Salmeuk / Nijinskiy here, long time succession game player, bringing u another idea for a succession fortress~
In the past, many have suggested some kind of burrow-based fortress, wherein two sections of the map are designated as separate and isolated fortresses and each player manages a single section. This seems like a brilliant concept at first, but some issues arise:
1. the process of leaving a fortress to survive on its own for a year or so, while the other player has their turn, can be difficult
2. there is a problem of accounting, in that both fortresses share the same stocks screen
3. there is only one copy of each noble, somewhat souring the roleplay
4. the whole thing is a hassle, in terms of management, if the dwarves escape and intermingle
5. finally, what to do about splitting migrants? who gets what dwarfs?
Well, I bring to you a ruleset for a potential succession fortress for two or maybe three players! Each player takes their turn managing an isolated clan living in a subterranean bunker. There is a central noble's burrow, which contains the manager, the broker, etc, who live there permanently, but otherwise the clans do not associate.
The rules:
The host chooses the embark, and prepares the map: two clans of three dwarves each in basic square rooms on opposite sides of the embark. Each room has basic furniture, with a tavern and general temple setup, along with 1000 food units, a pick and an axe (and anvil too?), with a central nobility space which contains the elected expedition leader, manager, broker all assigned to a single dwarf (the first noble!). All are separated by locking doorways or gates.
1. For one in-game year, you manage your burrow, your dwarves, and the nobility, leaving the other clans to fend for themselves (1000 food units from the queen help tide over your dwarves for the first years)
2. Your burrow and fortress must have locking entryways at the surface, at every cavern, and the 'Noble's Burrow'
3. Your dwarves are free to roam, dig, collect resources, and mine anywhere excluding the burrow of the other clan.
4. A central 'Noble's Burrow' will contain relevant useful nobility like the manager and broker, and trade depot. They must remain fed, defended at all times by the active clan. Access is, of course, granted to your clan, but only for the duration of the players turn.
5. Migrants are always absorbed into the active clan's population
Finally, at the end of your turn year:
1. All clan members must return to their burrow, and shall be sealed within for the duration of the other player's turn(s)
2. One-third of your total clan population (rounded down) shall be 'given' to the next player's clan, by transferring them via the nobility burrow, or however you see fit.
This allows a totally dead clan to always have some dwarves, while also balancing migrants since many waves occur in the second year as compared to the first.
Ideally we keep families together in this transfer.
If all your dwarves perish the turn passes immediately.
OK, so that solves some of the basic problems of cross-player save management.
Can you identify any obvious issues with the above rules? And potential problems that might halt the gameplay? Let me know! We still have an issue of how to designate 'clan territory' and whether to gameify it. For instance, how do we decide who gets to open up the strange rock formations? I had one idea for this: if we were to have a rule that the player must create a metal statue, showing their 'clan symbol' (which is a custom image created and shared on their first turn), and after building this statue they are allowed to claim a 10x10 square around said statue. Sort of a territorial sign, you know? This territory must be contiguous.... and since metal statues are a heavy resource investment, this would reward exploratory metal mining, and slow down players who might want to take over the whole map.
Another option is to have very specific, preset areas for each clan that are agreed upon by the players upon game start. These do not change, and instead the players are expected to share the wild resources outside their borders, while reserving those spaces internal to their clan territory as their own personal hoard. These starting clan territories would be large, encompassing entire quadrants of the map, from top to bottom z-levels.
...
Thoughts? Interested in playing this kind of conceit? This concept been talked about a lot, ever since burrows were introduced.. so I bet some of you have an idea or two. I want to see if anyone has that extra opinion or rule that might help the game run more smoothly.