There are three things I don't like about it:
The way it keeps being described to me, a bunch of factions will automatically form in just about any fort, and I'll have to watch all of them to make sure they don't fight each other.
I don't know, depends on your ideas about "a bunch" - in terms of outright factionalisation, I'd expect a (large, lategame) fort to have the following -
- Families
- Friends
- Guilds
- Religions
Now, while ideally everyone would be influenced by their loyalties to all of these, certain groups should just naturally become more powerful than others through numbers, alliances etc, and it's only when they reach a certain level of power that players would really need to keep an eye on them, which would be easily tracked/dealt with by having the most influential member of that faction get elevated to some sort of noble status - Guild Masters, High Priest[/esse]s, [M/P]atriarchs etc. While disaster or player interest might be helped by digging down through faction layers, and it should always have some small potential to cause assorted Fun, most of the time you'd only be dealing with the upper-level stuff.
If factions are able to influence other factions then some nobles will become more important than others, and this should be something that can be managed through player effort or happen on its own. The more powerful a faction is, the more important it should be to keep them happy - meaning that you'd be able to balance between paying less attention to multiple groups with paying more attention to one group.
So, you might have a fortress ruled by two or three very powerful clans, to the point that those clans are the only factions you need to keep track of, but must be kept equally happy and friendly with one another to avoid problems. You might end up with a carefully-balanced web of guilds and religions where none are so powerful that you need to keep them more than moderately happy, but you do need to keep half an eye on ensuring no one group starts to grab power. These should be things the player can manipulate easily in early-to-mid game, or with more effort in late-game (because I like plans to pay off). I'm not sure how that should go exactly - maybe things like, focus on a single industry to get a guild to entrench itself early, coddle one of your starting seven so that they send for their family, spread out your industries and families to slow down faction growth, that sort of thing.
Factions shouldn't generally war with each other unless you're unlucky in your faction leaders, but they should generally develop likes/dislikes for different groups that may cause extra problems when there's stress and make some things less convenient - like say, the influential Agenathen Clan hate the the Engineers' Guild because of [Worldgen Event] or something that happened in-play, so you have to remember not to assign anyone named Agenathen as an engineer and deal with the fact that the traps and mechanisms in the Agenathan Clan's burrow may go a bit longer between servicing.
It should usually be more of an annoyance that you could try to fix with some effort or just mitigate with less effort (say, not putting the Agenathen burrow in the way of your elevators, pumpstacks, mechanical minecart tracks and/or trap defenses, or moving the clan somewhere else (somewhere a little nicer to keep them happy) if it only comes out later in play.
Even if the Agenathens are so powerful that they essentially run the fort, it shouldn't stop you from having engineers, and it should be possible to undermine them/build up more Engineer-friendly factions, but it should be a project rather than something that you can just idly do, and having an anti-engineering fort should make relying on the engineering industry less viable. Note, though, that you should be able to head this problem off pretty easily in early-to-mid-game (for a few industries at least - I don't think any fort should be perfect) by doing something like assigning a lot of engineers and putting machinery everywhere to make sure the dwarves are used to it before they come under the thumb of the more civilised, less pragmatic Agenathens. Or whatever.
Part of the fun for me in Dwarf Fortress is having to deal with what you have, and that should extend to in-fort politics - that's why I keep pushing these sorts of ideas.
This brings me to my second problem:
2. There's no mechanic that results in a more limited creation of factions or at least allows you some control on the number of factions. [...] Where is my limiter?
3. The third thing I don't like is that I wind up spending all my time baby sitting factions, tracking lineages, friendships, the amount of supplies everyone gets to play with, or whatever to avoid loyalty cascades instead of actually building my fort out how I like. [...] Only a matter of time, that is, unless I spend a crazy amount of time and painstaking detail micromanaging them all. So that means I practically have to watch them.
Solution:
Just make the factions numbers more controllable. That's all I ask. [...]
Does the above solution solve those problems for you as well? Because that's the sort of thing I'm aiming for. Frankly I agree that it would be a nightmare to have to track 40 factions at once from the time you have 30 dwarves. To boil it down, while less-powerful factions should be things you can look at and manipulate if you want, a late-game fort, left alone, ought to usually default to 3-7 factions powerful enough that the player needs to pay some attention to them, with 1-3 being important enough that they matter a lot. Keeping enemy factions happy under normal circumstances ought to be as simple as digging out a large enough fort that they have enough room to stay away from one another, making sure they have enough to do, having the fortress guard stationed in potential trouble spots (eg, entrances/exits and bottleneck corridors), and making sure nobody kills anybody else.
I'll admit, I do find this interesting. But personally, I don't want to change Dwarf Fortress into Dwarf Sims or Dwarf Babysitter. I still want to have time to actually build my fortress. This looks like it will take up all my time. Don't get me wrong. I understand you said that it wouldn't be micromanaging unless there were a crisis. I understand that is not how you envision this. But then you, and even Scruiser to a lesser extent, go into all the detail of things I would need to do to keep them from getting into conflict with each other or else all these potentially fortress destroying things will happen. Perhaps the extra detail is partly my fault for encouraging more clarification, but still. It's a ton of stuff to learn and watch and manage and so on. It would take a lot of time managing. And since there isn't anything limiting the automatic and rapid faction creation then it quickly gets out of control.
I don't know. I hope my explanation is making sense here. Part of the point of faction management being about building a few districts and so on is to make the game encourage more interesting fortress design to avoid that sort of micromanagement, with the latter being there as a sort of last resort. If you manage your fortress, you don't need to manage your dwarves. If you manage your dwarves you don't need to manage your fortress. If you're lucky you might get both.
But on the other hand this is a thing that I want to bring in in late-game. Right now none of my established forts fall apart on their own, so once I've gotten through the early and mid-game there's literally nothing to do beyond abandonment, reckless endangerment or megaprojects, and I'm not interested in that sort of game. I like my dwarf fortress to be difficult all the way through, in different ways at each stage. Factions aren't a problem in early-game, when you're keeping your dwarves alive in a hostile wilderness. They aren't a big deal in mid-game, when you're carving out your fortress and dealing with raiders and thieves and the odd ghostly fisherdwarf. They're a problem in late-game when you have 200 dwarves and multilayered defenses and a pet Marsh Titan and a vampire walled up in the basement... unless you were careful in mid-game and you remember to check the Factions menu every year or two to make sure nothing's creeping up on you. Which is also fun.
It's not fun for me to just be able to have a powerful huge fort with no effort at all after the second year and resort to building giant pointless statues or whatever to kill time. I want a big pointless statue to be a real achievement.
What?!?!? "Hey enemy goblins here's our traps, come in the back way. Here, I'll show you where it is..." I didn't realize disgruntled guild members were that suicidal. So they could jack prices, refuse to supply your fortress, show the enemy how to invade your fort, or cause a number of other things to happen because you gave one forge 10 bars and the other 5? These aren't minor things you are talking about, and yet they can be set off for seemingly minor reasons. And despite you saying otherwise, these are all things that would require micromanaging to ensure it didn't happen.
Not really. Hilldwarves don't live with your dwarves, and it would be an extreme situation that would cause them to guide in invaders - more along the lines of, "Guide us through their traps, and we will let you live!" The difference between them spitting in the invaders' eye and promising retribution versus caving would require that the hilldwarves had low confidence in your fortress's ability to save them as well as low loyalty to it. And again, "micromanagement" would generally consist of, "Make a for with enough room for those powerful factions who don't like each other to stay away from each other", "Avoid having a long siege/kill the megabeast quickly" and "produce enough goods to give your hilldwarf farmers a fair price for their crops". Every so often there'd be more problems, but again, I like the "deal with what you have, no fortress is perfect, losing is fun!" part of Dwarf Fortress and haven't seen it in a late-game fort since 2D.
For me, the biggest thing not about keeping them alive so much as 7 dwarfs is very low man power. I like to expand the infrastructure of my fort rather quickly in early. My plan always relies on at least a few dwarfs coming to join me before the end of the year. I don't want to have to earn the right to have migrant waves right at the start. That makes early game more difficult rather than the late game which is considered the problem here. I'm not talking about massive waves of 20- 30 migrants or anything. You could limit it to a few dwarfs per wave or something. But a couple years of a few dwarfs coming is all I really ask. Then you could be forced to create outside contact to keep the migrants coming or whatever.
I just want an average population of around 15 adults by the end of year 3, assuming no one died. I personally don't think it's unreasonable for the dwarfs to assume your fort is still alive for a wave or two before everyone starts to wonder if you failed, died off, or whatever.
I'd say this should be a matter of fortress placement. If you want huge migrant waves, build near a road or civilisation centre. If you want isolation, go way off on an island somewhere or what-have-you. If there's a road nearby there should be lots of travellers passing through all the time, unless you shut the doors.
Actually, this angle of it doesn't seem that bad. If you keep your fort happy it doesn't happen. And if you don't then you have a chance to persuade them. And if you can't persuade them to stay then it's better than them throwing a tantrum tantrum and contributing to a tantrum spiral. I was worried that they would just up and leave and you might find out about after it's too late, or worse, not notice and then realize a dwarf was missing and you didn't know why. Actually, I'm not really opposed to this part of it. But you do realize this would make the game easier, right?
Option: An entire faction (generally a disgruntled and not powerful one) decides to leave all at once, with supplies. Announcement: "Urist McDisgruntled is trying to convince the McDisgruntled Clan to leave!".
Potential options include trying to make them all happy, exiling Urist before he can convince them, throwing him/them in jail, forbidding their exit, refusing to let them requisition supplies, etc...
Most of that doesn't seem that bad. One thing that concerns me is the leaving thing. But from what you said here, it sounds like leaving only happens when they get really unhappy. And it sounds like being anti social and uncomfortable about socializing only makes them somewhat unhappy rather than extremely unhappy. Just so long as I didn't have to micromanage them and build them their own burrows and whatnot just to keep them ridiculously happy, I don't think it would be that bad. Perhaps you could have them avoid socializing themselves when not working, due to their personality. Like maybe they would go to their room or something? And so long as they had somewhere to retreat to like their own room, maybe it couldn't get that bad in the unhappiness department? You know what? If that was the case, then I could totally deal with this. I mean if there was still a warning system of them leaving, and a chance to appease them. And both of those things you said existed in your other bit.
That's good, that was pretty much what I was trying to say.
Hmm... Does this mean you suggest there be some sort of migrant wave mechanic that makes it easier to more quickly replace important dwarfs (like legendary workers) who recently left? Except that by doing so, it would be more social dwarfs? Because I wouldn't be opposed to that.
My idea is that dwarves can, if they're happy enough and have the right personality etc, send for family, friends, guildmembers and so on - and
that would result in a migrant wave. Which would be much more under your control. Possibly also to be able to request migrants from a diplomat or pay a merchant/traveller to talk up your fortress.
I'd address the rest of your post, but I'm out of time, I'm afraid. Have to come back to it later.
[edit]
I don't have a problem with this. However, it's not exactly what I was getting at. I think I'm the one who failed to explain myself properly here. You see, generally the isolation mechanics we were talking about were meant for forts who just shut themselves in and didn't deal with outside influences.
[...]
The friendship angle is interesting, but entirely different in nature. What we were originally discussing was that it was too easy to just seal yourself off from the world and thrive, particularly late game where it should be getting harder. So we thought there should be ways to punish that style of play a little bit during the late game.
[...]
In order to do that, we had to define what the game thought of as isolated for a fort, and what mechanic could be used to measure that. Also, we needed to know how it would spread in the fort or not, which would mostly be based on contact (or not) with outside influences. And that part of it never really went anywhere, which is why I keep focusing on it.
I do like the friendship angle you put on this. But it doesn't really address the original issue. Originally, I thought you meant it as a part of that. Maybe still you do? Either way, that's why I suggested we put more weight on outside influences rather than friendships when it came to measuring isolation.
Ah yes. I think I got a little lost on the way explaining how friendship and so on would work because factions are one of my go-to "this should be a problem in late-game" things and sociability is part of that.
The core of my idea as related to isolating a fort is having your population begin with isolation-friendly pioneering or hillbilly dwarves, but (assuming an average fort) tending to have it switch over to being mostly made up of more civilised dwarves as the population grows.
The key mechanic to measure this type of isolation would be tracking (in some abstract way) news from the outside world. Assuming trade changes in the ways I've mentioned upthread, there should be a steady stream of merchants, peddlers, travellers and hilldwarves coming and going from the fort at any given time, and they should linger in the fort to eat and sleep and hang out with the locals a little bit, thus spreading the news.
Dwarves who speak with a traveller will have heard the latest news, and they should be able to pass the news along to other dwarves they speak with as well (more or less based on how good their memory is), meaning that news spreads throughout the fort with every merchant visit. Dwarves may want to hear news from one area or another and so prefer to speak with far-travelling merchants or bards than to Urist McHilldwarf who's in once a week. That could use a little more discussion I guess.
If a dwarf wants to hear the news, and hasn't been able get it through the grapevine, then they should spend their breaktime up at the market or a traveller's tavern or wherever hoping to hear the news. If more civilised dwarves go too long without hearing the news they get unhappy. If wilder dwarves hear too much news they might become unhappy also, but this may be a bit much, really, especially if the stranger-dislike mechanic works well enough to make antisocial dwarves who aren't given enough space decide to leave on their own.