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Author Topic: Small World: Whitecastle, 6th Rite of Spring (Questers wanted)  (Read 4164 times)

Timeless Bob

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Small World: Whitecastle, 6th Rite of Spring (Questers wanted)
« on: September 21, 2016, 07:27:48 pm »

Ever wonder what happens in a pocket world when populations and maximum sites are unlimited, and all but three or four map squares are already taken?


Welcome to Small World.

100+ starter civilizations, Dwarven sites replaced with hamlet/cities, Goblin sites replaced with the former Dwarven ones and Kobold sites replaced with Dark Towers. (Now those thieving little buggers are led by Demons, which means they're a lot more nasty.)

Rules for the Family Bloodlines fortresses:
   3 ways to create Family names:
      (Created): Dwarves who are the first of their kind (Their family name is the last name)
      (Founder): Dwarves who found an outpost (Their family name is the name of the outpost)
      (Artifact): Dwarves who create an Artifact (Their family name is the first two words of the Artifact, ignoring "The")
                     Spouses who each create an Artifact will take on the name of the most recent Artifact.

   Family names:
Dwarves who are born must be renamed to have the last name (surname) of their fathers.
Unmarried female Dwarves get a "Miss" added to the front of their names.
Married female Dwarves get a "Mrs" added to the front of their names and change their surname to their husband's.
Married male dwarves add a "Mr" to the front of their names.

   Fortress Rules:
All sites begin with a maximum of 20 Dwarves.
Dwarves in this world live and work only in cities on the surface. 
All workshops may only be placed on a finished floor in a building built to contain it. 
Cellars, Sewers, Catacombs and Dungeons may be dug under the surface, but Dwarves in this world build more than they burrow.
Every time Spring arrives, the Rites of Spring must be performed (The fortress retired then unretired, with the population cap increased by +10) All new marriages will be appropriately renamed.
The first Fortress must build a grand castle with a city around it able to house and feed 200+ dwarves and become the Mountainhome before being permanently retired.
Each succeeding site must share a border with a previous one, have a purpose for which it is built and may be played until a migrant arrives without a surname, at which point, all new migrants without surnames are renamed in accordance to the Family Name rules and that Fortress permanently retired.

   Dorfing:
Forumites wishing to be dorfed must offer a name for one of the sites and the purpose for which it is being founded.  New sites may be of any dimension, so a 1x16 tile site dedicated to building a road that leads out to some needed resource is a perfectly viable choice.

As the world ages, armies may attack one of the previous fortresses, artifacts may be stolen, children kidnapped or artifacts created.
  As these happen, Quests will be posted on the board with the annual reports, and Forumites may volunteer to fulfill one or more of these quests.
    For those who volunteer, New adventurers may be created to take up the cause, but they will have no titles or accolades.
    However, for each Quest an adventurer completes, they will either receive a title and position of nobility or increase their chances of being chosen for a noble position:
      1 Quest Completed:
Spoiler (click to show/hide)
      2 Quests Completed:
Spoiler (click to show/hide)
      3 Quests Completed:
Spoiler (click to show/hide)
      4 Quests Completed:
Spoiler (click to show/hide)
      5 Quests Completed:
Spoiler (click to show/hide)
      6 Quests Completed:
Spoiler (click to show/hide)
      7 Quests Completed:
Spoiler (click to show/hide)

Open Quests:
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Completed Quests (Quest Champion)

...

   Succession: The Game of Thrones
         Only those dwarves with a ☼surname☼ may play the Game of Thrones, each time the current king or queen dies, the dwarf with the greatest number of other dwarves swearing fealty to them will take the position.
---
As we play through the seasons, family bloodlines will grow and be pruned as the RNG decides, and some Families may become quite powerful indeed.  They will grow and develop in a world where the history is Player made and family lines easily traced through Legends mode.

Noble Families
Whitecastle (Founder)
Towercrests (Created)
Groupedlance Created)
Blowingpage (Created)
Serpentoar (Artifact x2)
Warnedmob (Artifact)
Stesokrab (Artifact)
Miredscald (Artifact)
Sabreconflicts (Artifact)

Year 2
Year 3
Year 4
Year 5
Year 6
« Last Edit: October 24, 2016, 02:45:06 pm by Timeless Bob »
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Re: Small World (Community game)
« Reply #1 on: September 23, 2016, 04:50:07 am »

It seems elves didn't fare well in that world.

Hm, trying to understand...Is this community fortress tale/adventurer succession play?
Every time Spring arrives, the Rites of Spring must be performed (The fortress retired then unretired, with the population cap increased by +20) All new marriages will be appropriately renamed.
Question: Do you have any better way to check the marriages other than rechecking over the relationships of each unmarried adult dwarf individually?

Timeless Bob

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Re: Small World (Community game)
« Reply #2 on: September 23, 2016, 08:15:22 pm »

It seems elves didn't fare well in that world.

Hm, trying to understand...Is this community fortress tale/adventurer succession play?

Every time Spring arrives, the Rites of Spring must be performed (The fortress retired then unretired, with the population cap increased by +20) All new marriages will be appropriately renamed.
Question: Do you have any better way to check the marriages other than rechecking over the relationships of each unmarried adult dwarf individually?

Yes! Assigned bedrooms! I'll be setting up a line of track homes for unmarried males and a secondary one for unmarried females.  Each will have an assigned bed in those rooms, sized 2x2 squares.  After each Rite of Spring, checking along the line of beds will reveal which ones are owned by more than one Dwarf - viola!

This is a few types of games all rolled into one - A story, a bloodline experiment, an adventurer/forum contest and also a multiple fortress civ game too.

I'm thinking non-noble married couples will start with a cottage on the surface, with a food cellar, bedroom and dining room. Then as their family grows, add rooms and floors onto them as more babies are born, so that each family might end up with a big rambling house.  Of course, the design and placement of each new additional room or suite can be discussed by those on the forums, and I'll follow the consensus so long as it isn't too strange.
« Last Edit: October 14, 2016, 06:56:11 pm by Timeless Bob »
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Timeless Bob

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"Whitecastle" Year 2
« Reply #3 on: September 26, 2016, 05:05:35 pm »

Mountainhome of The Connected Castle
"Whitecastle"

Led Scarpaddled: General
Bim Constructhollows: Outpost Liason
Domas Savedmachines: Baron of Glovedburns
Ushrir Stirlashes: Queen
Id Basementsearches: Diplomat

Symbol: Wagons "The Honorable Society"

Year 2:
2-10-02: Fayrus the Kobold makes a brief visit (skulking filth!)

2-07-03: Trade caravan arrives from Glovedburns
              Bim: "The World is the same as ever" Sure, we'll take these brimstone blocks off your hands! We'll be sure to bring you some wood next year..."
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"Whitecastle" Year 3
« Reply #4 on: September 26, 2016, 05:11:40 pm »

3-06-22: After a polite discussion with a local rival, Miss Geshud Whitecastle has claimed the position of Queen of The Connected Castle.
(Her local rival, Queen Stirlashes, sent her a dream just before she perished:
"The Onslaught of Clashing"
Spoiler (click to show/hide)

QUEST:
Spoiler (click to show/hide)

QUEST:
Spoiler (click to show/hide)

3-06-23: Mr Iteb Roadarmor has assumed the position of Expedition Leader of Mountainhome

3-07-02: Dradubis the Kobold makes a brief visit (skulking filth!)

3-07-10: Trade caravan arrives, no Outpost liason (because Whitecastle IS the Mountainhome now...)
              The new Trade Depot has yet to be finished...
              Miss Thob Channeledapex is given the newly open position of broker.

3-07-27: Tragedy at The Outrageous Supper! (A local Inn)
Mr Olin Paintededge, (a local clothier suffering artist's block), suddenly tossed his half-eaten fish stew into the face of Mr Ast Tomechanneled (a local milker) as he danced with a couple human visitors. Olin then screamed in rage and attacked Ast, delivering several blows as well as biting him repeatedly.  A Human archer with golden yellow hair who was sitting in the corner of The Outrageous Supper quickly drew and released several bronze arrows, striking the raging dwarf in the abdomen, arms and legs, greiviously injuring him.  Ast then incapacitated the injured dwarf and strove to break each limb, knowing Olin would be dangerous to anyone else once he woke up. 

3-07-28: After suffering multiple greivous injuries, Mr Olin Paintededge has passed away.  Like so many of his peers, Olin was a created Dwarf, one of the first of his kind.  As such, he has no Clan to claim his body.  Her Majesty, Queen Geshud Whitecastle has decreed that a catacombs be excavated, that Olin and others like him may be interred therein.

3-08-09: Mrs Logem Towercrests has given birth to a baby boy.  His name is Udil Towercrests, the first birth of the Towercrests Clan.

3-09-02: The catacombs have been dug and the remains of Mr Paintededge placed within his grave.  A commemorative statue marks his passing.

3-09-04: Nine dwarves have come to join the Queen here in Whitecastle.  While we have plenty of spare clothing to trade to the next caravan for needful supplies, only one couple has their house built and furnished.  The scarcity of wood once again makes itself felt acutely, as there is nothing to make a beds out of, even if the houses and dormitories were already built!

3-09-16: Sadly, Olin Paintededge's rampage claimed another victim today: Mr Ast Tomechanneled died of thirst after breaking his toe while fending off his attacker.  Whitecastle's wood shortage caused not a single bucket to be able to be made, which could have saved this brave dwarf's life.  His remains will be placed in the Catacombs shortly.

The embark of Whitecastle
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
« Last Edit: October 03, 2016, 08:03:08 pm by Timeless Bob »
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Re: Small World (Community game)
« Reply #5 on: September 27, 2016, 12:26:35 am »

Just FYI: You can disable/remove the hospital zone if a dwarf is dehydrating, or make buckets out of metal, in this case.

Timeless Bob

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Re: Small World (Community game)
« Reply #6 on: September 27, 2016, 02:19:20 pm »

Just FYI: You can disable/remove the hospital zone if a dwarf is dehydrating, or make buckets out of metal, in this case.

This is true if there's any fuel for the forge, unfortunately, no fuel = no bars of metal into buckets = dehydrated dwarf.  No worries.  We can use this tragedy to equip the fortress with pails later, and there is a thought that adventurer mode could be used to transport everything that isn't food to a new site, so that it all has to flow from the Mountainhome of Whitecastle.  Stockpiles of stuff would be made in one embark, then picked up and moved to the site of the new one by adventurers as a way of paying off living expenses between times or something. (Obviously a story-hook type of thing, since the economy isn't part of the game yet.)

Likewise, orders from caravans visiting outposts might actually be filled by doing fortress mode on the other side of the site border and using adventurers to haul the needed items across.  Opinions?
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Re: Small World (Community game)
« Reply #7 on: September 27, 2016, 03:30:07 pm »

Did you generate world without magma sea or something and then settled upon igneous layer without trees that there's no fuel for the forge?

Speaking of which, we have no idea what anything looks like, or even w...Oh, hey, an another possibility for no fuel for the forge springs to mind that doesn't involve disabling magma layer: You embarked in hell, and didn't bring a pick.

Timeless Bob

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Re: Small World (Community game)
« Reply #8 on: September 29, 2016, 12:08:58 am »

No no no - just the embark has no trees.  That might actually be one of the Mountainhome's edicts: send wood and charcoal...
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Re: Small World (Community game)
« Reply #9 on: September 29, 2016, 12:53:09 am »

Oh well. In that case, I think you probably know it, but just to make sure:
DF2014:Magma forge - Dwarf Fortress Wiki
DF2014:Magma smelter - Dwarf Fortress Wiki

And for setting them higher up than magma sea, minecarts - but I recall you already have experience with them, from 16x1 railway embarks?

Timeless Bob

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Re: Small World (Community game)
« Reply #10 on: September 29, 2016, 01:15:16 am »

Oh, sure.  We just haven't gotten dug down to the various caverns yet.  The save file is on the Title screen link of "Small World"
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Re: Small World (Community game)
« Reply #11 on: September 29, 2016, 02:14:27 am »

Dwarves can go up to 62,5 days without drinking, so there should have been enough time :v Think of it this way: The time it takes to dig down a 100z staircase and the time it takes to dig a 10x10 room are equal.

Timeless Bob

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Re: Small World (Community game)
« Reply #12 on: September 29, 2016, 02:26:12 am »

Yes, that's true.  However, I'm playing these dwarves as a mostly above ground civilization.  The only way they'll reach the Magma Sea is by "accident". I'm assuming that they don't know anything about their world other than the tech they inherited from the last Age (the one that's colloquially known as the "time before time".)  Heck, they don't even know about the various cavern layers yet - we're making the Mountainhome and all its needs from scratch.  Of course, Once we retire it, it should have a viable military to protect it from the depredations of surrounding civs, megabeasts and various night creatures.  If the Mountainhome falls, then whatever refugees come away from it should be named dwarves as well - which helps to place them in the scheme of things.  Otherwise, it's a good chance that our doughty Queen and whatever consort she decides upon will produce many heirs for the dynastic line.

I imagine the discovery of a magma pipe will set them up for magma industries.
« Last Edit: October 14, 2016, 07:01:22 pm by Timeless Bob »
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Re: Small World (Community game)
« Reply #13 on: September 29, 2016, 03:00:05 am »

I see - I take that in addition to making dwarves use hamlets/cities, you made them use aboveground crops instead of underground ones? (which require wet caverns, the lack of which resulting in world gen failure with unmodded dwarves)

Inheriting technology...I think that, in-game, applies only to discovered minerals/beast training knowledge/book knowledge. For all the world activation did make the civilized races move, it didn't make them progress as much :/

Tracking people is easier when you name them yourself, I suppose, but it's still 220 names ^^;; My monkeysphere isn't that wide for imaginary characters.

Small suggestion: Since you already put up the save, could upload the fort to dwarf fortress map archive.

Also, that military should probably consist of non-dwarven citizens if you're making another fort, to make sure they don't immediately follow you to your new embark.

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Re: Small World (Community game)
« Reply #14 on: September 29, 2016, 10:36:37 am »

I recall one time when I did retire fortress, I gave prefix nicknames, i.e. "fk Axe Bembul" means "(f)emale (k)woodcutter Axe (weapon speciality) Bembul(name)"

Although the legends cites the entire name "fk Axe Bembul" she is then referred to as "fk" in legends viewer. 

So you might see several entries using Miss Mr Mrs etc.
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