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Author Topic: Settlement goal/doctrine  (Read 522 times)

Alu

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Settlement goal/doctrine
« on: March 19, 2017, 03:13:04 pm »

Currently Settlements are all the same essentially. Dwarfs have their unique thoughts and friends, but they are no collective of any sort. They share nothing, no drive, idea, value, everyone is just minding their own business. If you have an idea for your fortress, it is yours and the dwarves dont care, even as they execute their tasks to accomplish your plan for them.

So what if your group of settlers could dispatch for any other reason than colonizing?
To do that properly, it would probably require a little bit of prologue.
A few things I came up with :
Pologue: Last survivers of a ransacked settlement
Starting conditions: up to 15 dwarves, many injured or crippled to some degree, low cap for pre-existing rations and allover weight of starting items since they dont have a a cart.
Goal/Drive: Survival and safety from attackers, revenge on the invaders.
Result: Since they survived an attack by humans, they now have deep prejudice against them, war on all humans would make the survivers happy. There might be criminal incidents of dwarfs attacking human visitors. A large army, attackers dying and a good stock on food gives them more intense happy thoughts.  People dying/being snatched from attackers has an even worse impact on them.

Or:
Prologue: An exceptionally greedy bunch got expelled from their homelands
Starting conditions: They brought their possessions, which is high value material, but there is a limit on many practical items as they were traders, not workers.
Goal/Drive: Archive high wealth and do anything to constantly increase it
Result: High value surroundings give them extra happy thoughts, vice versa with rough/low value surroundings. Room quality affects them more than usually and they have higher standards.

Then there would be the question on how much can/should be pre-defined or player-choice and how much of it can or should be be generated.
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Sbcc

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Re: Settlement goal/doctrine
« Reply #1 on: March 19, 2017, 04:10:16 pm »

These sound similiar to the Values and morals that you get in Adventure mode. These sound really like good ideas.
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Bumber

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Re: Settlement goal/doctrine
« Reply #2 on: March 19, 2017, 05:06:54 pm »

Core76, EMBARK SCENARIOS, (Future): Embarking in dwarf mode is one of the more sterile, gameish parts of the... game, and it can afford to be spruced up. Though a full take-your-wagons-from-here-to-there style embark is probably beyond the scope of version 1, at least giving the backstory for the journey and adding various game effects and alterations to starting conditions based on it would help with immersion.

Fortress Starting Scenarios

    Framework
        Expand framework of law, custom, rights, property and status as needed to provide a variety of scenarios
        Foundation of laws, both natural and supernatural
        Explicit standing of different citizens vs. civilization authorities
        Possible expansion of religious and family concepts to provide sufficient scenarios
    Starting scenarios
        Various possiblities that guide or govern fortress activity: frontier settlement, religious site, prison colony, mining company, military citadel, roadside inn, secondary/future palace of the monarch
        Drastic changes to migrants based on starting scenario
        Caravans/diplomatic relationships based on starting scenario
        Reclaim mechanics should be folded into this
        Generalize starting scenario relationships to every site foundation
    Hill/deep dwarves
        Ability to bring extra dwarves appropriate to the starting scenario
        Entity populations surrounding your fortress in appropriate environments, both above and below ground
        Ability to move dwarves in and out of surroundings
        Relationship with surrounding dwarves
        Ability to trade/demand food in depot or similar place with surrounding dwarves
« Last Edit: March 19, 2017, 05:09:28 pm by Bumber »
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GoblinCookie

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Re: Settlement goal/doctrine
« Reply #3 on: March 20, 2017, 01:40:20 pm »

These sound similiar to the Values and morals that you get in Adventure mode. These sound really like good ideas.

How about we could have a place based upon divergence values to the home civ?  Or else we could give sites as a whole their own local values that may conflict with the base values of their civilizations, would provide a solid basis for civil wars that are not just random.
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