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Author Topic: Museums and locations interaction overlap  (Read 816 times)

FantasticDorf

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Museums and locations interaction overlap
« on: August 31, 2016, 08:11:08 am »

Right now, most locations are quite inclusive to their own actions.

The tavern naturally is the central game focus of a location, as it has the most amount of input and development and is also the most survival and practically driven location (given it serves as a central point to disperse food/drink and apply for help by offering inn rooms)

Besides from the needs that generate from shrines (which only require floorspace) and insiginicant grinding needs for reading (which are wholly ignorable) the rest of the locations are auxillary established flavour. Making them more engaging in almost a 'secret interaction' way to encourage players to mix and match all the zones would be a plus and offer more interesting fortress designs.

> Contextual objects/captive creatures of interest

In the differing fields of science and religion, certain elements take individual meaning. In real life India, animal worship is common, as many creatures resemble their gods and they seek homage to them on the mortal plane by making offerings and prayers towards their counterparts.

Dwarves may not particularly be fond of all animals beside their personal favorites or centre their religion around them (excepting 'animalistic' [POWER] creatures such as dragons) but things broadly representing their theology (blood for Armok the central world creator, large cut decorative jewels for the jewel god etc) should gain additional when displayed in overlapping prayer areas

For example, holy relics are explicitly religious artifacts, assigning a display case, a large jewel or a particular engraving would also be something of interest to direct worship towards if it was themed appropriately. A animal that (as revealed by some extent procedural world activation prior or during) is related to a particular diety when captive in a cage/chain would be a summary object of prayer and its needs (stealing/drinking/eating) catered for by its followers exciting them with glee in pleasing their subject of worship quickly satiating their own needs for prayer.

  • Beware of cults relating to [POWER] creatures like demon worship as it may be counter constructive to you and the stability of the fortress when their followers believe in them just a little too much to try and overthrow nobledwarves, though having a powerful (now somewhat friendly post power acquisition) demon lord in charge in exchange for some big relation penalties with the mountainhomes might be a plus in extreme conditions
  • Sciencewise, scholars are more inclined to be interested in objects within the relevant spheres/links to their profession (a masterwork gear for example or a animal/corpse for a natural scientist, placed within the appropriate sanctioned library/study)

> Tavern entertainment

Though it may be somewhat controversial, bear baiting and in general animal related torment (coliseums, privately owned pits etc) have been a common entertainment for hundreds of years in the real world

Petting a animal on a chain might be as far as a dwarf goes given its ethics, but other cultures could have different interactions (humans and goblins particularly being torment causing types) but if we wanted to scale down on cruelty, a simple solution is (while still rather cruel but not 'violent' per say) is to make chained animals in tavern zones dance with the muscians as part of the troop if placed in the relevant performance floor.

Unless its a specific kind of decoration (a hunting trophy from a in-house creature hunter from the inn or something) or a generic tourist pull, given the rowdy masses of drunkards and dancing, falling over each other it might not be a wise place to put delicate objects inside a tavern

> Location/Museum libraries, related literature, studies and scribes.

Aside from keeping valuable books only to be handled by scribing staff (so that dwarves or strangers do not claim ownership of them) sealed within pedestal/cases to be viewed. Specific museum interactions with books as to create a restricted repository of books can be useful in supplimenting more theming bonuses and directing scholars towards writing up more subjects.

Indeed having a museum based library may be particularly of use

  • In the future, besides from having flavourful titles to books, summary general library scribing might hopefully gain more use for imparting useful limited information within them as almost like a supplementary guide, such as learning the advanced backgrounds of a object or persons and discuss worldgen factors outside of common fortress mode knowledge
  • Attachment of studies (given they are currently functionless though activatable in the library systems) to libraries when supplied with paper in the same area will allow assigned scholars to indepth study museum subjects (relating to the point above) in a intense session rather than generally ponder the field. Summarily for benefit, those books generated can then be taken to museum zones as supplementary reading to enhance the experience

> Theological studies about religion form the backbone of religious studies, acquired in much the same way as library studies for those in worship to fulfill a low level of needs to both read and pray (though it will not offer abstract thought needs created by typical scholarly work)


Different ethics lend to different book topics and approaches on what is appropriate. Non-speciality races write about thier values and this would be reflected via some study subjects that pop up in worldgen/via specific interactions.

Goblins have no doubt a good accolades on the capacity of dwarves ability to scream, as learnt by bloody corpse studies and Elves know all the best herbs and spices to compliment a good dwarf roast.

Those are some summary points of my suggestion, feedback would be much appreciated thanks.
« Last Edit: August 31, 2016, 11:53:31 am by FantasticDorf »
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