Influence balancing considerations:Ok, so if we will get like 10 politically active players and 10 politically passive players/spectators that is 200 influence.
My initial idea was to have 1 influence per npc serf, that is 200 more influence in full fort.
If that would be 4/npc(as suggested by Neblime) then it will be 800 influence.
If we add here general wealth and artifacts - we will be swimming in free influence in no time. So my idea was to severely limit the available influence so that it would become an ever-present constraint on our deeds and plans.
That is just a tiny clarification. If we feel that we need more influence to play with - I am fine with that.
Influence actions, titles and whatsnotRemember how in our previous game we had "a tradition": bonus for being a soldier? Well, now to get anything that is tied to "is a soldier" and "is a squad leader" check can be accessed without anyone else involved:
You just declare that from now on you are a squad leader of your own squad: you invest part of your influence intop creation of a new squad and vuala - you are a cool squad leader. It is not always a wise thing to do though, as you basically tie part of your influence to your title. The title can be usurped by someone else (mutineer soldier, government...) and you will be depreved of your hard-earned influence. On the other hand this can be acceptable risk if you want to use the title as a trade item: create a title and give it to someone else (to boost his influence or when hiring personal guard). And of course you could want to create it in order to access linked options like claiming that someone is a coward or maybe actually conscripting some peasants and outfitting that squad.
Items ,private property and starting RPMy idea was to have some relatively relaxed way of tracking ownership in OOC way. There is no need to track clothes, food and stuff like that because there is really very little we can do to control that stuff. But virtually everything else can be tracked rather
easy by imposing some restrictions on how we actually play the game. Let me give a brief example:
Elorf decides that he wants to be a carpenter. He creates a backstory for his character and notifies us what he takes with him(a trusty axe) for a journey and which skills he is good at(woodcutting, carpentry, axefighting).
Right from the start he goes to do his thing - to cut some wood(Let's say he needs 40 trunks), then creates a workshop and begins to create beds. Now he owns: axe, some trunks, some beds, a workshop in the middle of nowhere.
Since our maop will be much smaller this time - all space will initially belong to our small tribe collectively, so in order to have a home Elorf now needs to reach an agreement with other members about where his house will be and how big his plot will be. He has a rather nice commodity though - nice beds of a fine quality. He decides to gift 4 of those to fellow dwarves in return for a nice piece of land by the river.
Since now Elorf has more work before him then he can handle - he decides to use his influence (maybe boosted a bit by now) to hire an NPC lumberjack and concentrate his own efforts on honing his carpentry skill and furnishing his home.
10 years from now Elorf will be one of the wealthiest dwarves in our fortress, legendary carpenter, head of the carpenter's guild and have a bllod feauds with both mason's guild and a spliner high master carpenter Cain.
That of course will add some strain to the overseer, but with overseer rotation it may be not that unbearable for the benefits we might get.
I also think that spoils of war (goblinite) should go to the victorious squad leader, who can then decide what to do with them. That is yet another reason to create your own squad.
Note: in this setup npc peasants should not be allowed to do anything but haul, farm, hunt, fish, cook, brew and make clothes, unless hired or conscripted by a player.
hey can DFhack make dwarves hostile? because I was thinking we could actually have guilds fight each other (or the council send in the official troops or w/e) if things get REALLY serious
I do not think it will be easy not to trigger a loyalty cascade or something. I originally thought of creating "replicas" of feuding dwarves in the arena and let them duke it out.
Edit: P.S. All that will of course hurt efficiency of our fort, and that alone is quite a good reason to do it. DF2012 is way too easy as it stands. Maybe, just maybe, we will actually lose?
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