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Author Topic: Transition screens for fort (un)retirement?  (Read 545 times)

arcturusthelesser

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Transition screens for fort (un)retirement?
« on: September 07, 2014, 06:58:04 pm »

I feel like there should be a menu possibly similar to the simple worldgen/embark menus to allow the player to exert some kind of control over the AI when you decide to retire your fort. Obviously anything of this sort would be extremely general, but say, being able to control what kind of goods you want made, or to set a population cap, or to guide how aggressive the fort should be in defending itself. Perhaps you could be taken back to the (dis)embark preparations screen, and your points vary based on your fort's age, created wealth, population, etc. I guess none of the objects would need to actually exist unless your adventurer visited or you unretired it (I don't really have a great understanding of how that kind of data is handled), but the ability to impart a sort-of vague playstyle would be excellent.

In addition, I think that if you should choose to resume play, there should be some sort of "While you were away" screen to summarize the recent local historic events/economic changes/martial happenings etc. pertinent to your fort, possibly with some sort of stocks-like screen comparing how your closely your management plan was followed, and if there were any serious discrepancies, why they occurred, if applicable, e.g., "Sorry, sir, we couldn't make as many *granite mugs* as you wanted because the kobolds stole all our rock/the craftsdwarves all went insane/ Urist McUselessNoble doesn't like mugs."
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