brewer bob gestures!
the topic shudders and begins to move!(Since we have a topic similar to what I was about to post, I'll just necro this one.)I'm planning to (possibly) run a succession game, but I'm not sure if there's interest for my ideas, so I'll see if there's anyone wanting to join or will they just
crush my hopes and dreams offer constructive criticism and tips (since I haven't run one on this forum before).
First, I'll be using a few things from
Modest Mod (mainly a few fixes to animals, such as giving gazelle's horns, and increased max ages to giant variant, plus removing problematic tags from animal people), a couple new pottery/glazing reactions (it's always irked me that you can't make clay mugs/cups), and several new real-life animals from various mods & by me. Shouldn't be any stuff that alters game play too much.
Here's a couple ideas I have so far:
1. Capybara Man FortressBasically I would set up a starting scenario with 8-10 capybara men (bringing them with Adventure mode and changing orientation with DFHack). The main idea would be to pair up the capybaras and see if they'll get kids. I've managed to previously get adventurers married in fort mode, but never got so far as to see whether they'll have children. Population cap would be set to 1 to prevent dwarves migrating. However, it would be fine to accept petitioning visitors to live at the fort. We wouldn't be seeing any strange moods, but I'm willing to mod moods to capybara men if that's what people want.
I imagine this would be mostly a peaceful fort with nothing much happening until (or IF) the capybara men start breeding (or we get a huge wave of performance troupes). I'm thinking of having the fort mainly above ground (with a temporary one in the dirt), maybe next to the ocean or a lake with houses built on "stilts".
(This would probably work better as a single player experiment, but thought to ask if someone would be interested in a succession version.)
2. Dwarven UniversityThe goal would be to build a university: "classrooms" would be essentially guild hall zones, each dedicated to a certain craft. Citizens would be split into three categories (I guess we'd be doing some burrowing for this to work):
a) Teachers - migrant dwarves (who are historical figures) with high skills in a certain crafts would be assigned to this group
b) Students - historical figure migrant dwarves with low skills would be assigned to this one
c) Workers - non-historical migrants would be assigned to the this lowly position (that is: they'd be the ones actually running the fort)
I thought of possibly using DFHack's embark anywhere to set up the university in a human town, but I'm not sure what shenanigans that'd cause (at least some Legends stuff was a bit funky last time I tried something similar, iirc). Another option would be to embark near one, or in some relatively calm place. Population cap would be kept quite low (below siege level), at least for starters.
3. Megaproject - The Great Wall of Urist/The Night's WatchThis would be a multi-fort project. There'd be some issues building the walls all the way up to the map borders, but there's a couple workarounds for that with DFHack (that I know of). Also, might take some time to generate a map (or use Perfect World) with an even remotely realistic possibility of finishing this one.
4. Fort Mode/Adventure Mode CrossoverNo particular plan for this one, except that players can choose to pick a dwarf and go adventuring during their turn instead of running the fort (either make a new adventurer or use unretire-anyone to pick a dorf from the fort). This would optimally tie into something fort-related, such as going after a stolen artifact.
There'd be issues with retiring/unretiring, but most of that can be minimized with
several tips and the rest can be somewhat fixed with DFHack (though, my methods are a bit tedious). Biggest problem would probably be the random folk who've decided to stay as friendlies and just chill out in the area (if there's a script or something to get them to leave, I'd be interested to know).
I haven't thought of any rules yet, but suggestions are welcome, as well as tips in running the game.