Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Challenge idea: Castes?  (Read 1289 times)

MDFification

  • Bay Watcher
  • Hammerer at Law
    • View Profile
Challenge idea: Castes?
« on: October 13, 2014, 10:11:40 pm »

Pretty sure someone's done this before, but I'm looking to start a fort as of next update in which I essentially maintain an artificial caste structure with heavy RP elements. Dwarves of separate castes will have their own living quarters, and will be prevented from socializing with the aim of creating separate, clan-based populations.
Note that this game will be intended to experience massive casualties, and end with the eventual extinction of the dwarven race. But it will be a glorious monument to dwarven hubris if I do it right.

Some ideas I've had about the fort's layout:

-There should be a central stockpile area, which serves as a temporary holding place for items until they're claimed and brought to the various caste dwellings and a holding place for furniture/finished goods for construction/escort. There are no centers for socialization in this structure.

-The hospital and jail should also be part of this communal area so it can be accessed by all.

-Each caste dwelling gets its own statue garden, dining hall etc so that dwarves will socialize by caste. Burrows should restrict party attendance by anyone other than the artisans/enforcer castes.

- A highly modular design means that whole castes can riot/contract plague and the fort may yet survive.

The castes/clans I've though of so far:

The Nobility - The useless nobles, and the useful nobles. Live in an underground series of palaces, consisting of the monarch and their court. I'll intentionally try to acquire and support as many nobles as possible, which as the game goes on will increase as goblins will conquer all forts of my civ other than mine. Hopefully, this will cause refugee issues, and I'll get some new nobles to desperately try to provide for. Bonus points if nobles are literal vampires and the peasants can be fed to them.

Warrior Aristocracy - The military. Live in a segment of a surface fortress, but only idle in their barracks/personalized mansions. This does not include a levy of poor peasant crossbowdwarves.

Peasantry - The haulers, miners, hunters and herbalists. They are restricted to the mines, a slum by the surface (which is purposefully made not the best so Peasant Revolution in the form of strikes and riots can occur) and of course the central shared stockpile area. They also get the mayor, his mansion, and a barracks for maintaining a crossbow levy.

Enforcers - A small caste that acts as a sub-class of the Warrior Aristocracy; they live in the same area, but unlike them they are not restricted by burrows and can move all over the fortress to bring 'criminals' to 'justice'. They may however be banned from certain social areas to prevent the formation of friendships outside the military

Medical Staff - A small caste that services the hospital.

Artisans - Engineers/Siege Operators, masons, engravers and carpenters. This is the one caste (beyond the enforcers, if you consider them a caste in their own right) that is not restricted by burrows, excepting that they're kept out of other castes' social areas. This is by necessity; they're handling all the construction, all of the decoration to make the fort's morale not suicidally bad, reloading traps and assisting in battle with siege engines.

Burghers - All craftsmen of importance. Their job is wealth creation; we've got to keep the fortress happy to allow massive casualties.

Smiths - Yes, they are smiths.

Serfs - These folks handle all the farming, textiles and cooking.




So, thoughts?
Logged

omega_dwarf

  • Bay Watcher
  • Adequate Architect, Dabbling Modder
    • View Profile
Re: Challenge idea: Castes?
« Reply #1 on: October 13, 2014, 10:21:59 pm »

I tend to treat my miners very kindly, since for most forts, they...you know...execute almost all of the sandbox elements of this game. And hold up projects if they're not legendary, happy, etc. And they're pretty dangerous if they're !!upset!!.

But I understand the roleplay of it, and approve! Post updates, please, if you do it.

Bonus points if you can do it all via an automated minecart system maintained by the poorest caste.

Skullsploder

  • Bay Watcher
    • View Profile
Re: Challenge idea: Castes?
« Reply #2 on: October 14, 2014, 08:37:55 am »

I like this. Do you have a beefy computer? If iso, it would be cool if you set your popcap to 400 or so and then, after filling up the mines, you just started building an unwalled slum around the main aboveground fort. Big siege comes along and the military aren't ready? Seal the gates. It should help to hasten the revolution a bit. It also adds a cool dynamic if your levy crossbowmen on the walls start tantruming because of their friends' lack of protection.
Logged
"is it harmful for my dwarves ? I bet it is"
Always a safe default assumption in this game 

Illogical_Blox

  • Bay Watcher
    • View Profile
Re: Challenge idea: Castes?
« Reply #3 on: October 14, 2014, 02:50:22 pm »

Personally, I would include modded castes with different skill learn rates, etc.
Logged
Me: "Just imagine a load of dwarves sitting round a table, and one of them says, 'I like stranglers for... for their... their...'"
Brother: "SOFT HANDS!"

MDFification

  • Bay Watcher
  • Hammerer at Law
    • View Profile
Re: Challenge idea: Castes?
« Reply #4 on: October 14, 2014, 05:09:32 pm »

Personally, I would include modded castes with different skill learn rates, etc.

Unfortunately that would mean children born to the different castes would be better suited for other castes, which isn't realy in line with my whole gigantic clan-based oppression thing.
Logged

m-logik

  • Bay Watcher
    • View Profile
Re: Challenge idea: Castes?
« Reply #5 on: October 14, 2014, 06:28:37 pm »

I'll second the idea of using an automated minecart system, at least for supplying your nobles' burrow. After all, half of the charm of an opulent gated community is that you never have to see poor people.

The biggest problem I can see with this is dealing with refuse generated by the nobles. You can't have them haul it, of course. Maybe have a butler burrowed with them whose only job is hauling their stuff around. Pick someone with a lot of poor friends to increase the chances of political assassinations when the peasants start to die off.
Logged

warwizard

  • Bay Watcher
    • View Profile
Re: Challenge idea: Castes?
« Reply #6 on: October 14, 2014, 09:47:47 pm »

redacted
Logged

MDFification

  • Bay Watcher
  • Hammerer at Law
    • View Profile
Re: Challenge idea: Castes?
« Reply #7 on: October 15, 2014, 07:55:07 am »

I'll second the idea of using an automated minecart system, at least for supplying your nobles' burrow. After all, half of the charm of an opulent gated community is that you never have to see poor people.

The biggest problem I can see with this is dealing with refuse generated by the nobles. You can't have them haul it, of course. Maybe have a butler burrowed with them whose only job is hauling their stuff around. Pick someone with a lot of poor friends to increase the chances of political assassinations when the peasants start to die off.

I'm thinking of setting up some automated system to allow them to dump their refuse on an intersection used by the poor. That way all nobles can have the joy of throwing potentially deadly projectiles garbage at our actually productive citizens the lower classes.
Logged