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Author Topic: DF needs more LATE game challenges (with lots of examples of solutions)  (Read 7158 times)

Scruiser

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Re: DF needs more LATE game challenges (with lots of examples of solutions)
« Reply #45 on: August 04, 2014, 09:26:14 am »

1. No so much punishment, but just an extra challenge for super late game.  If a player really is playing that well for that long (10-20 years), they probably have everything setup really nicely and they don't really have anything to do besides mega-project, suicidal activity (breaching HFS, starting wars with elvish cravans), and making up cool narratives about their dwarfs that they interpret out of event (i.e. the fable of Catten and the Eagle http://www.bay12forums.com/smf/index.php?topic=43679.0).  This suggestion was meant to give the player more fodder for story telling.

2. I was thinking the game would eventually have a mechanic for rumors, news, and information to spread from dwarf to dwarf.  A traveler just telling a few dwarfs in the tavern some news of the outside would be enough for the news to spread around the fort, either automatically via abstract mechanic, or by the game tracking the knowledge of each dwarf.  If each dwarf gets a regular rumor or piece of news from the outside world, they aren't as tempted to start rumors or make up stories.  In the absence of outside information, every little internal fortress event gets treated as news, as the dwarf slowly get stir crazy and turn to making up rumors to entertain themselves. (Think of small communities where everyone know everything)

3.  Its not so much "Too Happy" as it is "satisfied and looking for more".  Managed well, the self actualizing dwarf should be an asset to the fortress, inventing new art or crafting masterworks, or organizing social events and groups, and in general making your fort better off.  So its less an instant punishment like tantrums are, and more of an event that must be managed with skill.

4.  I chose an extreme example to illustrate how this mechanic could provide FUN as a late game challenge.  I would hope that would only be a perfect storm worst case scenario.  More generally, the player would just have to start providing ways for dwarfs to healthily pursue their goals.  Fail and the dwarfs goal pursuit causes problems, succeed and they have a highly motivated dwarf making things interesting.

A few more examples of best case versus worst case

GoalWorst CaseBest Case
dreams of ruling the world:Masterminds a revolt or coup, resulting government has more nobles than beforePeacefully changes the political structure, gets rid of nobles
dreams of becoming a legendary warrior:Slaughters your fortress to hone their skillsSlaughters enemy goblins to hone their skill
dreams of seeing the great natural places of the world:Leads away your best dwarfs on an expedition that will never returnLeads an expedition with some of your less useful dwarfs, to one day return with exotic animals and plants
immortalityNecromancer inside your fort, killing dwarfsAllied necromancer making undead laborers from enemies/td]
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Shadow Of Fate

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Re: DF needs more LATE game challenges (with lots of examples of solutions)
« Reply #46 on: August 04, 2014, 10:44:03 am »

1. No so much punishment, but just an extra challenge for super late game.  If a player really is playing that well for that long (10-20 years), they probably have everything setup really nicely and they don't really have anything to do besides mega-project, suicidal activity (breaching HFS, starting wars with elvish cravans), and making up cool narratives about their dwarfs that they interpret out of event (i.e. the fable of Catten and the Eagle http://www.bay12forums.com/smf/index.php?topic=43679.0).  This suggestion was meant to give the player more fodder for story telling.

That's all well and good. But it doesn't seem like it really impacts isolationist forts all that much more. For the most part, it's just a late game mechanic to spice things up. Which is fine, by the way. But it was not the message I originally got from your description.

2. I was thinking the game would eventually have a mechanic for rumors, news, and information to spread from dwarf to dwarf.  A traveler just telling a few dwarfs in the tavern some news of the outside would be enough for the news to spread around the fort, either automatically via abstract mechanic, or by the game tracking the knowledge of each dwarf.  If each dwarf gets a regular rumor or piece of news from the outside world, they aren't as tempted to start rumors or make up stories.  In the absence of outside information, every little internal fortress event gets treated as news, as the dwarf slowly get stir crazy and turn to making up rumors to entertain themselves. (Think of small communities where everyone know everything)

That sounds rather complex. Whatever form such a mechanic might take, it doesn't exist now. I'm not sure what approach it would be best implemented exactly. Thing is that this is the only part of this that has been suggested which would make it more dangerous for the isolationist playstyle. So therefore, it is extremely important for that part of it. And even at that, it seems like it wouldn't be hard to have a mostly isolationist fort and just let in a few traders in every now and then or something and then you are as set as any other fort. And since there isn't really a set or clear process for how this is to be hypothetically spread throughout your fort, it's hard to gauge how much more effective it would really be on isolated forts.

3.  Its not so much "Too Happy" as it is "satisfied and looking for more".  Managed well, the self actualizing dwarf should be an asset to the fortress, inventing new art or crafting masterworks, or organizing social events and groups, and in general making your fort better off.  So its less an instant punishment like tantrums are, and more of an event that must be managed with skill.

4.  I chose an extreme example to illustrate how this mechanic could provide FUN as a late game challenge.  I would hope that would only be a perfect storm worst case scenario.  More generally, the player would just have to start providing ways for dwarfs to healthily pursue their goals.  Fail and the dwarfs goal pursuit causes problems, succeed and they have a highly motivated dwarf making things interesting.

A few more examples of best case versus worst case

GoalWorst CaseBest Case
dreams of ruling the world:Masterminds a revolt or coup, resulting government has more nobles than beforePeacefully changes the political structure, gets rid of nobles
dreams of becoming a legendary warrior:Slaughters your fortress to hone their skillsSlaughters enemy goblins to hone their skill
dreams of seeing the great natural places of the world:Leads away your best dwarfs on an expedition that will never returnLeads an expedition with some of your less useful dwarfs, to one day return with exotic animals and plants
immortalityNecromancer inside your fort, killing dwarfsAllied necromancer making undead laborers from enemies/td]

I see. This explains it better. In some ways it almost sounds like a different take on the Strange Mood. I'm glad there is some potential advantageous to this. Although, most of your examples here make it seem like a chore. ;) I also see the potential for "best case" scenarios still giving something you don't want. Like maybe I like my nobles (I know sacrilege) and don't want that guy who wants to rule the world to get rid of them. But I don't want him to rebel and take over my fort, either. And the necromancer seems like it could be a no win case if I don't want zombies in my fort. Is there a middle case? I know these are just examples, but maybe there should be ways to work around some of it, or have more than one potential good or bad outcome.

Anyway, I think that it is interesting idea. And while certain kinks would need to be worked out before it was implemented, I like how it could shake up late game play. But I don't see it as something that really punishes isolationist behavior all that badly.
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loose nut

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Re: DF needs more LATE game challenges (with lots of examples of solutions)
« Reply #47 on: August 04, 2014, 11:17:02 pm »

I've long thought that the most interesting drivers of late-game Fun in Fortress mode would be:

- factions WITHIN the fortress: as the dwarves get comfortable and develop kinships, or maybe as existing clan members move in, they'd form factions on the basis of these friendships, and develop grudges a bit more, and (crucially) develop friendships on the basis of who their friends like and grudges on the basis of who their friends hate, and so then you have these tensions. So for example, the mayor gets replaced, and the mayor's faction doesn't like that and hates the new mayor, so they plot to kill her. Also, military dwarves may get tied up on bodyguard duty for their faction, or brawl with military dwarves of opposing clans/factions, thus making the fortress harder to defend overall.

- factions OUTSIDE the fortress: as the fortress gets wealthy it becomes more interesting to other dwarves (or humans) in other places. They will ask you to support their military maneuvers, help press their nobles' claims elsewhere, send goods to support them – and when two opposing cities/nobles ask for your support, that's when you make enemies, and they may plot to overthrow your presiding noble, or siege you, or demand your goods, or infiltrate your fortress with a new faction, or take your military off on maneuvers and replace it with their conscripts, and so on.

You could also have interesting Fun happen on the basis of religions/ deities.
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loose nut

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Re: DF needs more LATE game challenges (with lots of examples of solutions)
« Reply #48 on: August 05, 2014, 12:14:31 am »

(Ah, yes, here it is, I suggested something along these lines a few years ago, here. That seems better thought out than what I wrote just now, though I'm not sure it dovetails with the current DF thought system.)

Also, imagine your fort develops three factions: the Miners, the Loyalists (to the Duke), and the Cult of "Kos". And about 1/3rd of the dwarves in the fort are unaffiliated. The Loyalists and the Cult band together and drive the Miners out of the fortress! Suddenly you have nobody who's any good at mining! This could be Fun in the right circumstances...
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Escapism

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Re: DF needs more LATE game challenges (with lots of examples of solutions)
« Reply #49 on: August 05, 2014, 09:55:34 am »

The most obvious solution is making food production more meaningful than it is now. I.e requiring fertilizers (or similar) for mushrooms, which would in turn force you to rely on the outer world for supplies
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Waparius

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Re: DF needs more LATE game challenges (with lots of examples of solutions)
« Reply #50 on: August 05, 2014, 09:48:01 pm »

Regarding factions and similar problems, it would work really well in connection with changing up immigration to make dwarven personalities more important, along with tweaking trade and agriculture. (Broadly, trade should be largely automated and include a lot of peddlers, dwarves buying and selling for themselves, travellers wanting to buy food/lodging, multiple caravans and so forth at market zones, with the micromanagementey interface reserved for tribute if at all; agriculture should more difficult and better left to hilldwarves.)

FIRST: You begin with seven dwarves off to found a new fortress. They're the kind of dwarves who are willing and able to make  an arduous journey into the wilderness and live in an isolated, sparsely appointed hole for years on end - a mixture of mountain-man style dwarves and those interested in enriching themselves and their families through years of hard labour. (Unless you want to make things difficult by setting up a bunch of exiled criminals, runaway peasants or whatever - but that's early-game difficulty and shouldn't be a default).

NEXT: Depending on how close you are to your mountainhome, you might receive an official caravan (with diplomat and all) on a yearly basis, or you might have to wait much longer and rely more on chance travellers and peddlers at first to get the word out (ie, migrants shouldn't come in huge waves by default); depending on your exports and location, though, you will gradually receive more migrants wanting to enrich themselves based on the resources and location, and these migrants will mostly be healthy, hard working and isolation-tolerant. With the occasional exile/band of criminals, because Losing Is Fun.

THEN: As the fort gets bigger and richer and more luxurious, the general physical and mental fitness of inbound dwarves will go down - instead of getting wild pioneers, you'll be getting more sophisticated and civilised dwarves. They'll probably be better at more refined industries and socialising, which will be helpful for diplomacy with your liason and your growing hill/deep dwarf settlements, but they'll also be more prone to sickness, infighting and mental disorders. They'll also make your introverted mountain-man dwarves unhappy and probably cause them to migrate away from the fort after a few tantrums.

You could make your fort less attractive to these decadent dwarves by just keeping things spartan, but if you do that, then your hardworking social-climber dwarves will probably become unhappy, tantrum and leave, and social-climber dwarves are more likely to send for their families if they think they're doing well in their new home, which would be an easier way to grow your population than leaving it to chance. Of course if you stick to introverted wild dwarves you can probably get along pretty well with a low population of hillbilly dwarves, but that comes with its own set of problems and fun, like being more vulnerable to getting eaten by giant naked mole rats or farmed for children by goblins whatever.

More sophisticated dwarves wouldn't be kept happy with just a dining hall but require guilds, religious celebrations, weddings and funerals, music and art and assorted entertainment, most of which would require dwarves to pop in and help.

ALSO: As I implied, dwarves should be able to leave your fortress. Unhappiness may do it for some, others may leave after a few tantrums, and some may never leave, depending on personality/various things attaching them to the fort, but exile should be a possible punishment (with the possibility of the exiled dwarf trying to sneak back in). If dwarves want to leave but can't, they should go downhill much faster than those who don't wish to leave, making it more difficult to be isolated in bad circumstances.

 Being in a dangerous area should (just through the game doing its thing, obviously) change up how both trade and migration work - instead of getting an official caravan a year and a steady stream of migrant families/individuals (plus the odd wave when a dwarf sends for their family, guild or fellow-religionists), you should expect large heavily-guarded caravans at longer intervals containing traders, migrants, and an outpost liason. And/or the occasional adventurer/small group of adventurers with a pack-mule full of plunder and news of the outside world to sell to you. Dwarves wishing to migrate away from your fort would prefer to travel with a caravan or in a large, well-armed and well-supplied group (but still be more prone to tantrums and unhappiness, as with any dwarf wanting to leave).

All but the most anti-social dwarves should enjoy chatting to merchants and travellers to hear news and rumours of the world, and get unhappy when unable to do to various degrees depending on their personality.


Regarding agriculture, there was a great thread a while back talking about making it into a difficulty curve over time - something to do with making plump helmets require logs or some other easily-depleted resource (this was prior to the multitile trees) as fertiliser, making food preservation more difficult for certain crops and so on. I'd agree with that, and throw in my perennial suggestion to make it so that unless you're specifically building an agricultural or low-population hillbilly fort, most of the food in an established fort should be bought at the market from your hilldwarves.

Another thing that would be cool for lategame fun would be malnutrition - the simple version is just having a syndrome similar to sobriety kick in when a dwarf spends too long eating preserved or long-lasting foods like cave wheat biscuits or candied plump helmet.
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Scruiser

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Re: DF needs more LATE game challenges (with lots of examples of solutions)
« Reply #51 on: August 05, 2014, 11:11:44 pm »

Quote from: Waparius
Another thing that would be cool for lategame fun would be malnutrition - the simple version is just having a syndrome similar to sobriety kick in when a dwarf spends too long eating preserved or long-lasting foods like cave wheat biscuits or candied plump helmet.
If most malnutrition effect took several years to set in, this would up the difficulty in the mid and late game, without raising the difficulty of the early game.  If the game tracked calories, protein, minerals, vitamins, and taste of each food item this would provide the backbone for several interesting malnutrition effects.

The most obvious solution is making food production more meaningful than it is now. I.e requiring fertilizers (or similar) for mushrooms, which would in turn force you to rely on the outer world for supplies
Forcing a variety of food types to meet calories, protein, mineral, vitamin, and taste requirements would contribute to this as well.  The game has a mechanic for fertilizers.  If fertilizers where necessary to ensure a productive harvest (i.e. the default harvest in vanilla DF lol), this would create some solid incentives.

Quote from: Shadow Of Fate
I see. This explains it better. In some ways it almost sounds like a different take on the Strange Mood. I'm glad there is some potential advantageous to this. Although, most of your examples here make it seem like a chore. ;) I also see the potential for "best case" scenarios still giving something you don't want. Like maybe I like my nobles (I know sacrilege) and don't want that guy who wants to rule the world to get rid of them. But I don't want him to rebel and take over my fort, either. And the necromancer seems like it could be a no win case if I don't want zombies in my fort. Is there a middle case? I know these are just examples, but maybe there should be ways to work around some of it, or have more than one potential good or bad outcome.
I think each self actualization goal should generate a range of interesting behaviors, would should ideally tie into all the other late game dwarf behavior suggestions
To expand on my table from earlier
GoalNew Mechanics Needed Player ResponsesPossible End Results?
MAINTAIN_ENTITY_STATUS More political stuff, ways for dwarfs to pursue individual political objectives, more fortress involvement in worldwide events (i.e. hillocks dwarfs) Identify dwarf's methods for maintaining entity status, appoint them to positions to satiate their political desire, or allow them to build up political momentum on their own, worst case isolate and/or use death trap New political policies set for fort; Political Upheaval; Agitator executed for traitorous behavior 
RULE_THE_WORLD  More political stuff, ways for dwarfs to pursue individual political objectives, way for your fortress to expand itself militarily  Identify dwarf's short term political goals, isolate them to stop them, allow them to interact with more dwarfs to help them, deathtrap in worst case scenario Political Upheaval; Agitator executed for traitorous behavior; A new leader sets your fort on the path of world conquest
BRING_PEACE_TO_THE_WORLD More political stuff, ways for dwarfs to pursue individual political objectives, diplomacy on world scale  Appoint them to a diplomat position New political policies set for fort; Political Upheaval; Agitator executed for traitors behavior 
CREATE_A_GREAT_WORK_OF_ART Ways for dwarf's to create items independent of player commands, impact of artwork on other dwarfs and fortress morale Help the dwarf by ensuring resources are available, isolate/censor artwork to prevent it from influencing dwarfs on a massive scale, display artwork for mass influence Masterwork art produced; Mass shifts of dwarf happiness/behavior in response to art
CRAFT_A_MASTERWORK  Ways for dwarf's to create items independent of player commands, impact of masterworks on other dwarfs and fortress morale Provide resources or training to dwarf Masterwork item produced; Mass shifts of dwarf happiness/behavior in response to masterwork
MASTER_A_SKILL  Ways for dwarf to individually pursue skill development, other ways of developing skill outside of doing tasks(i.e. books, apprenticeships, training Focus dwarf on a skill you need more of, ensure fortress allows socio-economic mobility New dwarf reaches legendary skill, guilds respond to new legendary skilled dwarf (as simple as a new member, or as bad as riots)
BECOME_A_LEGENDARY_WARRIOR  Ways for dwarf to individually pursue skill development, other ways of developing skill outside of doing tasks(i.e. books, apprenticeships, training, Military expeditions sent off site Provide dwarf enemies to kill! (Or watch them go stir crazy and go full-metal jacket on your fort) New legendary warrior, military nobles respond (as simple as accepting new equal, as bad as rejecting the new champion triggering fights), traveling dwarf looking to become legendary warrior starts war with humans or elves (intentionally or accidentally)
SEE_THE_GREAT_NATURAL_SITES  Exploration expeditions, send in-fort dwarfs offsite Equip them to ensure maximum chance of success, send them out alone and unequipped if you just want to get rid of the agitator, send other unwanted dwarfs to get rid of them, or send skilled dwarfs to ensure success Dwarf return with exotic pets/food, news of expedition failure comes, traveling expedition accidentally starts war
FALL_IN_LOVE  Relationship improvements Provide good dining areas, statue gardens, and other good places to mingle Relationship tantrum spiral starts centered around love triangle; A new couple gets married; A suicidal dwarf raging at their failure at romance tantrums or goes berserk   
START_A_FAMILY  Relationship improvements, economic features that interact with families (shared rooms, toy ownership for children, education/apprenticeship for children) Provide good dining areas, statue gardens, and other good places to mingle, provide benefits for new families/mothers (rent breaks, tax breaks, free toys for kids) A new couple has several children;  A suicidal dwarf raging at their failure at romance tantrums or goes berserk
IMMORTALITY    Secrets in fort-mode, entity ethics on raising the dead and other magic Provide would be necromancer with books or research material, isolate and kill via trap, kill officially via execution One dead would be necromancer; A powerful ally within your fort; A rouge member of your fort
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Shadow Of Fate

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Re: DF needs more LATE game challenges (with lots of examples of solutions)
« Reply #52 on: August 06, 2014, 04:00:28 am »

Sorry for what will be the most massive post ever (again) but there were a number of thoughts and concerns I wanted to get out there on some of these ideas.

I've long thought that the most interesting drivers of late-game Fun in Fortress mode would be:

- factions WITHIN the fortress: as the dwarves get comfortable and develop kinships, or maybe as existing clan members move in, they'd form factions on the basis of these friendships, and develop grudges a bit more, and (crucially) develop friendships on the basis of who their friends like and grudges on the basis of who their friends hate, and so then you have these tensions. So for example, the mayor gets replaced, and the mayor's faction doesn't like that and hates the new mayor, so they plot to kill her. Also, military dwarves may get tied up on bodyguard duty for their faction, or brawl with military dwarves of opposing clans/factions, thus making the fortress harder to defend overall.

- factions OUTSIDE the fortress: as the fortress gets wealthy it becomes more interesting to other dwarves (or humans) in other places. They will ask you to support their military maneuvers, help press their nobles' claims elsewhere, send goods to support them – and when two opposing cities/nobles ask for your support, that's when you make enemies, and they may plot to overthrow your presiding noble, or siege you, or demand your goods, or infiltrate your fortress with a new faction, or take your military off on maneuvers and replace it with their conscripts, and so on.

You could also have interesting Fun happen on the basis of religions/ deities.

While I like how DF allows for civil wars and split factions and all that, I don't think we should get too carried away. With all these ideas coming together, it very quickly could become practically impossible to keep any late game fort from fracturing and turning on each other. Tantrum spirals are hard enough to avoid as is. While I do think some certain additional challenges and mechanics could be added to this system, I'm worried we are starting to turn this into overkill. I mean factions with different agendas are interesting, sure. But if dwarfs simply become divided into warring factions by default then there is literally no way to avoid the inevitable doom of your fortress by internal conflict. That's going too far in my view. We should be able to prevent a certain kind of threat if we take the appropriate preventative measures. This allows us to lose everything in another way instead. Save some of the malice for other kinds of death and destruction.

Actually, I think Scruiser's idea of self actualization pursuits and the consequences that could possibly come from them might be a better engine to drive this. Sometimes the consequences of these pursuits could result in factions, but not always. It would depend on circumstances and how you tried to deal with it. This would allow for a solid mechanic to have the potential for this to occur only when the dwarfs get comfortable in late game, without warring factions being guaranteed to occur every time, or worse, become practically impossible to deal with in every case.

As for factions outside the fort, I believe someone in this thread already suggested that the Mountain home should be able to send demands on your fort. There are a lot of interesting things that I think could be done with outside factions. I myself am particularly interested in an upgrade in caravans and other potential traders. In addition to that, it might be fun to have a missions list on embark. As in you could choose what the mission of your mountain home gave you for the main goal of your fortress. Examples might include finding wealth, proving the existence of adamantine, building a bridge/road somewhere, building some sort of super project, creating an army, etc. The nature of your mission may impact what orders the mountain home might give you later on.


FIRST: You begin with seven dwarves off to found a new fortress. They're the kind of dwarves who are willing and able to make  an arduous journey into the wilderness and live in an isolated, sparsely appointed hole for years on end - a mixture of mountain-man style dwarves and those interested in enriching themselves and their families through years of hard labour. (Unless you want to make things difficult by setting up a bunch of exiled criminals, runaway peasants or whatever - but that's early-game difficulty and shouldn't be a default).

NEXT: Depending on how close you are to your mountainhome, you might receive an official caravan (with diplomat and all) on a yearly basis, or you might have to wait much longer and rely more on chance travellers and peddlers at first to get the word out (ie, migrants shouldn't come in huge waves by default); depending on your exports and location, though, you will gradually receive more migrants wanting to enrich themselves based on the resources and location, and these migrants will mostly be healthy, hard working and isolation-tolerant. With the occasional exile/band of criminals, because Losing Is Fun.

THEN: As the fort gets bigger and richer and more luxurious, the general physical and mental fitness of inbound dwarves will go down - instead of getting wild pioneers, you'll be getting more sophisticated and civilised dwarves. They'll probably be better at more refined industries and socialising, which will be helpful for diplomacy with your liason and your growing hill/deep dwarf settlements, but they'll also be more prone to sickness, infighting and mental disorders. They'll also make your introverted mountain-man dwarves unhappy and probably cause them to migrate away from the fort after a few tantrums.

You could make your fort less attractive to these decadent dwarves by just keeping things spartan, but if you do that, then your hardworking social-climber dwarves will probably become unhappy, tantrum and leave, and social-climber dwarves are more likely to send for their families if they think they're doing well in their new home, which would be an easier way to grow your population than leaving it to chance. Of course if you stick to introverted wild dwarves you can probably get along pretty well with a low population of hillbilly dwarves, but that comes with its own set of problems and fun, like being more vulnerable to getting eaten by giant naked mole rats or farmed for children by goblins whatever.

More sophisticated dwarves wouldn't be kept happy with just a dining hall but require guilds, religious celebrations, weddings and funerals, music and art and assorted entertainment, most of which would require dwarves to pop in and help.

The "First" stage sounds like what is already a fairly typical start. The dwarfs are The "Next" stage seems like what already happens with the migrant waves, except by in large they would tend to be hardy, healthy, and better workers and be a littler less of a mixed bag of ups and downs that you see in the start. The third stage of "THEN" sounds more like what happens now with nobles. In my experience, more nobles tend to be attracted the wealthier your fort is. You generally don't get many early on, but later on you tend to get more and more. So this could be driven by wealth and fame (word spread from outside contact like trade and sieges).

I suppose it makes sense have the first starting dwarfs and migrant waves be your typical mixed bad of starting dwarfs. I like the ides of the second stage having dwarfs that arrive in migrant waves tending to be hardy and more fit to do work and labor, but less social and with the occasional problem wave. And then late game one your fortress is wealthy, it makes sense that you would be getting a bunch of spoiled nobles and other more civilized dwarfs who aren't as used to the elements or doing labor. And it makes sense that these would tend to be more prone to sickness and such. I like that the early stages are set more isolation tolerant and hardy, and that the late game stage the dwarfs become less hardy, less good at hard labor, less isolation tolerant, etc. And the trade of for being more fragile that would be overall tend to be better socially and diplomatically.


ALSO: As I implied, dwarves should be able to leave your fortress. Unhappiness may do it for some, others may leave after a few tantrums, and some may never leave, depending on personality/various things attaching them to the fort, but exile should be a possible punishment (with the possibility of the exiled dwarf trying to sneak back in). If dwarves want to leave but can't, they should go downhill much faster than those who don't wish to leave, making it more difficult to be isolated in bad circumstances.

This is the part I don't like. I feel like while uncontrolled leaving could be realistic, it would wreak uncontrollable havoc on your fort. For example, if your best farmers just up and left because they didn't get along well with the nobles, then you would starve to death. And you can't force them to stay or they would flip out, go insane, and cause a tantrum spiral. And this would inevitably happen (assuming your fortress survived long enough to get wealthy) because the earlier worker dwarfs (which would be everything from your farmers to your miners, etc.) would always clash with the upperclass and other more "civilized" dwarfs that were attracted by late game wealth. The leaving mechanic in general makes me nervous for all but the most unique circumstances because leaving dwarfs would prevent you from doing almost anything you wanted. You see, I'm all for late game challenges. But not if such challenges take away your freedom to do what you like with the fort, which you could do because all the dwarfs you rely on would up and leave. It also would wreak havoc with RPers in community forts when they find out, oh by the way your dwarf wants to leave or he'll go insane. At least a strange mood can be appeased by the proper items. It's practically like a death for no reason to have a dwarf decide on his own that he's leaving. If there is a leaving mechanic, it should not be so open and common and should be much more controllable.


Being in a dangerous area should (just through the game doing its thing, obviously) change up how both trade and migration work - instead of getting an official caravan a year and a steady stream of migrant families/individuals (plus the odd wave when a dwarf sends for their family, guild or fellow-religionists), you should expect large heavily-guarded caravans at longer intervals containing traders, migrants, and an outpost liason. And/or the occasional adventurer/small group of adventurers with a pack-mule full of plunder and news of the outside world to sell to you. Dwarves wishing to migrate away from your fort would prefer to travel with a caravan or in a large, well-armed and well-supplied group (but still be more prone to tantrums and unhappiness, as with any dwarf wanting to leave).

IMO, this is something that needs implementation. I've always been annoyed that caravans in dangerous areas would often be so weak that they were easily slaughtered by surrounding dangers. And the sieges during caravans. Why wouldn't large caravans have protection for their valuable trade goods? And especially if they knew they were going to be trading in a dangerous area. It also should help having and overhaul of trade mechanics in general. But that's for another thread.


I think each self actualization goal should generate a range of interesting behaviors, would should ideally tie into all the other late game dwarf behavior suggestions

First of all, I wanted to say I appreciate the level of thought and detail you are putting into this to better explain it to me. That said, I think I understand this part of it pretty well. I overall like this. But I do wonder if there may be a better way besides killing them to get rid of them to prevent some of these where you don't like the positive or negative outcomes, like the necromancer one. You know, like other alternatives? Like if it's a really important dwarf, I may not want to just kill him to avoid the consequences. But I may not want the consequences, either. I fear this might become a very common dilemma. And on a more broad worry, tantrum spirals as the result of killing too many self actualized dwarfs to avoid consequences would be a major concern of mine. Of course, they would have to feel happy enough to start to do this, so killing a few might keep the rest unhappy enough to delay some of this for awhile. But it seems like eventually if you do well enough, there would be an explosion in self actualization pursuits. And that would mean that, for example, some dwarf with the IMMORTALITY goal will inevitably start trying to become a necromancer. Don't get me wrong, having a necromancer on your side is awesome. But for the sake of this example, I may not always want zombies in my fort. Maybe you could teach him abut the cycle of life or something instead? Or maybe you could turn a dwarf with the IMMORTALITY goal on the path of being a doctor striving to improve health and lifespan of the dwarfs instead of always choosing to be a necromancer? Or maybe he winds up seeing immortality as being in the hearts and minds of the people, and seeks to increase his fame and make sure written records are available so all future generations would remember him? Alternative solutions like that is the sort of thing I was looking for, and each alternative would have it's own set of good and bad potential consequences. The thing that's good about a tag like IMMORTALITY is that while it may suggest necromancer based on DF lore, it is vague enough where it can also be interpreted in a number of different ways to provide alternatives. And again, that's just one example.

I was also wondering about the frequency of this being triggered. While I like the mechanic, I could see a self actualization spiral happening where too many of these dwarfs at once get to the stage where they hit this, and it create chaos and ruins your fort. Say like 5 dwarfs decide they want to rule the world at once? You are basically screwed then, right? Perhaps certain tags might have a lower frequency and be harder to trigger than other tags? Or maybe there could be a limit to the number of dwarfs who can pursue self actualized goals at the same time, particularly if those goals were of the same type?

As far as the isolation mechanic goes, that is the one thing about this where we never really figured out. How does the isolation mechanic or it's opposite spread? What qualifies as outside contact? What makes the self actualization pursuits more of a problem in isolated forts? This particular aspect is something I would wish to discuss in greater detail. And it seems like it is being used in other ideas as well. I know Waparius mentioned it a decent amount and applied it to a bunch of different concepts. I personally love the suggestion from Waparius that dwarfs would start out being more well able to handle isolation or isolation tolerant, but that the later waves of more civilized dwarfs that would travel to a wealthy fort would be less isolation tolerant. This would help point to isolation being a major factor late game, and not as much early to mid game. I think isolation tolerance as a trait is a great idea. As far as what makes self actualization pursuits more of a problem for outside forts, perhaps certain negative consequences specifically related to being isolated could be worked in? That would just leave the isolation mechanic itself and how it works.
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Waparius

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Re: DF needs more LATE game challenges (with lots of examples of solutions)
« Reply #53 on: August 06, 2014, 06:26:55 am »


While I like how DF allows for civil wars and split factions and all that, I don't think we should get too carried away. With all these ideas coming together, it very quickly could become practically impossible to keep any late game fort from fracturing and turning on each other. Tantrum spirals are hard enough to avoid as is. While I do think some certain additional challenges and mechanics could be added to this system, I'm worried we are starting to turn this into overkill. I mean factions with different agendas are interesting, sure. But if dwarfs simply become divided into warring factions by default then there is literally no way to avoid the inevitable doom of your fortress by internal conflict. That's going too far in my view. We should be able to prevent a certain kind of threat if we take the appropriate preventative measures. This allows us to lose everything in another way instead. Save some of the malice for other kinds of death and destruction.

I think it shouldn't be a default that dwarves divide themselves into warring factions, but they should certainly divide themselves up into factions, and those factions should be able to develop a level of animosity for other factions that needs to have an eye kept on it by the player if they don't want their fortress to become either less efficient or at the worst fall into outright civil war.

So it should be possible for, say, the miners' guild to take a disliking to the clan of dwarves you have farming and fishing in the second cavern, because they trampled the Sweet Pod fields on their break one time, and if you leave it to fester then it might get to the point where you have to keep your miners away from the second cavern and associated burrows if you don't want them to get into fistfights or have picks stolen and fields trampled. But you can fix things by recruiting relatives of miners/2nd Cavern farmers into one anothers' trades, organising parties with a group both factions like, or arranging some kind of mob football game or similar sport to burn off the grudges. It's not inevitable, just something that requires some thought and effort.


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As for factions outside the fort, I believe someone in this thread already suggested that the Mountain home should be able to send demands on your fort. [...]

And also, hilldwarves should be a thing you need to manage. Again, if agriculture is more practically left to them there's an incentive to both deal with them and deal with sieges.


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The "First" stage sounds like what is already a fairly typical start. The dwarfs are The "Next" stage seems like what already happens with the migrant waves, except by in large they would tend to be hardy, healthy, and better workers and be a littler less of a mixed bag of ups and downs that you see in the start. The third stage of "THEN" sounds more like what happens now with nobles. In my experience, more nobles tend to be attracted the wealthier your fort is. You generally don't get many early on, but later on you tend to get more and more. So this could be driven by wealth and fame (word spread from outside contact like trade and sieges).

My main issue is that migrant waves shouldn't be nearly so constant and large. You should have a very low chance of getting any migrants at all until somebody's visited your fort, and the information that visitors spread about said fort should influence the dwarves who arrive later. Players who want more migrants should build elaborate marketplaces and inns surrounded by beautiful and wealthy-looking halls, or export huge quantities of goods, or similar such things. Migrant waves in the sense we currently get them should be something that happens in late-game unless a dwarf sends for their family (families should be factions in their own right as well as a potential way to link guild/religious factions, and it should be possible to have old and powerful families essentially take over a fortress). Conversely it should be possible to try for a hillbilly fort by keeping things as plain as possible (though you may attract a cult of ascetic dwarves), or even to conceal your fort from the caravan until it concludes you've failed and try to increase your population through breeding alone.

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This is the part I don't like. I feel like while uncontrolled leaving could be realistic, it would wreak uncontrollable havoc on your fort. For example, if your best farmers just up and left because they didn't get along well with the nobles, then you would starve to death. And you can't force them to stay or they would flip out, go insane, and cause a tantrum spiral. And this would inevitably happen (assuming your fortress survived long enough to get wealthy) because the earlier worker dwarfs (which would be everything from your farmers to your miners, etc.) would always clash with the upperclass and other more "civilized" dwarfs that were attracted by late game wealth. The leaving mechanic in general makes me nervous for all but the most unique circumstances because leaving dwarfs would prevent you from doing almost anything you wanted. You see, I'm all for late game challenges. But not if such challenges take away your freedom to do what you like with the fort, which you could do because all the dwarfs you rely on would up and leave. It also would wreak havoc with RPers in community forts when they find out, oh by the way your dwarf wants to leave or he'll go insane. At least a strange mood can be appeased by the proper items. It's practically like a death for no reason to have a dwarf decide on his own that he's leaving. If there is a leaving mechanic, it should not be so open and common and should be much more controllable.

Ideally it wouldn't just be that dwarves leave automatically so much as they'll leave if they find the place intolerable. It should be possible to keep dwarves happy enough to stay home based on their personality preferences - if you want to keep your antisocial dwarves, you should be able to keep them away from built-up areas and large groups of dwarves - so for instance you could have a burrow for them up on top of the mountain while your grand entrance and marketplace is down at the foot of the cliff. Some dwarves should be harder to keep than others but it should be possible.

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As far as the isolation mechanic goes, that is the one thing about this where we never really figured out. How does the isolation mechanic or it's opposite spread? What qualifies as outside contact? What makes the self actualization pursuits more of a problem in isolated forts? This particular aspect is something I would wish to discuss in greater detail. And it seems like it is being used in other ideas as well. I know Waparius mentioned it a decent amount and applied it to a bunch of different concepts. I personally love the suggestion from Waparius that dwarfs would start out being more well able to handle isolation or isolation tolerant, but that the later waves of more civilized dwarfs that would travel to a wealthy fort would be less isolation tolerant. This would help point to isolation being a major factor late game, and not as much early to mid game. I think isolation tolerance as a trait is a great idea. As far as what makes self actualization pursuits more of a problem for outside forts, perhaps certain negative consequences specifically related to being isolated could be worked in? That would just leave the isolation mechanic itself and how it works.

My idea for isolation involves a couple of things, mainly overhauling the trade mechanics so there are more travellers coming and going (depending on where a fort is). Dwarves should be able to gossip and socialise with one another, and isolation should depend on both how long it's been since a dwarf socialised with another person, how long it's been since a dwarf socialised with that particular person, and how many people that person's been in touch with...sort of thing.

There should be a divide between a dwarf's close friends, associates, fellow-citizens and outsiders; frequency of contact with each social circle should influence how isolated a dwarf is feeling.
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Shadow Of Fate

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Re: DF needs more LATE game challenges (with lots of examples of solutions)
« Reply #54 on: August 06, 2014, 02:45:26 pm »

I think it shouldn't be a default that dwarves divide themselves into warring factions, but they should certainly divide themselves up into factions, and those factions should be able to develop a level of animosity for other factions that needs to have an eye kept on it by the player if they don't want their fortress to become either less efficient or at the worst fall into outright civil war.

So it should be possible for, say, the miners' guild to take a disliking to the clan of dwarves you have farming and fishing in the second cavern, because they trampled the Sweet Pod fields on their break one time, and if you leave it to fester then it might get to the point where you have to keep your miners away from the second cavern and associated burrows if you don't want them to get into fistfights or have picks stolen and fields trampled. But you can fix things by recruiting relatives of miners/2nd Cavern farmers into one anothers' trades, organising parties with a group both factions like, or arranging some kind of mob football game or similar sport to burn off the grudges. It's not inevitable, just something that requires some thought and effort.

Meh. I'm not so sure. To be honest, it sounds like a huge chore. And a solution is recruiting relatives into the trades? What? Do I need a massive lineage line for all of my hundreds of dwarfs, too? I'm sorry but I hate that solution. I mean if factions always form by default, always get into conflict, and there is nothing to limit the forming of all sorts of factions, then how do you deal with it? For the most part, you would be stuck painstakingly babysitting every last faction to make sure they would not start too much trouble and resolving any conflict that came up instead of actually accomplishing what you want with your fort. And it seems like this would be getting to overkill. As cool as some of these suggestions are, they add up. I don't want it to get to the point where I literally have to spend ALL my time babysitting all my dwarfs and every little thing they do. Perhaps factions and conflict can result from other mechanics, rather than be a default thing. I mean it adds an interesting dimension, but not one that should always be constant IMO. If it comes to it, I do prefer my suggestion of having this be related somehow to some of the consequences of the self actualization pursuits, rather than be it's own automatic and practically unlimited thing. Or at least limit it substantially.

And also, hilldwarves should be a thing you need to manage. Again, if agriculture is more practically left to them there's an incentive to both deal with them and deal with sieges.

Well, I'm not 100% sure on "hilldwarves" simply because I don't understand where you draw the line on what factions or conflict with other dwarfs that creates by default. And if it follows your idea of the leaving mechanic then it just gets crazy. What chaos do "hilldwarves" create exactly when combined with the other ideas?

My main issue is that migrant waves shouldn't be nearly so constant and large. You should have a very low chance of getting any migrants at all until somebody's visited your fort, and the information that visitors spread about said fort should influence the dwarves who arrive later. Players who want more migrants should build elaborate marketplaces and inns surrounded by beautiful and wealthy-looking halls, or export huge quantities of goods, or similar such things. Migrant waves in the sense we currently get them should be something that happens in late-game unless a dwarf sends for their family (families should be factions in their own right as well as a potential way to link guild/religious factions, and it should be possible to have old and powerful families essentially take over a fortress). Conversely it should be possible to try for a hillbilly fort by keeping things as plain as possible (though you may attract a cult of ascetic dwarves), or even to conceal your fort from the caravan until it concludes you've failed and try to increase your population through breeding alone.

I see. I do mostly like that mechanic. However, it might be nice to get an initial wave or two regardless because the seven starting dwarfs is rarely enough. Worst case scenario, you can always isolate the migrants and kill them if you don't want them and want to stay hidden ASAP and survive with just the initial dwarfs. Maybe the initial migrant waves would be smaller. But you should get at least some extras in a couple safe waves to start.

This is the part I don't like. I feel like while uncontrolled leaving could be realistic, it would wreak uncontrollable havoc on your fort. For example, if your best farmers just up and left because they didn't get along well with the nobles, then you would starve to death. And you can't force them to stay or they would flip out, go insane, and cause a tantrum spiral. And this would inevitably happen (assuming your fortress survived long enough to get wealthy) because the earlier worker dwarfs (which would be everything from your farmers to your miners, etc.) would always clash with the upperclass and other more "civilized" dwarfs that were attracted by late game wealth. The leaving mechanic in general makes me nervous for all but the most unique circumstances because leaving dwarfs would prevent you from doing almost anything you wanted. You see, I'm all for late game challenges. But not if such challenges take away your freedom to do what you like with the fort, which you could do because all the dwarfs you rely on would up and leave. It also would wreak havoc with RPers in community forts when they find out, oh by the way your dwarf wants to leave or he'll go insane. At least a strange mood can be appeased by the proper items. It's practically like a death for no reason to have a dwarf decide on his own that he's leaving. If there is a leaving mechanic, it should not be so open and common and should be much more controllable.

Ideally it wouldn't just be that dwarves leave automatically so much as they'll leave if they find the place intolerable. It should be possible to keep dwarves happy enough to stay home based on their personality preferences - if you want to keep your antisocial dwarves, you should be able to keep them away from built-up areas and large groups of dwarves - so for instance you could have a burrow for them up on top of the mountain while your grand entrance and marketplace is down at the foot of the cliff. Some dwarves should be harder to keep than others but it should be possible.

Still not sure I like it. What constitutes intolerable? Is it unhappiness? Because after a certain point, that leads to going insane and tantrum spirals. If unhappiness was the condition for leaving, and it was after a couple dwarfs lose their minds like you say, then it sounds like dwarfs leaving could actually make it easier late game based on the fact that the unhappy dwarfs who would be about to go crazy anyway would leave instead of going berserk and contributing to a tantrum spiral. And that's not much of a late game challenge.

On the other hand, if intolerable is just because they don't like the new dwarfs or they don't like interacting with them, then it would be a challenge during the entire game (not just late game) just to keep your dwarfs. And what would constitute anti-social? The amount of dwarfs with anti-social traits I get is often way higher than the social ones. So would I have to put them all in their own separate burrows to keep them all from leaving? I don't like it. I especially don't like it if you factor in that you want to limit migrant waves. How do I replenish my population after everyone I need leaves? How do I replace my legendary workers?

As far as the isolation mechanic goes, that is the one thing about this where we never really figured out. How does the isolation mechanic or it's opposite spread? What qualifies as outside contact? What makes the self actualization pursuits more of a problem in isolated forts? This particular aspect is something I would wish to discuss in greater detail. And it seems like it is being used in other ideas as well. I know Waparius mentioned it a decent amount and applied it to a bunch of different concepts. I personally love the suggestion from Waparius that dwarfs would start out being more well able to handle isolation or isolation tolerant, but that the later waves of more civilized dwarfs that would travel to a wealthy fort would be less isolation tolerant. This would help point to isolation being a major factor late game, and not as much early to mid game. I think isolation tolerance as a trait is a great idea. As far as what makes self actualization pursuits more of a problem for outside forts, perhaps certain negative consequences specifically related to being isolated could be worked in? That would just leave the isolation mechanic itself and how it works.

My idea for isolation involves a couple of things, mainly overhauling the trade mechanics so there are more travellers coming and going (depending on where a fort is). Dwarves should be able to gossip and socialise with one another, and isolation should depend on both how long it's been since a dwarf socialised with another person, how long it's been since a dwarf socialised with that particular person, and how many people that person's been in touch with...sort of thing.

There should be a divide between a dwarf's close friends, associates, fellow-citizens and outsiders; frequency of contact with each social circle should influence how isolated a dwarf is feeling.

Well I do like the idea of overhauling trade mechanics. As far as your take on the isolation mechanic, it seems really complicated. It's also seems like it's rather reliant on friend making. Or if your in a fort where your dwarfs don't tend to make as many friends, then it would be considered more isolated? That seems kind of off from what most people would consider an isolated fort. And normally, too many friends were a bad thing because minimal deaths could lead to major tantrum spirals. But now if we are going to punish isolationist forts then. Or maybe you just solve that with large dining rooms or something to force interaction? Hmmm... I'm not sure it entirely fits but it makes sense and I don't have any better ideas right now. I'm trying to think how one might refine it. The problem I have is that generally isolationists forts are forts that shut themselves in and avoid outside contact, rather than forts where the dwarfs don't make friends with each other. I think it might be more appropriate if the outside influences (or lack thereof) at least had significantly more weight to them when it came to isolation measurements.

Also, I feel like it's worth mentioning that some of your ideas for anti-social dwarfs could combine with this to make a mess. If they don't like social interaction, then they force you to isolate them or they leave. Then isolation leads to further problems specifically designed for isolationist forts...
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Scruiser

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Re: DF needs more LATE game challenges (with lots of examples of solutions)
« Reply #55 on: August 06, 2014, 03:38:05 pm »

I think it shouldn't be a default that dwarves divide themselves into warring factions, but they should certainly divide themselves up into factions, and those factions should be able to develop a level of animosity for other factions that needs to have an eye kept on it by the player if they don't want their fortress to become either less efficient or at the worst fall into outright civil war.

So it should be possible for, say, the miners' guild to take a disliking to the clan of dwarves you have farming and fishing in the second cavern, because they trampled the Sweet Pod fields on their break one time, and if you leave it to fester then it might get to the point where you have to keep your miners away from the second cavern and associated burrows if you don't want them to get into fistfights or have picks stolen and fields trampled. But you can fix things by recruiting relatives of miners/2nd Cavern farmers into one anothers' trades, organising parties with a group both factions like, or arranging some kind of mob football game or similar sport to burn off the grudges. It's not inevitable, just something that requires some thought and effort.

Meh. I'm not so sure. To be honest, it sounds like a huge chore. And a solution is recruiting relatives into the trades? What? Do I need a massive lineage line for all of my hundreds of dwarfs, too? I'm sorry but I hate that solution. I mean if factions always form by default, always get into conflict, and there is nothing to limit the forming of all sorts of factions, then how do you deal with it? For the most part, you would be stuck painstakingly babysitting every last faction to make sure they would not start too much trouble and resolving any conflict that came up instead of actually accomplishing what you want with your fort. And it seems like this would be getting to overkill. As cool as some of these suggestions are, they add up. I don't want it to get to the point where I literally have to spend ALL my time babysitting all my dwarfs and every little thing they do. Perhaps factions and conflict can result from other mechanics, rather than be a default thing. I mean it adds an interesting dimension, but not one that should always be constant IMO. If it comes to it, I do prefer my suggestion of having this be related somehow to some of the consequences of the self actualization pursuits, rather than be it's own automatic and practically unlimited thing. Or at least limit it substantially.

I think the factions thing should be a consequence of several other mechanics.  Religious groups and worship of individual gods+guilds/additional economic organization+ additional political organization+ continued expansion of relationship mechanics+ individual dwarfs pursuing goals relating to religion, economics, politics, and relationships.  I think the end result of the factional divisions should be positive if managed well, a toss of the dice if not managed, and a negative result if intentionally mismanaged/managed by a sadistic player.   
A few examples to clarify what I mean:

Two major religions/religious groups exist in your fort.  The player could designate a single place of worship for them and require them to share/rotate off, or they could create separate places of worship.  Forcing them to share a single room/location is a likely source of conflict.  Assigning them or allowing them to buy/rent separate but equal places of worships minimizes conflict.   Assigning drastically unequal rooms all but guarantees bad thoughts and conflict.  The player can also influence the selection of each religious groups leader.  If the player selects two close friends as leaders of each group, conflict if very unlikely.  If the player selects two unrelated dwarfs, conflict is possible.  If the player selects two enemies as leaders of each group, conflict is guaranteed.  Depending on the individual dwarfs' personalities and relationships, along with overall fortress morale, the conflict can be anything from minor protests, to dwarfs leaving the fort, to outright holy war.

Your fort is extremely populous and has guilds and the economy is in free market mode (or however the future economy releases handle it).  The metal-smithing guild is large enough to split into two separate guilds.  The player could prevent this (via top down command from noble) at the expense of just a few unhappy thoughts.  The player doesn't prevent it to avoid any unhappy thoughts.  As a result, weapon-smiths and armor-smiths make up one new guild, metal-crafters and blacksmiths make up another new guild.  The player allocates steel and bronze for the weapon and armor guild only, provoking bad thoughts from the metal-crafter and blacksmiths guild.  The player also only commissions weapons and armor, letting the free-market handle metal crafting and metal furniture supply and demand.  This results in lower wages for the metal crafter and blacksmiths.  If the player appointed or manipulated it such the two guilds' leaders are close friends, conflict could be avoided.  If not however, the metal-crafters and blacksmith might peacefully protest, or go on strike, or riot, or join another disgruntled faction and start outright civil war, depending on how the player handles things and the individual dwarfs' personality traits.

So yeah, factions be something the players can manage to avoid any problems, ignore and get problems at random, or mess up entirely or intentionally sabotage to get outright conflict up to civil war.
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Things I have never done in Dwarf Fortress;

- Won.

locustgate

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Re: DF needs more LATE game challenges (with lots of examples of solutions)
« Reply #56 on: August 06, 2014, 06:02:13 pm »

Mutinies - ratcheting up the intensity of tantrum spiral type Fun. Dwarves might not just throw a chair. Depending on personality, they might instead play it cool, not make themselves noticed, but instead quietly and persistently raise an entire rebellion against you that strikes suddenly when the time is ripe.
I have slight PTSD from Crusader Kings 2 on this topic.
Please no.
There is nothing more frustrating than "Hey! You lost. Since 23 saves ago."
Because some rebelious elf decided to overthrow me with an all-out war despite the game telling me he loves me, and in the middle of an invasion.

I mean, calm and cold murder, vampire style, ok.
Silent and suden loyalty cascade, that's a no-no.

That's why you execute him and then assassinate his entire family.
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Waparius

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Re: DF needs more LATE game challenges (with lots of examples of solutions)
« Reply #57 on: August 06, 2014, 09:15:22 pm »

Meh. I'm not so sure. To be honest, it sounds like a huge chore. And a solution is recruiting relatives into the trades? What? Do I need a massive lineage line for all of my hundreds of dwarfs, too? I'm sorry but I hate that solution. I mean if factions always form by default, always get into conflict, and there is nothing to limit the forming of all sorts of factions, then how do you deal with it? For the most part, you would be stuck painstakingly babysitting every last faction to make sure they would not start too much trouble and resolving any conflict that came up instead of actually accomplishing what you want with your fort. And it seems like this would be getting to overkill. As cool as some of these suggestions are, they add up. I don't want it to get to the point where I literally have to spend ALL my time babysitting all my dwarfs and every little thing they do. Perhaps factions and conflict can result from other mechanics, rather than be a default thing. I mean it adds an interesting dimension, but not one that should always be constant IMO. If it comes to it, I do prefer my suggestion of having this be related somehow to some of the consequences of the self actualization pursuits, rather than be it's own automatic and practically unlimited thing. Or at least limit it substantially.

I must not be explaining myself properly. I wasn't suggesting that factions would always get into conflicts without careful micromanagement, or that the family recruitment option should be the only way to mitigate that sort of thing - it was just meant to be an idea for the sort of things that might happen and one possible solution. Scruiser's reply to your post sums it up pretty perfectly as something that could be managed to avoid (or create) problems, or left alone for a chance of trouble in future.

While any large fort should be very very likely to develop factions as a side-effect of dwarves getting friends and families, a reasonably-designed fort should under normal circumstances be unlikely to have those factions get into outright civil war.

Some of my ideas about faction-formation are kinda contingent on the development of new mechanics, note - things like:

- Workshops being turned into Zones, and supporting multiple workers
- New rooms for entertainment/religion
- Ability to assign burrows and rooms to groups
- Increased dwarven autonomy, including buying their own possessions from a marketplace or even (hopefully) furnishing their own rooms to some extent.
- Changes to education, with dwarves being best taught trades by working alongside skilled dwarves (initially having slightly slower production but leading to faster production with a journeyman dwarf and then getting a skilled tradesdwarf at the end). Obviously dwarves would still be able to figure things out on their own as well, but they'd do it a lot slower.
- Changes to how time flows in-game - ideally making it work at the same speed as adventurer time with options to speed up or slow down so it's not boring - that result in dwarves eating, sleeping and taking breaks in a more realistic fashion. (It would nerf farming too by having dwarves eat more, which is a good thing). Ideally they'd mostly be eating and sleeping at similar times, depending on their personalities.

Personally I think it should be extremely difficult to stop most dwarves from making friends - dwarves should make friends with their workmates and those they eat with; they should take breaks in the tavern and make friends; the dwarf shuffling minecart loads of food and ore between the magma foundries and the farms and mines in the second cavern should be more or less likely to linger to chat and make friends depending on their sociability; dwarves who get into trouble ought to be able to make friends with the dwarves who save them from that trouble. Etc.

This should depend on a dwarf's personality, obviously - antisocial dwarves should have a much higher friendship threshold than other dwarves and spend more time alone (so it shouldn't be impossible to keep them from getting overcrowded).

It should also be pretty likely that some dwarves would take a dislike to other dwarves and avoid them if the space is available. If it's impossible to do so their dislike will increase and they may start getting into the odd fistfight. If things escalate too much they may even develop a grudge or even a vendetta. It should also be possible for dwarves to have a change of heart towards those they dislike, or even grudges (if, say, a dwarf saves the life of one with a grudge against them, or something similar).

Managing this wouldn't involve constant babysitting unless it was near a crisis - if you want to prevent that sort of thing from getting out of hand it should be a matter of having multiple dining rooms, separate living spaces (dwarves who dislike their neighbours ought to be able to change rooms, not to say there shouldn't be the occasional ornery old grouch who you need to evict), larger corridors and/or multiple routes to more-frequented areas, and similar sorts of things. However these problems should get worse when the fortress is in trouble (in late-game when your population has more sensitive dwarves and better defenses).

For instance in a siege, when the fortress is shut, goblins keep trying to break down the drawbridge or tunnel inside, and the dwarven flour is running low - that's when disgruntled dwarves start cultivating grudges and doing things like leaving their grudgee to the goblins or defacing their rooms. Add in the agriculture changes, trap nerfing, siege weapons and tunneling and it would give sieges real teeth in late-game rather than making them a minor inconvenience.

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Well, I'm not 100% sure on "hilldwarves" simply because I don't understand where you draw the line on what factions or conflict with other dwarfs that creates by default. And if it follows your idea of the leaving mechanic then it just gets crazy. What chaos do "hilldwarves" create exactly when combined with the other ideas?

I'd say that nothing happens "by default", but some things are very likely to happen unless you're working hard to prevent them. Like, you could have a fortress in which everybody was in one single faction if you put a lot of effort into it - something like keeping your fort isolated, refusing to deal with or encourage hilldwarf sites, making your fort self-sufficient and exiling everyone who wasn't part of a particularly fervent religious order you happened to have attracted. Like, if you want a factionless hermit fort, well, that should be your goal in the game, not something you can just kind of do incidentally.

 In terms of hilldwarf issues it can probably be abstracted pretty safely - disgruntled hilldwarves may run away to the big fortress, disgruntled fortress dwarves may run off to the country, but mostly it would be things like refusing to supply food to a fortress/jacking up their prices, or giving a guide to a sieging/raiding enemy to show them where the traps are, that sort of thing.

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I see. I do mostly like that mechanic. However, it might be nice to get an initial wave or two regardless because the seven starting dwarfs is rarely enough. Worst case scenario, you can always isolate the migrants and kill them if you don't want them and want to stay hidden ASAP and survive with just the initial dwarfs. Maybe the initial migrant waves would be smaller. But you should get at least some extras in a couple safe waves to start.

...Is literally everybody only embarking to evil biomes or glaciers or what-have-you? I honestly don't see the difficulty keeping your initial seven dwarves alive under normal circumstances, and if anything find it difficult to deal with the huge early migrant waves showing up before I've had time to smooth out my starting seven's bedrooms, or then the next ten bedrooms, or then the next thirty, let alone set up initial industries or whatever. At the moment I'm usually  too busy building furniture and smoothing rooms to make trade goods for the first caravan - there's no feeling of carving out a little section of the wilderness and turning it into a homestead, just, I dunno, desperately housing a bunch of refugees.

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Still not sure I like it. What constitutes intolerable? Is it unhappiness? Because after a certain point, that leads to going insane and tantrum spirals. If unhappiness was the condition for leaving, and it was after a couple dwarfs lose their minds like you say, then it sounds like dwarfs leaving could actually make it easier late game based on the fact that the unhappy dwarfs who would be about to go crazy anyway would leave instead of going berserk and contributing to a tantrum spiral. And that's not much of a late game challenge.

Intolerable would be unhappiness, but that depends on the dwarf's personality, the fort's situation and other things like loyalty to friends/family/faction. Some dwarves wouldn't leave at all, and would just go insane. Some would leave after throwing a few tantrums but before going insane. Some would leave before they went insane. It should be relatively easy to see when any given dwarf wants to leave, and you should be able to persuade them to stay in various ways similar to the ways you can try to cheer up tantruming dwarves at the moment.


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On the other hand, if intolerable is just because they don't like the new dwarfs or they don't like interacting with them, then it would be a challenge during the entire game (not just late game) just to keep your dwarfs.

The way I see it, the earlier dwarves would be more psychologically resilient in general than the later dwarves. Dwarves who don't like socialising would avoid it if it's possible to do so. Most maps have plenty of room to build huge corridors and isolated burrows.


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And what would constitute anti-social? The amount of dwarfs with anti-social traits I get is often way higher than the social ones. So would I have to put them all in their own separate burrows to keep them all from leaving? I don't like it. I especially don't like it if you factor in that you want to limit migrant waves.

I'd say "anti-social" here really means more "introverted" - dwarves who have a higher tolerance for isolation (so they take a long time to get unhappy when they're cut off from the outside world), don't enjoy socialising very often and prefer to do so with those they know well. An introverted dwarf wouldn't get unhappy from socialising with their friends (that would include things like eating together, attending parties and so on), and would be relatively alright working with strangers, but wouldn't enjoy socialising with strangers. You wouldn't have to burrow them separately, but it might be worth giving them bedrooms in their own little part of the fort, away from the parties and festivals of the more extroverted newcomers. You should be able to expand their circle of friendships by things like working with other dwarves, meeting those dwarves individually and chatting while in a good mood (eg, with the minecart-lugging dwarf who brings them their food), being saved from peril or what-have-you. They should also have an easier time dealing with their family and other people in their faction, if they have them.

I'd assume that the initial seven were already friends, from their journey together. Ideally they would be better able to cope if their friends died in the early part of the game due to their pioneering spirit, but take it really hard if their friends died in the later parts and left them alone with these strangers. Not entirely sure how that would work though.

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How do I replenish my population after everyone I need leaves? How do I replace my legendary workers?


Well leaving aside the "losing is fun thing" (because seriously, I haven't lost a game in far too long), if you can't hang onto your isolationist dwarves you replace them with more cosmopolitan ones. You replace your legendary workers by training up more legendary workers, or having sociable legendaries migrate in.


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Well I do like the idea of overhauling trade mechanics. As far as your take on the isolation mechanic, it seems really complicated. It's also seems like it's rather reliant on friend making. Or if your in a fort where your dwarfs don't tend to make as many friends, then it would be considered more isolated? That seems kind of off from what most people would consider an isolated fort. And normally, too many friends were a bad thing because minimal deaths could lead to major tantrum spirals. But now if we are going to punish isolationist forts then. Or maybe you just solve that with large dining rooms or something to force interaction? Hmmm... I'm not sure it entirely fits but it makes sense and I don't have any better ideas right now. I'm trying to think how one might refine it. The problem I have is that generally isolationists forts are forts that shut themselves in and avoid outside contact, rather than forts where the dwarfs don't make friends with each other. I think it might be more appropriate if the outside influences (or lack thereof) at least had significantly more weight to them when it came to isolation measurements.

Also, I feel like it's worth mentioning that some of your ideas for anti-social dwarfs could combine with this to make a mess. If they don't like social interaction, then they force you to isolate them or they leave. Then isolation leads to further problems specifically designed for isolationist forts...

Again, probably messed up my explanation. The idea I'm really going for is that there's a difference between friends and strangers. Sociable dwarves would enjoy socialising with strangers and acquaintances (so, merchants and travellers) and get unhappy thoughts from not being able to do so, and most, especially particularly civilised dwarves, should want to hear some news from the outside world - whether heard from a merchant/traveller directly or from dwarves who had recently spoken with outsiders.

 Isolation-tolerant dwarves would dislike socialising with strangers and acquaintances, and not care so much (or at all) about hearing the news, but be fine with their friends. Friendships should form in a large number of ways and be both difficult and (often) undesirable to avoid, so most dwarves - even most isolation-tolerant ones - should get unhappy thoughts from having no friends at all, but introverted dwarves would naturally have fewer friendships because they would avoid partying and eating with strangers and mostly make new friends through work.

 I agree that an isolationist fort should be, if anything, more close-knit than a cosmopolitan one - it should be one way of keeping introvert dwarves happy staying, because they'd have had time to befriend the rest of the fort and wouldn't be as worried about socialising with them. Dwarves who couldn't live without their news would be something you'd have to either deal with or let go, and personally I think that's fine because no fort should be perfect.

That said, it should be possible to have some dwarves who are perfectly happy with no friends, including isolation-tolerant ones who just want to be by themselves and extroverts who just prefer to be with strangers. Some of those dwarves may be doing this to avoid attracting attention - vampires and exiled criminals for instance, or goblin spies - others may just prefer to be alone or with strangers.

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Romegypt

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Re: DF needs more LATE game challenges (with lots of examples of solutions)
« Reply #58 on: August 06, 2014, 11:17:56 pm »

Someone suggested a way of doing factions without having your fort collapse. It was something like this.

There were multiple factions. Dwarfs could join them, and would be more likely to join one if they had a personality that matched the general format of the factions goals. The factions didn't always war, only when they were ignored/denied lots of things, such as a military faction claiming all the food and the farmers faction getting mad about it(as an extreme, like some of their members may be starving). The factions had their own diplomacy structure and such.

But I don't think factions are NECESSARY. Just something that would be good to add.

Maybe the sieges get bigger and bigger, although, AFAIK, they already do.

Maybe a sewer system would be needed? and when dorfs do their business, it shows up as manure, and almost instantly generates Miasma, so a sewer system would be great to manage, although I think Toady already said no bathroom mechanics.

Also maybe-

That elf that travels the lands in legend, slaughtering mega-beast/titans and such? oh, he wants to murder your dorfs now, because they took down to many animals. And look! His companions!

an actual economy (I know, it's planned).

Grudges escalating into feuds/blood feuds, eventually with a bloody fight if it escalates to far(Been suggested by someone, not sure who).

Bandits pretending to be merchants ("surprise Mother drummer!" said the bandit as he murdered epicly useless poor cheesmakers

Dragons taking more than one square and actually being hard to kill (Well, there goes your poorly trained and useless awesome epic military.


Maybe some others, but I can't think of them right now.
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loose nut

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Re: DF needs more LATE game challenges (with lots of examples of solutions)
« Reply #59 on: August 06, 2014, 11:43:08 pm »

I certainly don't imagine a fortress riven by rival factions destroying itself outright except in unusual circumstances. Loyalty cascades would have to work very differently (ideally, they'd be totally reformed) if factions were to appear in the game. I would imagine the greater enmity among dwarves would do a lot to curb tantrum spirals but that may also need to be handled somehow. Dealing with corpses may be a bigger issue.

I would imagine a certain level of population turnover however, as dwarves get disgusted and leave, or are driven out of the fortress. And maybe they return with friends?

Also I'd imagine the possibility of nonlethal confrontations would give the player advance warning in many cases, as they'd get into fistfights possibly several times before bringing out the knives. In fact now that I type that I like the idea of rival dwarven factions getting into drunken brawls just to let off steam and, after brawling, liking their rivals a bit more ("Urist enjoyed brawling with Dakost recently").

It also might be a good idea to give entities a concept of in-group out-group, so that for example rival groups of dwarves may join together to fight their common enemies the goblins, and so on.
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