NEW SUCCESSION GAME PENAL COLONY/PRISON PENAL COLONY CHALLENGE GAME
This is an idea I had a while ago while reading The Heist tread. It came to me that while it is a penal colony, these people are basically free to do as they wish. What if it wasn't so? What if the fortress was divided into guards and prisoners, with the majority of the dorfs being the prisoners? The guards have their strict roles and jobs, but the prisoners are just sitting in their separate part of the fortress waiting for food and drink to get served with no access to the rest of the fortress and the surface.
We are going to have our very own Stanford prison experiment, with you holding the baton and keys.
Since this is a challenge fortress since this are the rules (
This will be subject to change as times change):
- You lead a prison, not a real colony. You are not allowed to produce your own food or products in large quantites. You MUST import them if it's not urgent. Head staff requests are excluded from this according to your own preference.
- Since your a government employed prison, you must not trade goods unless in insane surplus, but mint coins and trade them to the caravans.
- The coins will be minted according to the number of staff and prisoners.(yet to be determined)
- The fortress staff is divided specialized roles and guards with a cap of around 60 or 70 with the population cap being 200 + 100 children.
- All new migrants after the succession starts will be assigned to the prisoners.
- The prisoners are rebel scum on life sentence and are forced to rot in cells. All children (if possible) should be divided for reeducation and will be used to replace the staff as they go.
- Feeding the staff is a first priority, with feeding the prisoners being the second. Staff moods are a yes, with the prisoner not being mandatory for game mechanics reasons + people go insane in max security prisons all the time.
- Mass executions of the prisoners is a no-no. The dwarfs are not nazis although I bet some would argue.
- Ironically, no sheriff/captain for game mechanics reasons. Rebel scum already got enough justice as it is. We don't want useless nobles to come...
- Letting loose or loosing most of the prison pop is a turn fail condition. At that point, the current warden saves and ships it to the next guy. The fortress gets 50% budget cut next year on the already cut number (from the lack of prisoners). Don't fuck up people, you're professionals, not dumb-ass colonists.
- Seasonal updates at least, with the pop number and incidents. Extra points for RP and detail.
This should be all for now.
Also, before people start comparing my idea with Nazi death camps: This is old world people... not like any ancient or medieval prison/jail actually gave a f**k about common prisoner nutrition or civil rights.
Population:
Support staff: 30 max
- Administrative staff
- Craftsdwarfs, cooks, miners, mechanics, etc. At least one of each skill.
Guards: 30 or more
- 2 shock/riot squads or more, with blunt weapons and armor
- 1 marksquad or more for manning the towers and taking care of sieges
- Rookies in training and/or waiting for a spot in the staff or guard
Prisoners: Everyone else! In a standard population that would mean 140 + their children.
PM for turns. Suggestions and dwarfing in comments.- Bokaza
- 4maskwolf
- Urist McAxedwarf
- Icefire2314