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What to do with the Vampire when found.

Non-stop Lever puller (Thusly earning the name Kronk for when a wrong lever is inevitably pulled)
- 5 (62.5%)
Execution Method (Probably coincides with lever pulling so there's some other use for him besides waiting)
- 0 (0%)
Super Soldier
- 3 (37.5%)

Total Members Voted: 8


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Author Topic: Glory to Mother Mountainhome  (Read 39282 times)

speciesunkn0wn

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Glory to Mother Mountainhome
« on: September 02, 2017, 09:05:58 pm »

IMPORTANT: First post (preliminary report) is on page 16!

*Read in ☼Яussian accent☼, comrades*

Greetings Comradez, Glory to Mother Mountainhome. This is important announzement for new Communist Fortress come nezxt update. I am doing total vanilla playthrough, ASCII included, and am azking you to look over current goalz and rulez I have come up with for Let's Play. After all, The People are in charge, and you are The People! Well, unless you are enemy of state, then you are not people.

Old Rulez:
-Anything underground won't be smoothed.
-No making trinkets and crap.
-3X1 bedrooms (If the dwarves are good), otherwise it's 2X1.
-Nobles get no bedroom, they sleep outside unless they mandate useful things like weapons.
-Everything must be built out of Red or Grey materials if possible.
-Enemies will be captured and sent to GULAG (Need some ridiculous acronym for an arena).
-Nobles will be sent to help with GULAG if they are useless.
-No importing allowed unless absolutely necessary (aka: no food and starving or something similar. Or potatoes for vodka), only exporting. <--(We can bring in only one single thing in trading that way they'll accept our goods.)
-All dwarves have all labors enabled.
-All dwarven are similar to 'Comrade Urist McCommie'.
-All dwarves will serve in the military.
-Only drink will be Vodka (or the DF equivalent).
[Another edit] Additions from myself!
-Trade with humans for potatoes until plenty of potatoes are gained, then seize all goods later.
-Melt down any toys and bracelets, crowns, etc. etc. that are found; if not meltable, then atom smash or drop in lava.
[EDIT] Additions!
-Slate (or other grey stone) block towers for living.
-Add images of 'Dwarves laboring' to as many items as possible.
-GULAG: Grand United Liberation Army Gladiatorial pit!
-----------
New Rulez:
-All dwarfs are equal until suspected of Enemy of State, O7 included. Except for Commissar Ivan.
-Suspect being worship any god, likes anything not made by dwarfs, etc.
-Enemy of State being disregard for authority and such, can be made simply suspect by persuasion skills outside of intimidation, and made not-suspect by higher ones.
-All cloth and thread is pigtail.
-All soldiers use either battle ax, hammer, or crossbow.
-Smoothing and engraving will be allowed in Department of State building to show superior quality of Communism to all. Especially along trade route.
-Nobles get same room as anyone, all are equal.
[Edit: Other stuff from myzelf]
-Any kidnapped child that is returned during excursions shall be killed for foreign influence.
-Suspected Dwarves will be kept separate from non-suspect dwarves in room-complex under DoS building where a squad of them will be living and training and working to prove they are Champions of Communism. As such, they shall be the melee dwarves and first to go into battle.
-A jail will be set up so the hammerer is active to maximum capacity, and the hammerer will be the strongest non-suspect dwarf.
-Commissar Ivan will be the sheriff, and fulfill other administrative roles outside of nobility and mayor.
-Suspect dwarves get 2x2 bedrooms.
-Enemies of State will get 1x1 jail cells under the suspect dwarves' section.
-In the event that the suspect dwarves get to such population that they can no longer fit under the DoS building, their separate factories and such will have rooms made underneath.
-Figure out a system so that the suspect and non-suspect shall never cross, or at least as little as possible, such as when it's mining or tree cutting and such, even when it comes to workshop materials.
-Have military patrolling where Suspect and Non-suspect may meet.
[Edit: Other player suggested rulez]
-Any non-dwarf that goes through DoS to inside of Glorious city proper shall not ever leave. EVEЯ!
-Only simple meals. (Until I figure out a good way to split the DoS population and the normal workforce anyway, when that happens, food shortages for almost everyone!)
-Executed Enemy of State placed around Food Houses and Factories until ghosts show, if from our glorious country.
-Executed Enemy of State from outside, those Fascist and Capitalist and Anarchist spies shall get no secrets!
-The conflicting labors of tree cutting, mining, and hunting shall be set in alternating blocks of five.
-Farming will be done on single square plots of a single crop.
-If artifact is useless to the defense of the state, the maker is an enemy of the state!
-Each dwarf will have a single tile farm plot set for themselves. (Or two, I don't quite know.)
-Only war animal will be trained (Soviet) Bears.
-Kit-1 LIVEAMMO Fortress Defense System (Living Intelligent Vehicular Ejected Animals Maiming Motherhome Opponents) will be put into place toward end of main hall, just ahead of Parade Ground.
-Any 'Intellectual' (Writing, Reading, Art, Poetry) are suspect until make art form praising communism until make something not like so, then must do again, 12 failures means death.
-Any 'Intellectual' above novice in Reading, Writing, Art, Poetry, and Dancing are Suspect Intellectuals.
-
[End of PSR]
-Tentative Rule: All comrades who can't make weapons or armor well shall have those jobs turned off (siege engineer included).
This is to make defense of state as good as possible.
Thank you to:
Old names:
/u/Dumbr
Rethi-Eli
New names:
/u/NadNutter
/u/Fleeting_Frames
/u/DMaximus5
Maximum Spin
Bearskie
I'd appreciate some more ideas from the community! (And will dorf anyone who wishes.)

MODS:
Soviet Bear (Need to add [COMMON_DOMESTIC] tag)
Spoiler (click to show/hide)

Capitalist Revolution
Spoiler (click to show/hide)

Technical Details of Revolution
Spoiler (click to show/hide)

Code stuffs for Revolution
Spoiler (click to show/hide)

Stalinium Reaction:
Spoiler (click to show/hide)

Now to important embark topicz.
There will be Volcano again, centrally located along either north, zouth, eazt, or wezt zide with the zpace behind for housing and factory construction. Volcano itself is Department of State building. The height of main entrance will be adjusted for height of lava so that it is 3 v-urists from top of lava for Sekrit Weapon, the Minecart Shotgun. Green Glass Disks will be necessary for the defense of the state. The main entrance will then turn corner to a Siege Volley for a bit of distance, then turn once again to trade depot airlock. Beyond that will be Parade Ground just outside DoS building.

Main Entrance in front of DoS building is 0-shape, one path is D-M-T for invaders, other is for caravan. In middle is tower that extends to over both paths for a reverse firing line, to shoot at invaders that go deeper into fortress.

As much as possible will be carved down/out to make all things of the proletariat out of rough hewn rock walls. Except for DoS building.

When surface gets full, dig down. Possibly continue to carve down so towering skyscrapers of rock walls and bridges are formed.

Beneath DoS is jails. DoS houses Noble's rooms and offices. Dining halls and taverns are scattered around. Only tavern for outsiders is in DoS, where outsiders can be properly screened. Same with Library. Only books by dwarfs are allowed.

Once military is big enough, squads will be sent to show the Glory of Communism to surrounding areas!

Dorfs:
Imic; Democratic Socialist (A few lying skill will be added so you are non-suspect, for now. Only non-suspect could ever be chosen by Commissar Ivan for such an important mission!)
SourCreamandGarlic*; Chief of Brewing
wallbuster1*; Chief of Masonry
KittyTac; Chief of Bears/Cats
Madman198237; Chief of Hammer
MottledPetrel; Chief of Agriculture
Sanctume; Chief of ElfChopping
Skeletal; Chief of Diggink
Bearskie; Chief of KGB
Maximum Spin; Second-Chief of Bookkeeping
AernJardos; Chief of Weaving
Deathpunch; Hammer Dwarf
Vladlen*; KGB Agent
Suspected Enemies of State:
Etur; Sus Int: Suspected Intellectual.
Deathpunch; RH 2: Worships a god that is like capitalist.
[Lots of other Sus-Ints (Abbreviated as SI)]
Humans; Capitalists (See if they have potatoes if we haven't found any in the ground where we embark, if not, they die once our military is set up.)
Enemies of State:
Elves; Fascists
Goblins; Anarchists
Comrade Maximum Spin
Comrade Ber
Comrade Unib
-Thank you Comrades,

Big Beard.
*Names from Reddit
--------
Please remove this perforated instruction page after inserting this corrected announcement into your Party Mail Folder, and throw the old one into the incinerator.
« Last Edit: January 04, 2018, 05:49:41 pm by speciesunkn0wn »
Logged
DF Veterans- n. - One who has lost one or more forts due to a stupid oversight.

Morality is relative,/Puppies are cheap,/Dwarves are zealots of,/A place that creeps and leaks,/where oversears send them to die,/so we may feast on their on their sorrow,/as we chew on their marrow
Just never forget,/That Bloodyhells is always a threat.

Glass

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Re: Glory to Mother Mountainhome
« Reply #1 on: September 02, 2017, 09:13:11 pm »

But where is BLAZECOOKS?
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

speciesunkn0wn

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Re: Glory to Mother Mountainhome
« Reply #2 on: September 02, 2017, 09:54:47 pm »

But where is BLAZECOOKS?

You'll have to remind me, what's Blazecooks again?
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DF Veterans- n. - One who has lost one or more forts due to a stupid oversight.

Morality is relative,/Puppies are cheap,/Dwarves are zealots of,/A place that creeps and leaks,/where oversears send them to die,/so we may feast on their on their sorrow,/as we chew on their marrow
Just never forget,/That Bloodyhells is always a threat.

Glass

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Re: Glory to Mother Mountainhome
« Reply #3 on: September 02, 2017, 09:59:29 pm »

Logged
Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

speciesunkn0wn

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Re: Glory to Mother Mountainhome
« Reply #4 on: September 02, 2017, 10:32:15 pm »

Logged
DF Veterans- n. - One who has lost one or more forts due to a stupid oversight.

Morality is relative,/Puppies are cheap,/Dwarves are zealots of,/A place that creeps and leaks,/where oversears send them to die,/so we may feast on their on their sorrow,/as we chew on their marrow
Just never forget,/That Bloodyhells is always a threat.

Glass

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Re: Glory to Mother Mountainhome
« Reply #5 on: September 02, 2017, 10:34:58 pm »

XD
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

Maximum Spin

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Re: Glory to Mother Mountainhome
« Reply #6 on: September 03, 2017, 04:34:07 am »

Recommendations: The first seven dwarves are the Party. Their spouses and families also become members of the Party. Only Party members are permitted benefits like nicer rooms or the use of imported goods of any kind. The rest of the dwarves may only use what they bring with them or produce. Furthermore, Party members get to pick their jobs. However, any Party member that becomes suspected as an enemy of the state is an unperson and must be executed immediately, while the proletariat may be tolerated in this condition for some time. When Party members are executed, their close relatives may be executed as well, and members of the proletariat may be selected to replace them in the Party based on arbitrary criteria. Also, constructing an artefact is uncomradely behaviour and makes one an enemy of the state. All members of the proletariat must farm, while other jobs are distributed in blocks as needed with no regard to skill (ie, the first 5 proletariat dwarves in the list become furnace operators, the next 5 woodcarvers, etc.). Farming is to be done on a regular grid of single-tile plots placed uniformly, with an equal number of plots devoted to each crop. Fertiliser will always be underproduced, and will be distributed randomly. Imported seeds cannot be used (since the Party don't farm), but all food must be cooked; if there are not enough seeds of a particular type to fill all plots of that type, those plots will simply be ignored, but fertilisation won't be turned off. If there are ever idlers, designate more digging or assign new stockpiles and decommission the old stockpiles so contents must be moved. I could probably go on like this for hours so I'm just going to stop here.
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Bearskie

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Re: Glory to Mother Mountainhome
« Reply #7 on: September 03, 2017, 06:31:31 am »

Support, simply because convoluted rules and obstructions are the essence of communism :P.

Btw, it would be trivial to mod all races to be hostile, and add various party member noble positions (eg. General Secretary, Leader of the Revolution). Because COMMUNIZM SHALL PREVAIL IN THE FACE OF GLOBAL ADVERSITY, AND WE SHALL SEND SQUADS TO ANNHILATE ALL ENEMIES TO THE COMMUNIST DREAM!

Think about it. Humans could be filthy capitalists, goblins could be libertarians/anarchists, elves could be, err, native tribes? Oh and we could easily mod the old dwarves to be hostile as well - being the bourgeoisie nobles whom we have revolted against.

speciesunkn0wn

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Re: Glory to Mother Mountainhome
« Reply #8 on: September 03, 2017, 06:51:44 am »

Recommendations: The first seven dwarves are the Party. Their spouses and families also become members of the Party. Only Party members are permitted benefits like nicer rooms or the use of imported goods of any kind. The rest of the dwarves may only use what they bring with them or produce. Furthermore, Party members get to pick their jobs. However, any Party member that becomes suspected as an enemy of the state is an unperson and must be executed immediately, while the proletariat may be tolerated in this condition for some time. When Party members are executed, their close relatives may be executed as well, and members of the proletariat may be selected to replace them in the Party based on arbitrary criteria. Also, constructing an artefact is uncomradely behaviour and makes one an enemy of the state. All members of the proletariat must farm, while other jobs are distributed in blocks as needed with no regard to skill (ie, the first 5 proletariat dwarves in the list become furnace operators, the next 5 woodcarvers, etc.). Farming is to be done on a regular grid of single-tile plots placed uniformly, with an equal number of plots devoted to each crop. Fertiliser will always be underproduced, and will be distributed randomly. Imported seeds cannot be used (since the Party don't farm), but all food must be cooked; if there are not enough seeds of a particular type to fill all plots of that type, those plots will simply be ignored, but fertilisation won't be turned off. If there are ever idlers, designate more digging or assign new stockpiles and decommission the old stockpiles so contents must be moved. I could probably go on like this for hours so I'm just going to stop here.

You probably could, Comrade. XD But all are equal! We work for Big Beard, comrade. All labor enabled. However tree cutting, hunting, and mining will probably be done in blocks like that because you can't have truly all labor enabled.

Artifact creation iz uncomradely...unless it is useful for defense of the state. Weapons and armor artifacts are best artifacts. Anything else will make Enemy of State.

Single plot farms iz good. Fertilizer is always under-produced because we don't know how to make it.

There shouldn't be many idlers, we shall be digging out our city, exposing the marvels of Communist constructions and engineering to the world with a towering city greater than that of the capitalists and fascists and anarchists dug into the earth! Floating farms and all!
Logged
DF Veterans- n. - One who has lost one or more forts due to a stupid oversight.

Morality is relative,/Puppies are cheap,/Dwarves are zealots of,/A place that creeps and leaks,/where oversears send them to die,/so we may feast on their on their sorrow,/as we chew on their marrow
Just never forget,/That Bloodyhells is always a threat.

speciesunkn0wn

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Re: Glory to Mother Mountainhome
« Reply #9 on: September 03, 2017, 06:53:30 am »

Support, simply because convoluted rules and obstructions are the essence of communism :P.

Btw, it would be trivial to mod all races to be hostile, and add various party member noble positions (eg. General Secretary, Leader of the Revolution). Because COMMUNIZM SHALL PREVAIL IN THE FACE OF GLOBAL ADVERSITY, AND WE SHALL SEND SQUADS TO ANNHILATE ALL ENEMIES TO THE COMMUNIST DREAM!

Think about it. Humans could be filthy capitalists, goblins could be libertarians/anarchists, elves could be, err, native tribes? Oh and we could easily mod the old dwarves to be hostile as well - being the bourgeoisie nobles whom we have revolted against.

Elves are Fascist. Humans are capitalists. I've been looking for what the hell to call goblins and anarchists is perfect. As for any kidnapped children that are rescued, they will be executed upon return for foreign influence.
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DF Veterans- n. - One who has lost one or more forts due to a stupid oversight.

Morality is relative,/Puppies are cheap,/Dwarves are zealots of,/A place that creeps and leaks,/where oversears send them to die,/so we may feast on their on their sorrow,/as we chew on their marrow
Just never forget,/That Bloodyhells is always a threat.

Imic

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Re: Glory to Mother Mountainhome
« Reply #10 on: September 03, 2017, 07:50:49 am »

I am democratic Socialist.
I want dorfing to found the Democratic Socialist party of the fortess.
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Imic's no longer allowed to vote.
Quote from: smyttysmyth
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speciesunkn0wn

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Re: Glory to Mother Mountainhome
« Reply #11 on: September 03, 2017, 08:53:06 am »

I am democratic Socialist.
I want dorfing to found the Democratic Socialist party of the fortess.

So name is Imic, occupation is Democratic Socialist?

You will be Suspect eventually, probably in a year or two as Commissar listens and watches. Muwahaha.
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DF Veterans- n. - One who has lost one or more forts due to a stupid oversight.

Morality is relative,/Puppies are cheap,/Dwarves are zealots of,/A place that creeps and leaks,/where oversears send them to die,/so we may feast on their on their sorrow,/as we chew on their marrow
Just never forget,/That Bloodyhells is always a threat.

speciesunkn0wn

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Re: Glory to Mother Mountainhome
« Reply #12 on: September 03, 2017, 10:37:40 am »

What do you guys think of one or two farm plots per dwarf? One food for eating, one food for brewing. Or just one food and seeing how long they can go?
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DF Veterans- n. - One who has lost one or more forts due to a stupid oversight.

Morality is relative,/Puppies are cheap,/Dwarves are zealots of,/A place that creeps and leaks,/where oversears send them to die,/so we may feast on their on their sorrow,/as we chew on their marrow
Just never forget,/That Bloodyhells is always a threat.

Maximum Spin

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Re: Glory to Mother Mountainhome
« Reply #13 on: September 03, 2017, 08:04:18 pm »

What do you guys think of one or two farm plots per dwarf? One food for eating, one food for brewing. Or just one food and seeing how long they can go?
I think, after setting up the equal blocks of plots like I suggested before, you should then assign each one to a dwarf in order, without worrying about how well-rounded any dwarf's portfolio is, and without worrying about whether the numbers of plots and dwarves line up so that everyone would have an equal number (or everyone would have one at all, if there are fewer plots than dwarves at a given time). After all, with proper vernalisation you should be able to live off your single pig tail plot if you are a true hard-working comrade. As the population increases, of course, you reassign the plots accordingly, only adding more when you start to run out.
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speciesunkn0wn

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Re: Glory to Mother Mountainhome
« Reply #14 on: September 03, 2017, 08:33:55 pm »

What do you guys think of one or two farm plots per dwarf? One food for eating, one food for brewing. Or just one food and seeing how long they can go?
I think, after setting up the equal blocks of plots like I suggested before, you should then assign each one to a dwarf in order, without worrying about how well-rounded any dwarf's portfolio is, and without worrying about whether the numbers of plots and dwarves line up so that everyone would have an equal number (or everyone would have one at all, if there are fewer plots than dwarves at a given time). After all, with proper vernalisation you should be able to live off your single pig tail plot if you are a true hard-working comrade. As the population increases, of course, you reassign the plots accordingly, only adding more when you start to run out.

I was planning to have space set aside for farming in general, then add plots as needed. No assignment though. Then they'll spend all their time on the farms rather than expanding our glorious nation and city.
Logged
DF Veterans- n. - One who has lost one or more forts due to a stupid oversight.

Morality is relative,/Puppies are cheap,/Dwarves are zealots of,/A place that creeps and leaks,/where oversears send them to die,/so we may feast on their on their sorrow,/as we chew on their marrow
Just never forget,/That Bloodyhells is always a threat.
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