high in 'culture', a fort with much precius metals would be known as a 'gold rush' place, and a military dominated fort screams 'THIS IS SPARTMORIA'!

This should affect the types and levels of immigrants coming to the fort. If I were a reputable philosopher or magician I would likely not seek a militant fort. On the other hand, if I were an accomplished miner I would want a rich fort.

Similarly, the amount of booze produced and traded should increase the attractiveness of a fort. All sane dwarves prefer the land where beer and honey flows free.

If a particular profession is needed, a warrant could be put up. With a stipend and good quarters promised the sought-after specialist might turn up.

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Align

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Re: Fort repute affects immigrants
« Reply #1 on: February 23, 2008, 06:59:00 am »

Professions should also be above novice/normal levels on occasion. Bloody useless novice cook/novice cheese maker/novice lye maker immigrants.
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umiman

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Re: Fort repute affects immigrants
« Reply #2 on: February 23, 2008, 07:26:00 am »

Agree with everything here.

Also give us a migrant organizing screen for when they first arrive.

Mikademus

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Re: Fort repute affects immigrants
« Reply #3 on: February 23, 2008, 07:56:00 pm »

I think the "immigrant screen" problem could be handled more elegantly if one could sort units by columns (that is coming, right Toady?), that is by name, profession, skill level, arrival year and status (emergency level).
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Quote from: Silverionmox
Quote from: bjlong
If I wanted to recreate the world of one of my favorite stories, I should be able to specify that there is a civilization called Groan, ruled by Earls from a castle called Gormanghast.
You won't have trouble supplying the Countess with cats, or producing the annual idols to be offerred to the castle. Every fortress is a pale reflection of Ghormenghast..

Nesoo

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Re: Fort repute affects immigrants
« Reply #4 on: February 23, 2008, 08:56:00 pm »

quote:
Originally posted by Align:
<STRONG>Bloody useless novice cook/novice cheese maker/novice lye maker immigrants.</STRONG>

Then there's the ones I consider useless whose profession name I change to "Glorified Peasant".

"Ooh, bright red, did I get a mechanic? Oh, no, it's just another Siege/Pump Operator..."

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numerobis

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Re: Fort repute affects immigrants
« Reply #5 on: February 23, 2008, 09:36:00 pm »

quote:
Originally posted by Nesoo:
<STRONG>

Then there's the ones I consider useless whose profession name I change to "Glorified Peasant".

"Ooh, bright red, did I get a mechanic? Oh, no, it's just another Siege/Pump Operator..."</STRONG>


Siege operators are 5% useful.  Pump operators?  Not so much.

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Mikademus

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Re: Fort repute affects immigrants
« Reply #6 on: February 24, 2008, 10:53:00 am »

Haha, well, a fort with a lot of siege engines should attract siege engineers and operators, and conversely, a fort with lots of pumps (or impotence problems, not yet implemented) would be a nice place for pump operators.

Also, a fort that trades much should be attractive to traders.

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Quote from: Silverionmox
Quote from: bjlong
If I wanted to recreate the world of one of my favorite stories, I should be able to specify that there is a civilization called Groan, ruled by Earls from a castle called Gormanghast.
You won't have trouble supplying the Countess with cats, or producing the annual idols to be offerred to the castle. Every fortress is a pale reflection of Ghormenghast..

Mikademus

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Re: Fort repute affects immigrants
« Reply #7 on: February 25, 2008, 12:29:00 pm »

Just read in another thread that a valuable fort get besieged more often. As such it should get a reputation as a conflict zone as well. Thus immigrants should tend to have military skills.
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Quote from: Silverionmox
Quote from: bjlong
If I wanted to recreate the world of one of my favorite stories, I should be able to specify that there is a civilization called Groan, ruled by Earls from a castle called Gormanghast.
You won't have trouble supplying the Countess with cats, or producing the annual idols to be offerred to the castle. Every fortress is a pale reflection of Ghormenghast..

Delton

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Re: Fort repute affects immigrants
« Reply #8 on: February 25, 2008, 01:44:00 pm »

While I do agree with everything above, it seems to me it would cause a problem to. Let's say I have a craft-heavy fort. The LAST thing I need is another bloody crafter. I might need some military dwarves to defend the already-legendary crafters I have. Same goes for miners. They level so fast, anyone can become a miner if that's what is needed - more likely, you're carefully deciding what to mine, and your two legendary miners already move fast enough that they'll be done before your new immigrant finds his pick.

I could see a military fort always needing more meat for the grinder, but if they're losing dwarves fast, they're probably also in need of skilled civilians.

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Deathworks

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Re: Fort repute affects immigrants
« Reply #9 on: February 25, 2008, 02:13:00 pm »

Hi!

Wasn't there a correlation between produced weapons and military immigrants at least in the 2d variant?

Anyhow, I think it would be more interesting, albeit probably a bit more trouble, if the average time a job takes is the factor. Let me explain.

Let's say you have a fortress where the average craft job (create rock grafts, etc.) waits 50 frames between becoming the top of the workshop's tasks and finally getting the 'A' for activated. In that same fortress, the average leatherworking job has to wait whooping 230 frames before it gets its 'A'. In that fortress, there is clearly a demand for leatherworkers, so immigrants would be more likely to be leatherworking types.

Of course, this would require a lot of additional bookkeeping, but it seems much more sensible to me than having a market already flooded attracted more of the same kind. (Actually, this was part of what the guilds in reality - limiting the number of craftsmen in their town so that demand and supply matched more or less well).

Deathworks

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Hyperturtle

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Re: Fort repute affects immigrants
« Reply #10 on: February 25, 2008, 07:56:00 pm »

well, think about it.  No experts are going to risk their lives on a shoddy just- starting-out-fortress.  They start to arrive after the place is somewhat safe and news has travelled back--sort of like many historical colonization attempts.

And, as noted, once you start churning out the weapons and gear, respective citizens of that type start to arrive.  And your pointless BeardGroomer dwarves as well, that are best sent into a military career or a spiked ball immediately upon arrival.

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Mikademus

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Re: Fort repute affects immigrants
« Reply #11 on: February 26, 2008, 08:51:00 am »

The simplest implementation would probably be sheer repute affecting type and level of immigrants. It would still be miles better than what we have atm. With some more work demands, perhaps based on the above ratio suggestion, would be a worthwhile extension.

In fact, that would be a natural part of the organiser dwarf's work description, making warrants for desired professions. The better the level of the organiser, the more suitable dwarves that arrives.

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Quote from: Silverionmox
Quote from: bjlong
If I wanted to recreate the world of one of my favorite stories, I should be able to specify that there is a civilization called Groan, ruled by Earls from a castle called Gormanghast.
You won't have trouble supplying the Countess with cats, or producing the annual idols to be offerred to the castle. Every fortress is a pale reflection of Ghormenghast..

Mikademus

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Re: Fort repute affects immigrants
« Reply #12 on: February 27, 2008, 01:00:00 pm »

Well, in reality, wealth attracts both the affluent and the hopeful poor (while the opposite isn't true, unless there are obvious opportunities), so while it is reasonable that there will still be unskilled immigrants with increasing fortress wealth there also should be an growing proportion of increasingly skilled immigrants too.
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Quote from: Silverionmox
Quote from: bjlong
If I wanted to recreate the world of one of my favorite stories, I should be able to specify that there is a civilization called Groan, ruled by Earls from a castle called Gormanghast.
You won't have trouble supplying the Countess with cats, or producing the annual idols to be offerred to the castle. Every fortress is a pale reflection of Ghormenghast..

Chthonic

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Re: Fort repute affects immigrants
« Reply #13 on: June 10, 2008, 02:24:00 pm »

I'd like to see a fortress' reputation be reflected a little bit in the trade economy.  My fortresses tend to pump out metric tons of shoddy (at least at first) stone toys.  It would be interesting to see a trader get fed up with this ("Stop offering me this cheap crap!") and the value go down.  Conversely, if my fortress were home to a legendary stonecrafter with relatively limited (but high quality) output over time, it would be nice to see examples of his work go for much more--or for toys in general from my fortress to go up in value because of the reputation for quality product.
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Align

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Re: Fort repute affects immigrants
« Reply #14 on: June 11, 2008, 09:01:00 am »

Yeah, negative modifiers in the trade agreement would make sense.
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