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Author Topic: Management in Mid-to-late-game: Noticeboards, Meeting Halls, Guildhalls  (Read 3174 times)

Andeerz

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Re: Management in Mid-to-late-game: Noticeboards, Meeting Halls, Guildhalls
« Reply #15 on: November 01, 2010, 05:52:32 pm »

What's being discussed here now totally ties in beautifully with this thread here:

Return of the Guild Masters

Seriously, read it!!!  Your ideas could help a lot in that thread and the ideas from that thread could help here!!!  :D :D :D

So I suggest a similar process to the noticeboard: once you get a guild, jobs from that profession become privatised. You designate them to be done, and then the guild (if they have a guild office designated or something) employs someone to do them for you, probably someone with high skill.

Maybe this ties in with the dwarven economy when it returns; instead of being assigned labours, everyone becomes available for employment in any field. When there are lots of one profession's jobs to do, lots of dwarfs have opportunity for employment in that field. Maybe you don't have enough skilled workers to fill them all, so base salaries increase with demand. If you have hardly any jobs queued up from a profession, then all but the highest skilled get laid off and have to look elsewhere, maybe becoming haulers, maybe getting jobs filling in vacancies in a trade with lots of job openings (but getting paid less because they'd be Dabbling).

Maybe each guild should charge interested dwarfs a bit of cash in return for some basic training in that trade.

Then your large fortress always has exactly as many workers in each trade as required, without you having to micromanage each dwarf's labours. Provided you have the population to supply all the work, of course. The manager should give you an idea of the unemployment rate too.

Obviously the player should get to dictate a minimum skill level for guilds to hire, again through the manager. And just to give completeness, the option to manually change labours on a dwarf has to stay in as well.

I think something like this would make managing larger fortresses much more bearable and fun. Time freed up to focus on ruling, not on frankly tedious labour micromanagement.

I agree, it would be nice to have a mechanism for automatic labor assignment.
Maybe a new noble position called the guild-master (basically, the coordinator of all other labor guild).  Under which you can set a certain requirement for how many (absolute or percentage) of the population has a certain job active (for example, maintain 10% of population as farmer).

I love where these ideas are going.  The aforementioned thread addresses a lot of this and expands on similar ideas.  :3  It has some ideas about how privatization of labors could work in the game, especially in the last two pages of the thread.

My ideas for guilds and work management and stuff stem from sorta the same ideas as the OP and Kurouma.  But I think that guilds in the game should function as they did IRL, and should be in essence another government inside the fort you can interact with (including booting out if you want) that comes with all the positive and negative things it could bring to a society.  The thread I linked to goes into a lot of how that could work.

Basically, I think the management of labors and stuff should be able to be handled by a player defined system (through some system of appointing delegates/nobles for specific (ideally player define-able) tasks) as well as handled through a non-player defined system (like guilds) that could be adopted by the fort at the player's discretion, in addition to all shades of grey in between.
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Kurouma

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Re: Management in Mid-to-late-game: Noticeboards, Meeting Halls, Guildhalls
« Reply #16 on: November 01, 2010, 10:46:19 pm »

I did read, lots of good ideas. Is the thread still actively updated? Would it help to re-post my suggestions there?
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Andeerz

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Re: Management in Mid-to-late-game: Noticeboards, Meeting Halls, Guildhalls
« Reply #17 on: November 02, 2010, 01:18:56 am »

I think it would help.  The last time the thread was necroed, it became a relatively active topic for a while!  :D  And some good things were discussed and new ideas brought to the table.
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