Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: Communist Fort challenge  (Read 2321 times)

Hans Lemurson

  • Bay Watcher
    • View Profile
Re: Communist Fort challenge
« Reply #15 on: March 28, 2014, 07:42:12 am »

It's hard to make a communist fortress because our fortresses are already communist.
Everyone who needs clothes gets them for free, gain a home with proper resources for free, their food and booze gratis, and don't gain a single ☼ for their job. Even for trading we don't use money, we just exchange resources...
Yeah, how do you get any MORE communist than a Planned Economy where all wealth is owned by the state and allotted as needed to the population.

It's also funny in Tropico where you can nominally be as "free market" supporting as you want, but all land and property still belongs to the state and everybody is an employee of the state.
Logged
Foolprooof way to penetrate aquifers of unlimited depth.  (Make sure to import at least 10 stones for mechanisms)
Toughen Dwarves by dropping stuff on them.  (Nothing too heavy though, and make sure to wear armor.)
Quote
"Urist had a little lamb
whose feet tracked blighted soot.
And into every face he saw
his sooty foot he put."

Methadone

  • Bay Watcher
    • View Profile
Re: Communist Fort challenge
« Reply #16 on: March 28, 2014, 03:56:27 pm »

For some reason this is actually easier to play than how i normally do, All tasks are being finished without me worrying that no one is doing them.

But are they being done well? ;)
Logged

kiwiphoenix

  • Bay Watcher
    • View Profile
Re: Communist Fort challenge
« Reply #17 on: March 28, 2014, 05:00:55 pm »

Since steel beats everything foreigners ever bring anyways, low quality shouldn't matter much in battle.
Outside of combat, well, there's always quantity... which is pretty true to real-world communism, come to think of it.
Logged

Magnusen

  • Bay Watcher
    • View Profile
Re: Communist Fort challenge
« Reply #18 on: March 28, 2014, 10:26:29 pm »

Since we are speaking of 40's communism you could treat the entities as follows:

Humans:USA (treat as allies but with suspicion (kill as necessary)
Elfs:UK same as USA
Goblins:Nazi Germany (same thing people do with goblins)
Kobolds:eastern europe

i know that this don't change gameplay in nothing but is just a quirk to add more "realism" lol

You could also add "ethnicity" groups (as caste in the raws) like cossack,tatars,chechens,belarusians,georgians,etc and treat them with different levels of suspicion (look at that chechen scum! send them to the gulag!) and other things like that.
Logged
Re: Communist Fort challenge
« Reply #19 on: March 29, 2014, 12:52:11 am »

This is how I normally play.

Except at the beginning, when you have limited workers, it's way more efficient than assigning specific roles to each dwarf.
Logged
Pages: 1 [2]