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Author Topic: Severally limited Technologies that develop via racial interaction.  (Read 537 times)

Bytyan

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My idea; All civs come to genesis with a small compliment of racially aligned and partially randomized skills, and these skill remain default to that civ. Perhaps an elven civ get their mysterious humain wood production, a developed textile industry, boying, herbal lore, and butchering, with a possibility of animal taming, spears, swords, wooden chest plates and boots. Dwarves might get smelting, a woodcutting, axes, underground farming, breastplates, picks and siege weapons, with a possibilty of (any part of) a full armor compliment, current dwarf associated weapons, and any part of masonry, various metal to smelt, and the secret of steel. A human civ gets carpentry, farming, herbal lore, smelting, a lesser metal like silver, spears and daggers, with a small chance of any skill, especially large weapons. Artisans in the first 50 years of creation would automatically get all their civs skills. Anyone who trains under an artisan of a curtain skill (proficient?) would obtain their skills over time. Skills can be forcibly taken from foreign artisans, or traded by civ leaders for artifacts, large sums of wealth, or other skills. New skills can be created by racial means (moods for dwarves, maybe other races would have a small chance when someone obtained mastery) Skills created within a race can never be outside a curtain racial set (elves will never create a halberd) but there is no restriction on what skills races can obtain by other means. Such transfers would be rare. Some skills some races wouldn't be able to obtain high proficiency in, but these wouldn't line up with the skills that they can obtain naturally. Elves can become master smiths, but are the poorest miners, so elven metallurgy would be high quality, but tend to be limited to common surface metals, baring outside influence.
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thisisjimmy

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Re: Severally limited Technologies that develop via racial interaction.
« Reply #1 on: November 05, 2011, 07:23:47 pm »

In the same vein, I think it would be cool if you had the option to design your own race (without modding).  There could be a bunch of skills, attributes and bonuses/penalties and the player would have a certain number of points to spend on these.  It could be similar to how you spend points on skills and items before embarking.  Then you'd be able to play as your race and it would give the game a different flavour.
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Silverionmox

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Re: Severally limited Technologies that develop via racial interaction.
« Reply #2 on: November 06, 2011, 01:28:12 pm »

Skills ought to be determined by civilization/culture rather than race, IMO. Race just determines what they're physically capable of. As it is, kidnapped humanoids are brainwashed completely by the kidnapping culture: that's the right direction, although you would expect them to question their belonging to that culture based on their different physical characteristics and seeing other cultures.

But there is no reason why there shouldn't be different styles of humanoids in the game, eg. carnivourous hunting elves, settled cultivating elves or the current usually vegetarian gathering elves.
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peskyninja

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Re: Severally limited Technologies that develop via racial interaction.
« Reply #3 on: November 06, 2011, 04:06:22 pm »

Their starting position should influence what tech they'll desenvolve, a civ that started sitting on huge amounts of zinc has a higher chance of creating several zinc related techs.
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Burn the land and boil the sea. You can't take the sky from me

Thou son of a b*tch wilt not ever make subjects of Christian sons; we have no fear of your army, by land and by sea we will battle with thee, f**k thy mother.