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Author Topic: Shopkeepers' Housing  (Read 5630 times)

dhoovr

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Re: Shopkeepers' Housing
« Reply #15 on: April 25, 2012, 04:34:24 am »

I've done this with 3 floors.  Lowest floor is a series of stockpiles for intake and output.  Like the mason's house has a stone stockpile along the bottom floor, and a furniture stockpile.  Mainly though, this was an output pile.  In the second floor, there was the workshop itself and a small intake pile, for very quick pathing 2 steps away to the next material.  Third floor was a 5x5 luxurious bedroom, with several beds because everyone apparently has a family now.  It worked surprisingly well, and minecarts will only make it better.  I even set up a series of tables along the bottom floor and one chair to designate a dining hall, as if the little midget was actually conducting business, while actually people were just taking his goods freely.  Still, should be interesting once inns are added and dwarves can earn actual gold.
I can't see the dwarves making money or really actually owning anything; it seems off. Yeah they can have clothing, but they don't have to work for it and it can always be reclaimed for the community (i think). They can have rooms but again it's created by the community/government for anyone who wants it. I never played when there was an economy and so have always seen them as a socialist society. Humans are the capitalists. I see Dwarves as the jingoistic socialist ready to die on a whim for the good of the fort. Elves... I don't know. Anarchists? Spiritual socialists (hippie-ism)? I might be mistaking their lack of structures for lack of government, but they're somehow unified enough to form armies.

Anyway I've attempted strict regulation in housing and trying to provide everything a dwarf could ever need, but I always run into problems with as-the-crow-flies pathing. I have to either have huge gaps in-between housing districts or wide one z-level districts either way having regular delivery of food make hungry haulers and hungry home owners. Then people just end up taking food out of any nearby house anyways, so it hardly privatized.
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xmakina

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Re: Shopkeepers' Housing
« Reply #16 on: April 25, 2012, 04:46:43 am »

Then people just end up taking food out of any nearby house anyways, so it hardly privatized.

It will be an ENORMOUS amount of faff, but you might want to consider burrows. A dwarf assigned to a burrow won't interact with anything outside of it's burrow so will happily starve to death because it's stockpile is empty. Another option could be to have a communal hall with all the food under it and not having the food stored in individual housing.
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caddybear

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Re: Shopkeepers' Housing
« Reply #17 on: April 25, 2012, 04:58:23 am »

Food is stored in the cellars of the guildhouses for everyone in the guild, or the premises. I reckon if you're on business with the carpenter's guild they'll be happy to share what they have with you, especially since the food is free and is provided by the Maintenance guild. Who do the cooking, brewing, animal training and cleaning.

The dorfs try to drink at the nearest source when they're thirsty and eat in the nearest dining room ( if they don't have one assigned to them, which they won't since I like the idea of guildmembers eating together ) right?
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And then did ARMOK say, the east is the holiest of directions, and thou shouldst not stand there lest thou be strucketh down by my holiest of beards. And then did the dorfs did say, we shall build from the west, for more do we fear the beard of ARMOK than the strike of the elephant.

Jake

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Re: Shopkeepers' Housing
« Reply #18 on: April 25, 2012, 05:48:17 am »

If you can stand the mind-buggering degree of micromanagement it would entail then yes, it's eminently possible. I'm convinced you'll see an actual productivity gain though, particularly not for tasks you normally assign by the manager rather than putting them on repeat and forgetting about them.

Oh, and one thing I learned by accident back in 40d was that dwarves actually showed a preference for eating in their rooms if you put a chair and table in there, regardless of whether or not it's assigned as a bedroom. This may or may not still be current.
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Never used Dwarf Therapist, mods or tilesets in all the years I've been playing.
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caddybear

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Re: Shopkeepers' Housing
« Reply #19 on: April 25, 2012, 06:00:00 am »

My only problem with that is I don't want some hauler who is in the smelting area to get hungry and go all the way back to his own room when he could eat right there in the guild dining room and get back to work.
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And then did ARMOK say, the east is the holiest of directions, and thou shouldst not stand there lest thou be strucketh down by my holiest of beards. And then did the dorfs did say, we shall build from the west, for more do we fear the beard of ARMOK than the strike of the elephant.

MAurelius

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Re: Shopkeepers' Housing
« Reply #20 on: April 25, 2012, 10:22:53 am »

I really like the hobbit hole idea XMakina. I'm gonna do that next fort. A one z-level mini fort for the beginning for necessities and then once we're secure I'll build the grand fort around the cavern layers.

Burrows are ok but what I would prefer would be anti-burrows. Places where your dwarves know not to go, but can go anywhere else. I get annoyed having to constantly redefine my safe burrow as the fort expands.
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