Not a full post, but I have been busy with real life. Supposed to be 'free' time got eaten up. Still more free time ahead though, so I feel that I will be able to have a working system figured out by the end.
To do List:
* Limit start supplies
*
Study Object mechanics *
Limit animals (wagon?) *
Go through workshops (hardcoded) - Try and rename/change function (High Priority?)
*
Get supplies (Food, timber, drink, clothes, medical stuff)
*
Get armor and weapons *
Questing Site * Pilgrimage (Casting materials) (169 Count) (3 reactions?)
* Search for Trinket (Amulet), Symbol (Scepter), Artifact (Figurine)
* Blessed Trinket - 81 (50%)
* Blessed Symbol - 27 (15%)
* Blessed Artifact - 9 (5%)
* Holy Trinket - 27
* Holy Symbol - 9
* Holy Artifact - 3 (1.7%)
* Sacred Trinket -9
* Sacred Symbol - 3
* Sacred Artifact - 1 (0.5%)
* Magical Facilities (Blessed, Holy, and Sacred - Each requires an equivalent Pilgrimage, and subsequent buildings materials)
* 3 Tiers of Shrines
* Blessed Shrine (Healing Building)
* Holy Shrine (Stronger Heals, Unit buff's)
* Sacred Shrine (Strongest Buff's, Potential Powerhouse unit source)
* 3 Tiers of Temples
* Blessed Temple (Early Source of writs = Supplies, honors the dead?)
* Holy Temple (Low level Equipment buffs, Better version of Writs?)
* Sacred Temple (Powerful Equipment buffs, 1 defense spell)
* 3 Tiers of Reliquaries
* Blessed Reliquary (Early Defensive structure, traps and wards)
* Holy Reliquary (Reformat Biome?)
* Sacred Reliquary (Ultimate abilities)
* Create the Mother
* Economy will function like this - Multiple tiers of embassy type workshops for each (every?) faction. As your faction grows, a random (1% chance'ish) writ will unlock the next tier, symbolizing a growing relationship with the relative faction, it will give access to the
higher quality resources better deals.
* Receive calls for aid (A random, no risk task that leads to receiving, special faction assignments)
* Defend village, town, city, king
* Hunt terrorizing megabeast
* etc
* Call for supplies
* 50% food stuffs
* 50% building mats
* 45% other
* Call for aid
* 30% one member
* 25% second
* 20% third
* 15% fourth
* 10% fifth
* 5% sixth
* Call for armaments (faction specific)
* 20% armor (per piece, one set)
* 20% weapons
* Headquarters
* Send out patrols (Increases the security of the region, gives a 'document' allowing an increased success chance for diplomatic missions
* Hunt for enemies (High risk, but gain a writ?)
* Mass an Assualt (Unlock something special)
* Need something to simulate leaving soldiers. I see a reverse *spawn citizen* reaction. Need something, not just a flat % for loosing 'one' member
* Deploy Troops Reaction (Worker is converted into a 'resource' of some sort, need to study warlocks rose 'sleeper' thing). This way they are potentially consumed in the above reactions -- Current focus point. I think it is something that could really put a shine on MW and DF both. Never know how far I will go, but this is a good idea. Gonna try and get it working tomorrow. Oh, crap, might need DFHack...
EDIT:
*Need better names for stuff...
*Need a working nature interaction
*Need a corruption system (Still no idea here)
EDIT 2:
*Already got a worse case scenario for soldier reaction. Run a reaction that always 'kills' the worker. Always creates a token that represents soldier strength deployed in the field (active duty - working title). This can be refunded at the same place. Course, you will loose any skills. I see this as useful with population control, storing citizens in a way. Good for FPS.
EDIT 3:
This will also allow more creativity and balance in the gameplay. See orcs as an example:
Risky raid v Safe raid
Risky has a reduced chance of success, and represents a small incersion type operation. In many ways someone could die, but it almost random. As they sneak into a camp, one of them breaks a twig...
75% - Orc soldier token
75% - Orc soldier token
75% - Orc soldier token
85% - to fail
Safe is likely to suceed, but should loose someone. This can reflect a more 'pitched' battle, where you attack, loose one guy but get the goods.
95% - Orc soldier token
95% - Orc soldier token
95% - Orc soldier token
95% - Orc soldier token
95% - Orc soldier token
<= This is me having fun
95% - Orc soldier token
15% - to fail