Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Non civ based organizations and entity goals.  (Read 1684 times)

Imic

  • Bay Watcher
  • Still sad
    • View Profile
Non civ based organizations and entity goals.
« on: January 08, 2018, 11:40:17 am »

My idea for this is that during worldgen a bunch of people could get together and form some kind of organization, such as a knightly order, a guild of masons, a religious sect, or a gathering of necromancers. Essentially, some random person would gain a goal in life, like a desire to heal the wounded, a desire to kill all goblins, ir a desire to teach the true faith. After a while, these people could form an organization, with it's own name, symbol, and titles. Then, people with similar goals to the organization's goals would join said organization. These organizations could be tied to a civ, or be wide reaching, and they would have a headquarters in the site where it was founded. If it became big enough, they could even build headquarters in other sites.
If they felt that the heathen religion was becoming too big, a religious organization could declare a crusade on their enimies, or start an expedition to somewhere, lead an invasion, or start diplomacy. In adventurer mode, you could join one of these and become leader of the organization, and in fortress mode, you could get these organizations to come and visit your fort.
There is also one intersting thing about this, which is that instead of tying gods to a specific civ, civs could start out with no specific religion, and holy groups could start up around pre existing gods, and sites could become tied to specific religions, and civs could start wars over it, etc.

It's an idea.
Logged
Imic's no longer allowed to vote.
Quote from: smyttysmyth
Well aren't you cheery
Quote cabinet
Regrets every choice he made and makes, including writing this here.

GoblinCookie

  • Bay Watcher
    • View Profile
Re: Non civ based organizations and entity goals.
« Reply #1 on: January 08, 2018, 01:05:29 pm »

It's already in the game.
Logged

Gigabytebob

  • Bay Watcher
  • Thief! Protect the hoard from skulking filth!
    • View Profile
Re: Non civ based organizations and entity goals.
« Reply #2 on: January 08, 2018, 05:01:03 pm »

no its not goblincookie there used to be but not anymore well the mason guild part was in the game but the rest of the stuff was not
Logged
adamantine, the only material that can be honed to an edge so fine it can cut light, cleave steel like butter, and sever heads with the enthusiasm of a deranged bloodthirsty child.

Turn those goblinoid uglybolds into adorable cutebolds

GoblinCookie

  • Bay Watcher
    • View Profile
Re: Non civ based organizations and entity goals.
« Reply #3 on: January 08, 2018, 05:09:46 pm »

no its not goblincookie there used to be but not anymore well the mason guild part was in the game but the rest of the stuff was not

For an example, the previous release added in prophets.  Prophets can then form a religious organisation of monks which then continues to exist and travels about.  The release before that added in artistic troupes, which also meet the requirements of the OP. 
Logged

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: Non civ based organizations and entity goals.
« Reply #4 on: January 08, 2018, 05:33:28 pm »

Yeah, apart from guilds (which are due to come back one day and have plenty of implementation suggestions already) most of that is in the game to a certain degree. Most of it needs fleshing out, but then again so does everything in the game.

As an example not mentioned above, entities will currently use neighbours lack of religion as an excuse to go to war with them.
Logged

GoblinCookie

  • Bay Watcher
    • View Profile
Re: Non civ based organizations and entity goals.
« Reply #5 on: January 09, 2018, 07:08:26 am »

Yeah, apart from guilds (which are due to come back one day and have plenty of implementation suggestions already) most of that is in the game to a certain degree. Most of it needs fleshing out, but then again so does everything in the game.

As an example not mentioned above, entities will currently use neighbours lack of religion as an excuse to go to war with them.

The real question I often ask myself is, what the hell are guilds actually going to do?
Logged

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: Non civ based organizations and entity goals.
« Reply #6 on: January 09, 2018, 07:42:46 am »

Yeah, apart from guilds (which are due to come back one day and have plenty of implementation suggestions already) most of that is in the game to a certain degree. Most of it needs fleshing out, but then again so does everything in the game.

As an example not mentioned above, entities will currently use neighbours lack of religion as an excuse to go to war with them.

The real question I often ask myself is, what the hell are guilds actually going to do?
Send your fortress high quality "mercenary" carpenter visitors perhaps? Saves you training them yourself if you have enough cash (obviously after training is made more realistic). Same as mercs for military but for when you have to fulfil a really big order from the local baron.
Logged

GoblinCookie

  • Bay Watcher
    • View Profile
Re: Non civ based organizations and entity goals.
« Reply #7 on: January 09, 2018, 07:53:06 am »

Send your fortress high quality "mercenary" carpenter visitors perhaps? Saves you training them yourself if you have enough cash (obviously after training is made more realistic). Same as mercs for military but for when you have to fulfil a really big order from the local baron.

That is an idea I had not thought of, having guilds function by dint of how they are in more than one site and tying them in with immigration.

The problem with the above idea is that order for it to be realistic it has to work both ways.  Why we would very much like to be able to have the guild fetch us the very best carpenters of our civ but if we *have* such a carpenter in our fortress we don't want THEM going off to other sites.  Hence we end up in practice with a lot of 'unfortunate accidents' occurring as regards visiting guild officials.

Or we can build our own version of the Berlin Wall to similar effect and indeed purpose.
Logged

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: Non civ based organizations and entity goals.
« Reply #8 on: January 09, 2018, 08:15:43 am »

Send your fortress high quality "mercenary" carpenter visitors perhaps? Saves you training them yourself if you have enough cash (obviously after training is made more realistic). Same as mercs for military but for when you have to fulfil a really big order from the local baron.

That is an idea I had not thought of, having guilds function by dint of how they are in more than one site and tying them in with immigration.

The problem with the above idea is that order for it to be realistic it has to work both ways.  Why we would very much like to be able to have the guild fetch us the very best carpenters of our civ but if we *have* such a carpenter in our fortress we don't want THEM going off to other sites.  Hence we end up in practice with a lot of 'unfortunate accidents' occurring as regards visiting guild officials.

Or we can build our own version of the Berlin Wall to similar effect and indeed purpose.
I think the game's going to evolve to a point where letting dorfs go offsite won't be such a big issue, depending on the scenario (wouldn't want your prisoner work gangs wandering off of course). And yeah, of course, train up your dorfs in the workshop zones to a high level with some kind of master-apprentice system, then be forced to send them off to do guild work from time to time in exchange for favors from the guild (emergency mercs for example) or ignore their demands and declare war on the guild for extra Fun. Loads of ways it could go.
Logged

GoblinCookie

  • Bay Watcher
    • View Profile
Re: Non civ based organizations and entity goals.
« Reply #9 on: January 10, 2018, 12:04:07 pm »

I think the game's going to evolve to a point where letting dorfs go offsite won't be such a big issue, depending on the scenario (wouldn't want your prisoner work gangs wandering off of course). And yeah, of course, train up your dorfs in the workshop zones to a high level with some kind of master-apprentice system, then be forced to send them off to do guild work from time to time in exchange for favors from the guild (emergency mercs for example) or ignore their demands and declare war on the guild for extra Fun. Loads of ways it could go.

Letting your dwarves leave your site is inherently an issue, it is not a question of the evolution of the game.  Other folks dwarves going to your site on the other hand is not an issue except to them, which in our economy-less world does not matter since they only actually produce stuff at our fort anyway. 

The idea I had however is that guilds exist precisely in order to increase immigration to your site and to discourage emigration from your site.  If dwarves sufficiently are skilled to qualify to join a guild in another site they are inclined to migrate there and leave their original site behind.  Different guilds have different minimum skill requirements, but sites can send their unskilled laborers off to join a guild as an apprentice, at which point using the general education mechanic the guild's members in general (or one in particular) will train said individual until he reaches the point at which at an immigrant would be able to join the guild outright.

The better treated guilds are more attractive than oppressed guilds.  This means that giving stuff to your own guilds is a good idea and oppressing your own guilds is not necessarily a good idea, because members of your oppressed guild will defect to another site where the guild that represents their skills is better treated.   
Logged