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Author Topic: [adventure mode] Forced site leadership in adventure mode  (Read 989 times)

darklord92

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[adventure mode] Forced site leadership in adventure mode
« on: September 14, 2012, 09:11:56 am »

Seeing as goblin sites are fast approaching in the new release of df. The possibility of raiding a dark tower and than "retiring as a peasant/claim site" is becoming increasingly tempting. The ability to take over sites like demons and megabeasts, or other civilizations during world gen would add a lasting legacy to player characters. Player characters becoming permanent leaders of goblin or human(etc) sites by a bloody palace coup :P
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pisskop

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Re: [adventure mode] Forced site leadership in adventure mode
« Reply #1 on: September 14, 2012, 09:20:03 am »

But if a circus sideshow is unable to create a productive enviornement for greenskins, why do you think you would?
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miauw62

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Re: [adventure mode] Forced site leadership in adventure mode
« Reply #2 on: September 14, 2012, 12:37:32 pm »

This is actually a good idea... Kill the leader, gain control.
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darklord92

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Re: [adventure mode] Forced site leadership in adventure mode
« Reply #3 on: September 14, 2012, 12:54:13 pm »

in 4 Urist mcgoblinslaughter began wandering the fields of happy
in 4 Urist mcgoblinslaugther claimed the dark fortress goblin hangout < exited adventure mode>
in 5 Urist mcgoblinslaugther created the position of law giver in goblin hangout

etc etc etc


i believe you'd need to kill a large part of the fortress' population before it would let you claim it. so if six people can take a fort of 50 a fort of 600 is going to need some "cleaning" before you can take it for your civ.
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GreatWyrmGold

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Re: [adventure mode] Forced site leadership in adventure mode
« Reply #4 on: September 14, 2012, 04:18:08 pm »

This is actually a good idea... Kill the leader, gain control.
Sensible. There needs to be a system by which positions can transfer in play, and by which goblin nobles or those who earned their positions through force are succeeded by their killers.
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darklord92

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Re: [adventure mode] Forced site leadership in adventure mode
« Reply #5 on: September 14, 2012, 04:38:41 pm »

This is actually a good idea... Kill the leader, gain control.
Sensible. There needs to be a system by which positions can transfer in play, and by which goblin nobles or those who earned their positions through force are succeeded by their killers.

I'm not sure but i believe toady actually started on something liek that during the adventure mode update, when we got new towns and such.
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GreatWyrmGold

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Re: [adventure mode] Forced site leadership in adventure mode
« Reply #6 on: September 14, 2012, 04:53:42 pm »

This is actually a good idea... Kill the leader, gain control.
Sensible. There needs to be a system by which positions can transfer in play, and by which goblin nobles or those who earned their positions through force are succeeded by their killers.

I'm not sure but i believe toady actually started on something liek that during the adventure mode update, when we got new towns and such.
The world should come alive, but I doubt that goblins choose their leaders based on who killed the old one yet.
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