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Author Topic: More realistic Dwarven society, government, meetings etc.  (Read 1103 times)

Cheesecake

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More realistic Dwarven society, government, meetings etc.
« on: December 26, 2012, 05:06:54 am »

      Don't you think it's weird that if a dwarf dies on the edge of the map, every single dwarf knows in an instant what had happened?
Isn't it weird that the migrants know exactly where to go when they move in? What I propose is that you should hold meetings say once a season to inform your dwarves what happened, what you plan on doing, and ask what they want. Say, a few dwarves want a bigger meeting hall, then you know what to do to make them happy. When the migrants move in, they should have a briefing to let them know what to do, where to sleep and how to get around.
 
     Also, what if we could change the starting civilization using the same point system for embarking. We could add points to make the civ more military like. Then, your starting dwarves would be more muscular and learn military skills faster but they wouldn't be as creative or as skilled as other dwarves at crafting and negotiating with merchants. We could also add points on the civilizations king and advisers and give them skills to help them manage the kingdom thus sending you more well-crafted goods faster and bringing in more skilled immigrants. For example, giving them skills in diplomacy can lessen the chance of your fort being besieged.

  Tell me what you think about these ideas and tell me if you think this is suitable for Dwarf Fortress.
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Nonsequitorian

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Re: More realistic Dwarven society, government, meetings etc.
« Reply #1 on: December 26, 2012, 05:48:31 am »

Have you ever got the "Urist McDwarf has been missing for three weeks" thing? They don't all instantly know. When somebody sees the dead person, everybody knows. That's annoying. It'd be a good idea, but it might lead to it being broken in the OTHER direction. It might be ridiculously hard to get everybody to go into their burrows because who's to say it was put up until they have a meating a couple months later?

I like the other idea, but it sort of goes against the worldgen. It would be nice to pick if your civ was more war like or whatnot, but it'd also be nice to have worldgen determine what your civ was.

Cheesecake

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Re: More realistic Dwarven society, government, meetings etc.
« Reply #2 on: December 26, 2012, 08:22:35 am »

Oh right, forgot about the missing thing. I don't usually get it since my fort starves or runs out of rum before someone goes missing. :P
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GreatWyrmGold

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Re: More realistic Dwarven society, government, meetings etc.
« Reply #3 on: December 26, 2012, 12:59:10 pm »

There's also a problem with your suggestion to "spend points" on your civilization to make them more warlike or whatever. In addition to being the kind of game element we often try to avoid, there's an issue in that the civs are all generated with the world. Yes, they should vary, but if you want a warlike civ you should find one rather than reshaping a preexisting civ into a warlike one.
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Waparius

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Re: More realistic Dwarven society, government, meetings etc.
« Reply #4 on: December 26, 2012, 04:31:13 pm »

I've heard of something called the "knowledge arc", which is also supposed to be the time we get books in fortress mode. So this sort of thing's presumably due to come in...

IMO, it should be something that becomes necessary as the fort grows in size, just like managers start needing an office. An earlier thread of mine had noticeboards as a bit of furniture you put into a meeting hall, well and other common area; dorfs would go to the halls between jobs and pick up new jobs, and dwarfs with the clerk or messenger labour active would regularly meet in his office and then go update various boards.

But to simulate the way you don't need so much bureacracy in smaller groups they should only be necessary after the fort's reached a certain arbitrary size like 100 dwarves.
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Carp McDwarfEater

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Re: More realistic Dwarven society, government, meetings etc.
« Reply #5 on: December 26, 2012, 05:49:45 pm »

You can already choose your civilization. When you're on the embark map looking for a site, if you press tab a few times you come to a screen that lets you pick from all the dwarven civilizations in the world. If I misinterpreted your question and you mean that you would like to customize your civilization instead of using a randomly generated one, I assume that's planned. Toady plans to add a Kingdom Mode, so once that's done you could rebel from some nation and then create your own, shaping it through the king that you control.
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Cheesecake

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Re: More realistic Dwarven society, government, meetings etc.
« Reply #6 on: December 26, 2012, 06:09:15 pm »

But isn't the king we control the king from our starting civ? Why would we need to rebel against that civ? IMO I think the civ we took the king from should rebel against us to get their king back. Correct me if I'm wrong. Btw, what I meant was to customize the civ's name, attributes and preferences so it would match your gamestyle. For example,  you want to focus your fort on, say, mining but all your civ sends you are battleaxes and immigrants who are good at fishing.
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Carp McDwarfEater

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Re: More realistic Dwarven society, government, meetings etc.
« Reply #7 on: December 26, 2012, 06:12:07 pm »

But isn't the king we control the king from our starting civ? Why would we need to rebel against that civ? IMO I think the civ we took the king from should rebel against us to get their king back. Correct me if I'm wrong. Btw, what I meant was to customize the civ's name, attributes and preferences so it would match your gamestyle. For example,  you want to focus your fort on, say, mining but all your civ sends you are battleaxes and immigrants who are good at fishing.

Kingdom Mode hasn't even been made yet, and I have no clue on how it's going to work. I was just using a rebellion as an example of how you could create a civilization exactly how you want and name it yourself. Doing so would allow you to customize it in the ways you described.
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GreatWyrmGold

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Re: More realistic Dwarven society, government, meetings etc.
« Reply #8 on: December 26, 2012, 07:30:21 pm »

The biggest problem is that, barring modding in some more playable entities, each dwarven civilization is the same as the next. Except that some don't have access to silver/gold/copper/iron/whatever.
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