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Author Topic: Civilisation Missions at embark screens  (Read 840 times)

Lestrage

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Civilisation Missions at embark screens
« on: November 27, 2018, 12:14:38 pm »

So the idea is you can choose to be associated with a dwarf civilisation and the civ has a number of requirements. Specific embark locations are appropriate to these needs and for a given embark location you can take on challenge of missions that cater for these needs. As you are successful in meeting the requirements you also receive rewards and motive to continue maintaining the fortress and the fortress gets more glory.

Some needs of a civilisation could be :
   - defence against other Civs and their armies (or conquest of territory)
   - cultural needs : facilities such as library complexes, markets, great halls and taverns, or iconic edifices and structures
   - economy and generation of wealth
   - food and drink supply
   - health facilities
   - administration facilities and buildings
   - population housing
   - military housing and catering, or military training and supply
   - unique needs eg (dwarfs might have need for people that craft greater artefacts)
   - strong holds and vaults, great hoards
   - trade facilities
   - housing for iconic personalities and talents of civ

So given these unique needs of a civ, missions that may be available could be...

> border, far or extreme outpost : rewards for surviving far from home, in sparse or extreme territory in order for civ to profit (eg. in rare minerals) or to expand civ borders

> diplomatic outpost : cater for liasons and nobles from ally cultures or possible allies

> hoard or vault fortress : wealth of civ directed to fort for safe keeping : all greed of other civs, beasts and thieves also gets directed

> build and maintain defence citadels close to and in direction of enemy civ :
to withstand oncoming armies of another civ eg. from a goblin civ at war with (more pronounced armies would attack these fortresses)

> healthcare fortress : dorfs that are sickly or injured are transported here for healing, Success depends on success of healing masses of injured.
these missions available near to other cities and close to warring lines.

> military barracks camp fortress : success could be in catering and training army dorfs, and sending trained dorfs for service to the civ

> make irrigation structures and greatly cultivate farmland above ground and below, grow crops, export the surplus crops to feed the population of civilisaiton

> make housing and cater for population locally (excess population from other fortresses and cities are directed to the fortress), protect the population
? > house important nobles, facilitate meetings and make decisions on running of the civ

> make great market cities,  output a required level of profit for the civ yearly
> or cultural cities, which dorfs from the civ come to visit and meet each other in, success depending on attraction of dorfs

> make superstructures, facilities and buildings that are valued hightly by the civ and civ benefits from status and attraction to these

> uphold a specific industry eg. metal smithing, gemcrafting, stone crafting (liasons could bring jobs that need to be completed and products exported)

> CAPITAL : make the current greatest fort of the civ ever that will be ruled by the emperor. all kinds of criteria.

> unique missions : hold powerful artefact, befriend / tame / slay a mega mega beast, terrain specific missions



These are a few subjects that I thought might make possible mission criteria for the player to direct the development of their fort.
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therahedwig

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Re: Civilisation Missions at embark screens
« Reply #1 on: November 27, 2018, 12:38:28 pm »

Quote from: Dwarf Fortress Future Development lists
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
* Further formalize populations surrounding your fortress, in appropriate environments both above and below ground
* Relationship with surrounding dwarves
* Ability to trade/demand food in depot or similar place with surrounding dwarves
From http://bay12games.com/dwarves/dev.html

We're first going to get armies for both adventure mode and dwarf mode, Toady is right now implementing intrigue, so that we can have villains that will sent enemy armies about, together with intelligence and simple subterfuge mechanics.

After that he's going to do myth and magic rewrite. Which in turn will give divine law and more interesting locations. The former will be used as a basis for civilisation's own laws, and those together with the intersting locations will be used to generate starting scenarios for each entity.

EDIT:

The eventual idea is that you could have a situation where the myth and world generator will stick a giant portal to another realm in your world, or maybe have the remains of some primordial thing(egg shards were mentioned, but it could be something else), and that the civilization AI will first be able to produce a sort of opinion on those things. For example, the portal could be a portal to hell, and thus bad, or the portal could be one to a friendly plane where all sorts of good beings live, and thus good. To make those opinions, civs need to have a law framework first, so that civs can have different opinions. Then, with that, they can generate a starting scenario of 'defend the portal', 'close the portal', 'mine the primordial egg shards', 'make a temple', etc.
« Last Edit: November 27, 2018, 12:49:50 pm by therahedwig »
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Lestrage

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Re: Civilisation Missions at embark screens
« Reply #2 on: November 27, 2018, 01:07:39 pm »

That's cool if later game will auto generate scenarios / missions for fort.

What happens with me is I get the fort going strong and (probably because Im still more newbie and select easy locations) there is no excitement or flow of eventsreally happening, I run the fort indefinitely with no clear direction until I finally leave it to run itself. If there is a set of over-aims and direction (eg. specialise in healthcare) for the fort and the game facilitates this (sending patients and civ rewarding success) there is more structure to play.
But maybe game needs to be sand-box like too? IDK.
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therahedwig

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Re: Civilisation Missions at embark screens
« Reply #3 on: November 27, 2018, 01:22:42 pm »

Well, it is still in pre-alpha :)

Most players play their first few games straight, that is, they try to make the biggest fort possible, and after a while they make up their own challenges, like, making the biggest library, or creating a fort for taming dragons. It will take a while still for the game to start creating those by itself.

The first released version of the game(0.23a) did have more of a progression, but there was basically only one kind of game to play(dig deep and greedy), and you could only eventually lose your fort. The whole build up to generated challenges is to provide much more variety and to have the forts you create mean something more beyond a ruin.

I have to admit, I am looking forward to it myself a little, do a temple one game, a fort the next, after that an inn. :D
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GoblinCookie

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Re: Civilisation Missions at embark screens
« Reply #4 on: November 29, 2018, 07:42:44 am »

I have always had my misgivings about the starting scenarios system.  It seems to me basically to either be a sort of inflexible straightjacket on the player or something which is ultimately cosmetic.

The best idea I thought of was the idea of a temporary straightjacket imposed by the external power, the external power that gave you the material goods you have at the start of the fortress; after-all they came from somewhere didn't they?  In effect the starting scenario is not a permanent state but rather a kind of debt, you pay off the debt to your creator by developing your site to meet a particular need of theirs and potentially you can become a full fortress with no restrictions or specific purpose.

The alternative no starting scenario setup (as present) would also be possible but unlike at the moment you would have minimal or no embark goods.  Perhaps you should be restricted to only the goods that emigrating dwarves could carry with them, so basically you would have picks and woodcutter axes, plus a small amount of food+drink they could have taken from the stockpile before going AWOL. 
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Lestrage

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Re: Civilisation Missions at embark screens
« Reply #5 on: November 29, 2018, 08:06:27 am »

I don't think the starting scenario needs to be always mandatory, eg. you cursor over the available embark sites and it gives a list of possible scenarios to choose from but you can choose to found a standard no-restrictions-expectations-or-rules site if you want to.  (or maybe the civ has scenario plans for only
a few embark sites at one time)

I'd also think scenarios and rewards (? like what) from the civ would be a good way to encourage the player to try settle in dangerous or difficult territory.

Still don't like dealing with aquifer though.
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