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Author Topic: Location defining more what civs the fort interacts with  (Read 534 times)

veryinky

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Location defining more what civs the fort interacts with
« on: February 07, 2008, 03:47:00 pm »

Just that.

Suppose that each entity has a max range in region squares it'd be willing to siege or trade to. Like humans, [RANGE:20] would trade with friendly sites ithin 20 regional squares of their empire.

Suppose goblins have a range of 25, elves of 30, dwarves of 35.

My fort is at X,Y.

The fly of law, goblin civ is 11 squares away to the west. Within range.
The deadly lobster, goblin civ is 13 squares away to the east. Within range.
The plains of trade, human civ is 16 squares away to the north. Within range.
The portals of eternity, dwarf civ is 26, my home civ, within range.
The statue of granite, human civ is 32 squares away to the south, out of range.
The road of spikes, dwarf civ is 34 squares away to the southeast, within range.
The forests of water, elf civ is 43 squares away, out of range.

So the embark screen would list:
Goblins
Goblins
Humans
Dwarves
Dwarves

The fort would get sieged by two seperate goblin civs, (twice the sieges), single human caravan a year, and two dwarf caravans (one from the home civ, one from an unrelated nearby dwarf civ) and no elf caravans or diplomats.

This would also remove the 4 civ max interaction limit. (I want to create a world with a very diverse civilization entity list. Hostile orcs, goblins, human barbarians, bandits, dark elves, troll civs. Wood elf/high elf/dark elves, evil human empires, undead empires... all interacting at the same time.

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Hague

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Re: Location defining more what civs the fort interacts with
« Reply #1 on: February 07, 2008, 05:47:00 pm »

You're also forgetting the hidden interactions of NUISANCE entity groupings.
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veryinky

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Re: Location defining more what civs the fort interacts with
« Reply #2 on: February 07, 2008, 06:04:00 pm »

quote:
Originally posted by Hague:
<STRONG>You're also forgetting the hidden interactions of NUISANCE entity groupings.</STRONG>

True, though in this example, presume the nearest Kobold cave is too far away. I'd also like the option of putting in new nuisance civs, like gremlins and dark gnomes.


Though, this would present an interesting challenge as far as fort building:

Goblins
Goblins
Kobolds
Kobolds
Kobolds
Kobolds
Kobolds
Kobolds
Kobolds
Dwarves

(building a fort in the middle of a goblin fort and kobold cave cluster, resulting in near continual raids)

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Razzums

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Re: Location defining more what civs the fort interacts with
« Reply #3 on: February 07, 2008, 06:41:00 pm »

I agree with this.
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ey

penguinofhonor

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Re: Location defining more what civs the fort interacts with
« Reply #4 on: February 07, 2008, 06:54:00 pm »

.
« Last Edit: October 28, 2015, 10:59:18 pm by penguinofhonor »
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Toady One

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Re: Location defining more what civs the fort interacts with
« Reply #5 on: February 07, 2008, 07:44:00 pm »

A major point of the Army Arc and then the Caravan Arc is to eliminate the concept of artificial neighbors/sieges/caravans completely.  It could still list them I suppose, but since we are getting there with the army arc, I probably won't be putting in another placeholder.
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veryinky

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Re: Location defining more what civs the fort interacts with
« Reply #6 on: February 07, 2008, 08:36:00 pm »

quote:
Originally posted by Toady One:
<STRONG>A major point of the Army Arc and then the Caravan Arc is to eliminate the concept of artificial neighbors/sieges/caravans completely.  It could still list them I suppose, but since we are getting there with the army arc, I probably won't be putting in another placeholder.</STRONG>

Ah. Good. I suppose that the future versions won't be limited to only 4 different civs? I'd like it if I could have barbarians (evil low tech humans), goblins, orcs, trolls, and undead as nearby evil civs that all siege me.

General idea being that building a fort between two large human civs would give a lot of trade, building a fort in the middle of a dozen goblin forts would result in a lot of thieves and sieges, and building a fort in a remote valley far from anyone or anything would result in no neighbors at all.

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Toady One

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Re: Location defining more what civs the fort interacts with
« Reply #7 on: February 08, 2008, 07:41:00 pm »

Yeah, once the armies and caravans are running around, it won't be 4 civs, but whatever happens to find/know about and show interest in your settlement, or where your larger civ fits in to the overall picture.  That's the idea, anyway.
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