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Author Topic: Embark Charter  (Read 631 times)

Pancakes

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Embark Charter
« on: November 16, 2014, 12:23:22 pm »

The main principle of the embark charter is to lay down framework/rules for the early fortress, until it has reached the threshold of being able to self-govern (a barony, at least).

In the charter, which would be presented during the embark preparation screen, a variety of choices would be put before the player that would alleviate some of the monotony of that immediatly-after-starting-fortress work.Choices would include, for example:

Military Conscription:
-Choice to automatically conscript soldiers to free squads
-Select between gender, age, and skill for auto enlistment
-Select military preferences for what soldiers equip, and at what squad size

Profession
-Choice to automatically add professions to dwarves, maintaining a certain percentage of the population for each job/labor
-Various filters for age, gender, and skill

Population & Immigration
-Whether or not the outpost liaison will inform the populace of the created wealth of the fortress
-Set a population cap in-game for the fortress
-Promote certain traits of migrants to come to the fortress (Mostly farmers, mostly soldiers, less animals, certain age groups, etc.)

Plan of government
-Set punishments for various crimes
-Force a baron to be appointed after x years
-Change frequency of outpost liaison arrival (Keep trade agreements for multiple years)
-Start independent (no liaison) if you are an overseer who has blessed your civilization with many successful outposts, there shouldn't be TOO much objection

The embark charter would also be a more proper place to name the fortress, select which dwarves will go, and if the original dwarves get any exemptions, or nobility.

« Last Edit: November 16, 2014, 05:29:38 pm by Scarlet_Avenger »
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