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Author Topic: Architecture/Room value and furniture matching  (Read 716 times)

jseah

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Architecture/Room value and furniture matching
« on: September 28, 2010, 12:03:39 pm »

In real life, people try not to buy tables and chairs that are mismatched.  A green table with two yellow chairs, a red chair and a blue chair looks weird. 

Could there be a value bonus for having matched furniture in a room? 
Like having all tables be of the same material and +/- 1 quality would make them count 10% more or something. 
Then have another 10% when the chairs match as well, and another 10% when everything matches. 

Perhaps it could be a preference thing, "prefers/dislikes regularity"

Sorry if this has been asked before, but I've no idea how to phrase it to the search engine. 
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Silverionmox

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Re: Architecture/Room value and furniture matching
« Reply #1 on: September 28, 2010, 12:16:01 pm »

Nice - it's certainly a matter of taste though. I'd rather see it as "styles", whereas styles can be defined by such things as furniture (quantity, type, quantity of each type, relative position), decorations (quantity, type), colours and/or materials, dimensions of the rooms (x, y, and later z), etc.

This is of course more difficult to implement than a simple matches/doesn't match check, but it would be interesting to give the world culture. You could then see certain types of culture being spread by armies, merchants or missionaries. If a particular popular style contained, for example, amber objects, it would enrich certain fortresses immensely etc.
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Dwarf Fortress cured my savescumming.

Aramco

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Re: Architecture/Room value and furniture matching
« Reply #2 on: September 28, 2010, 08:08:08 pm »

I would like this-- since having two items in a room not made of the same thing already drives me insane.
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Or maybe there's a god who's just completely insane and sends you to Detroit, Michigan in a new body if you ever utter the name "Pat Sajak".

EvilMoogle

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Re: Architecture/Room value and furniture matching
« Reply #3 on: September 29, 2010, 08:50:33 am »

I like this, but we really need the option to select building materials first though.
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BaneOfKree

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Re: Architecture/Room value and furniture matching
« Reply #4 on: September 29, 2010, 09:13:28 am »

You could incorporate a multiplier system perhaps? Combine this with the fact that certain colours of rock are rare, i.e. green, blue, purple, you could quantify the value of matching architecture/furniture by using these as parameters.
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jseah

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Re: Architecture/Room value and furniture matching
« Reply #5 on: September 29, 2010, 09:20:08 am »

I think Silverionmox has it right though.  Instead of one system, we need a way to do two things:

Detect and account for patterns. 
Link said patterns to procedurally generated world gen culture. 

After all, a checkerboard tiled dining hall could be interesting and maybe the Mountainhomes have it, so having it as well gives some kind of culture boost. 

Detecting patterns is a bit... difficult however. 
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