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Author Topic: Fashion, uniforms, etc.  (Read 1350 times)

tsen

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Fashion, uniforms, etc.
« on: January 15, 2010, 12:00:02 pm »

I was thinking, now that ToadyOne put in that sophisticated system for setting military uniforms, how cool would it be to offload something similar into the RAWs based on culture and religion?

Basically, I am proposing that attributes, positions and professions be linked to certain automated/randomly generated "uniform" sets. Some examples:
Cooks wear aprons made of cloth.
Butchers wear leather aprons.
Champions who are not in armor wear hakamas to denote their rank like higher ranked martial artists do.
Priests wear vestments, preferably with decorations specific to their religion.
...etc.
Theoretically fashions could result from changing these baselines, with nobles demanding clothing of a different color or style and dwarves deciding that they need to wear cloaks, not capes, etc.

Obviously this isn't something that would have a world shaking impact on gameplay but it would do a lot to add individuality to cultures and individual entities especially, with the potential to affect other things in fun ways in the future.
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Warlord255

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Re: Fashion, uniforms, etc.
« Reply #1 on: January 15, 2010, 12:08:41 pm »

I don't see this being unreasonable; there's already entity-based randomization of available clothing items, as evidenced by things like turbans being scattered in the human raws. It wouldn't be too much of a step farther to randomly generate uniform-types or consistent engraving/decorations for professions' items.
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Euld

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Re: Fashion, uniforms, etc.
« Reply #2 on: January 15, 2010, 09:09:07 pm »

Fashions + dwarf women = Urist McHusband is out of food money this month.

I support this suggestion though :D  As long as we're given more control over choosing which clothes get embroidered or dyed, this would be a very interesting way to get dwarves happy.  Or a way to suprise players when all his dwarves demand black robes and start engraving pentagrams everywhere.

Derakon

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Re: Fashion, uniforms, etc.
« Reply #3 on: January 15, 2010, 09:12:46 pm »

Fashions + dwarf women = Urist McHusband is out of food money this month.
Dwarves don't seem to subscribe to any of our gender stereotypes. It could as easily be the man spending all his money on a new dress as it could be the woman spending all her money on booze.
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Doomshifter

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Re: Fashion, uniforms, etc.
« Reply #4 on: January 15, 2010, 11:10:44 pm »

You know, if you notice, human priests often have a single cloak and hood, each with a design relating to their religion. Go look in adventurer mode if you wish.
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Footkerchief

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Re: Fashion, uniforms, etc.
« Reply #5 on: January 16, 2010, 04:10:06 am »

There's been a previous thread about fashion.  It would be helpful if people replying in this thread try to build on those ideas.
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tsen

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Re: Fashion, uniforms, etc.
« Reply #6 on: January 16, 2010, 02:28:00 pm »

Similar but not what I meant. I'm talking about assigning different kinds of clothing items to entities based on the individual's attributes and/or position within the matrix of their culture, not adding tags to pre-existing clothing items to add flavor.  The two would go well in combination, though.
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Felblood

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Re: Fashion, uniforms, etc.
« Reply #7 on: January 16, 2010, 11:57:41 pm »

Is it me, or do you really just want dwarves to wear clothes appropriate to their job.

Butchers, surgeons, cooks and mechanics wear cheap, but durable aprons, smocks and jumpsuits, not because of cultural fashions, but because they have practical advantages, like keeping blood off of you.

Notably, doctors wear green smocks instead of brown aprons, and mechanics wear blue jumpsuits rather than purple smocks, mainly for cultural reasons. So, there is some merit to some sort of system that accounts for both at the same time.
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tsen

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Re: Fashion, uniforms, etc.
« Reply #8 on: January 17, 2010, 01:11:09 am »

That would be one side effect, but it would have more far reaching effects. Rather than being a skill-specific kludge it would be a more robust conditional system such that we could have things like:

* Veterans wearing a mark of their service.
* Religious orders having their own symbolic clothing.
* Different civs favoring different clothing, including variations between civs and in different climates.
* Hunters wearing "trophy" items, determined both on a civ level (how much value does the culture put on hunting skill) and an entity level (is the individual personality such that they will do it even though it's not the norm for the culture?)
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CobaltKobold

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Re: Fashion, uniforms, etc.
« Reply #9 on: January 20, 2010, 04:01:49 pm »

Is it me, or do you really just want dwarves to wear clothes appropriate to their job.

Butchers, surgeons, cooks and mechanics wear cheap, but durable aprons, smocks and jumpsuits, not because of cultural fashions, but because they have practical advantages, like keeping blood off of you.

Notably, doctors wear green smocks instead of brown aprons, and mechanics wear blue jumpsuits rather than purple smocks, mainly for cultural reasons. So, there is some merit to some sort of system that accounts for both at the same time.
Brown 'pron won't show blood so well.
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