http://www.bay12games.com/dwarves/dev.htmlI am rather excited by the upcoming development item that is the fortress starting scenarios. However I am also afraid that Toady One might hardcode the fortress starting scenarios rather than have them defined in the raws.
Fortress Starting Scenarios
Framework
Expand framework of law, custom, rights, property and status as needed to provide a variety of scenarios
Foundation of laws, both natural and supernatural
Explicit standing of different citizens vs. civilization authorities
Possible expansion of religious and family concepts to provide sufficient scenarios
Starting scenarios
Various possiblities that guide or govern fortress activity: frontier settlement, religious site, prison colony, mining company, military citadel, roadside inn, secondary/future palace of the monarch
Drastic changes to migrants based on starting scenario
Caravans/diplomatic relationships based on starting scenario
Reclaim mechanics should be folded into this
Generalize starting scenario relationships to every site foundation
Hill/deep dwarves
Ability to bring extra dwarves appropriate to the starting scenario
Entity populations surrounding your fortress in appropriate environments, both above and below ground
Ability to move dwarves in and out of surroundings
Relationship with surrounding dwarves
Ability to trade/demand food in depot or similar place with surrounding dwarves
I shall have to make assumptions here as to what the starting scenarios mean or else I cannot demonstrate how I would implement the tags.
1.
Frontier Settlement: Status Quo default, things basically work as they do now.
2.
Religious Site: A site centred around a small group of idle
priests, served by a larger number of
temple servants and visited by
pilgrims.
3.
Prison Colony: A site with a central group of
prison guards and a larger number of
prisoners that have to be kept under control.
4.
Mining Company: A site where there is a small group of
owners and a large number of
workers.
5.
Military Citadel: A site centred on a group of
soldiers and a roughly equal number of
civilians that mantain them.
6.
Roadside inn: A site where
resident dwarves are a minority and entertain a larger number of visiting
patrons.
7.
Palace of the monarch: A site devoted to one or more civ-level position-holders. It is divided between the idle
ruling family (s) which is of varying size and a number of
servants that work for them.
There would only be a small number of small number of tags referring to the settlement as a whole, the majority apply specifically to classes.
[PALACE] The settlement is permanantly tied to one or more positions that exist at a civ level in the entity file, this includes the land-holder positions. The site must be constructed within 8 squares of the site where that character is located at present. The character commutes between his land-holder site or the capital and the
[PALACE] site, he spends all the seasons that the civilization is not active at the palace but during the active season he is away; this does not happen if the palace is also the capital. If the character is killed then the new position holder would arrive at the end of the active season as if they were returning. Family members of the position remain permanantly at the site and do not commute away. This would be in play for the
palace of the monarch.
[LOW_STRATEGIC_VALUE] The settlement is considered of low value as a target, which means that the site will not be attacked by enemy armies unless it is within 8 squares of one of their own settlements or there are no remaining sites left to attack. This would be in play for the
prison colony and
roadside inn.
[DEPENDENT]The settlement is not expected to mantain itself independantly. It recieves an annual dump of goods during the active season in order to cater for it's needs; the value of this dump is adjusted by the population of the settlement. The dump is deposited at the fortress trade depot and will always arrive unless there is no other accessible settlements of the civilization left. This would be in play for the
prison colony,
palace of the monarch and
military citadel.
[ISOLATION_COLLAPSE]The site is not capable of constituting a viable civilization alone. This means that should there be no remaining sites that do not have this token in the civilization then all these sites will immediately turn into
frontier settlements and all dwarves will lose their class status. This would be in play for the
prison colony and
roadside inn.
[MINOR_SETTLEMENT]This site cannot enter into trade or political relationships with minor settlements (such as hillocks or mountain halls) and will never have landholder positions (such as barons). This is in play for the
prison colony and
roadside inn.
Then there are the tags that partain to the specific classes.[RATIO:?]Working like caste numbers do at the moment, this determines what % of new immigrants to the site will be of the different classes.
OR[POSITION_FAMILY]Membership of this class is defined by having a family relationship to the [PALACE] site's ruling position, who automatically belong to this class. This applies to the
ruling family of the
palace of the monarch.
OR[FOUNDER]The first dwarves to arrive in the fortress automatically belong to this class. This applies to the
owners of the
mining company.
[POP_LIMIT_CAP:?]This means that the total number of a given class will not exceed a give % of the total population cap, excess will leave with those without positions being favoured. Applies to the
prison guards of the
prison colony, the
civilians of the
military citadal and the
residents of the
roadside inn.
[DISLOYAL]Members of the class have no loyalty to the site government at all. If the site comes under attack, they will ignore all
[CAN_SPEAK] enemies that are not
[OPPOSED_TO_LIFE]. Applies to the
prisoners of the
prison colony.
[IDLE]Members of this class will not do menial work, exempting only work directly involved with the positions they hold. If not holding a position they are referred to by their class name rather than by their professional name. Applies to the
priests and
pilgrims of the
religious site, the
prison guards of the
prison colony, the
soldiers of the
military citadel, the
ruling family of the
palace of the monarch and the
patrons of the
roadside inn.
[SEASONAL]Members of this class only appear during a particular season, spending the rest of the time at the location that they migrated from. In this special case it is the season with the largest number of this class that counts towards population limits, including for
[POP_CAP_LIMIT] not the total for all seasons. This applies to the
pilgrims of the
religious site and the
patrons of the
roadside inn.
[FIXED TERM:?:?:?:?]Members of this class are only resident for a particular time limit, randomly determined between the limits defined. After they have spent this amount of time at the site then they will leave the site permanantly. Applies to the
prisoners of the
prison colony[RUNAWAY]If members of this class find themselves with no
[JAILOR] class individuals watching them and a means to get to the map edge that does not involve coming into visual range of any
[JAILOR] class individual they will try to escape. If they succeed then they will still count as members of the site for population limit purposes but the recapturing of the individual happens independantly, if they are recaptured they are returned to the site. This applies to the
prisoners of the
prison colony.
[JAILOR]Members of this class are instumental to controlling others. This applies to the
prison guards of the
prison colony.
[FORCED_LABOUR]While doing labours, members of this class will freeze unless under the supervision of a
[JAILOR] individual. This applies to the
prisoners of the
prison colony.
[PIOUS]If not presently engaged members of this class will pray far more often than normal dwarves. This applies to the
priests and
pilgrims of the
religious site.
[BARE_NECCESSITIES]Rather than choosing the most valuable item that will meet their need those of this class will select the lowest value item instead. This applies to the
prisoners of the
prison colony.
[CIVILIAN]Members of this class cannot be assigned to squads. This applies to the
pilgrims and
priests of the
religious site, the
civilians of the
military citadal, the
patrons of the
roadside inn and the
prisoners of the
prison colony.
[NO_POSITION]Members of this class cannot hold positions. This applies to the
pilgrims of the
religious site, the
patrons of the
roadside inn and the
prisoners of the
prison colony.
[ESCORT]When members of this class migrate to the site they come with an escort of guards that do not join the fortress but leave once their charges have arrived safely. This applies to the
prisoners of the
prison colony. The guards have the
[JAILOR] token until they leave the fortress.
[BRINGS_PAYMENT]Members of this class bring payment with them whenever they arrive on the map, payment they then deposit in the trade depot of the fortress if they can. This applies to the
patrons of the
roadside inn.
[RECIEVES_PAYMENT]Members of this class are paid a fixed allowance of goods from the fortress stockpile, an amount determined by the highest skill they have. They can only take from the stockpile an amount of goods equal to the value of the allowance they have been given. They are given an allowance upon arrival and again at the beginning of every season. Allowances do not carry over from month to month, those who have a great deal of allowance left at the end of the month get an unhappy thought. They can however spend their allowance on coins if they are available in the stockpile, coins can be returned to the stockpile to regain the stored allowance. This applies to the
workers of the
mining colony.
[BOUGHT]Membership of this class can be bought. Provided that the individual of another class has enough personal wealth (including coins) to pay the ownership price, which is determined by the total wealth of the fortress then he/she can hand over that personal wealth to the fortress in return for becoming a member. It is implicitly assumed that what they are buying is something worth having and is superior to their previous class. This applies to the
owners of the
mining colony.