Interesting point, but only that it actually puts up the point about what happens with the fate of races who are conquered by non-dwarven slaving entities such as humans; Having too many slaves distributed across their kingdoms secured from conquered settlements could actively worsen their site happyness and leave them more open to insurrections and a less enthusiastic defence unless its suitably balanced out.
- Also leaning into the point that instead of persecuting troublemakers and letting them go, they may just decide to enslave a good majority instead when they integrate, counting it amongst their war-spoils.
- Elves and other races that devour intelligent races may even attempt to eat them in a great feast of defeated foes
I dont expect goblins to spare any settlement of the dwarves (yours or anybody elses) the come across, i expect them to maim, slave, eat & raze everything in a trail-blaze, destroying as many settlements as they can like a force of destruction, with lots of small sites suddenly beginning to start vanishing with ruins in their wake with grandiose grisly monuments in their wake.
Suddenly being asked to simply leave and join a refugee group as a innocent doesn't seem so bad.
Just to be clear, the main thrust of my problem with the OP version of integration is more that it seems to be a one-size-fits-all process. I fully agree with setting up different processes by which occupied peoples are "convinced" to adopt the culture of an occupier over time that underlines the cultural values of the conquerer.
That said, I'd add on to the goblin way of conquest that they aren't a "burn everything, kill everyone" type of culture, but the embodiment of a "might makes right" philosophy, and one of the things I find most interesting about their way of warfare is that most of their heroes tend to be kidnapped children of other cultures turned back against the land of their birth. Hence, I'd think the way that goblins might treat the conquered would be like Heath Ledger's Joker -
"Now, our operation is small, but... [grabs a pool cue] there's a lot of potential for aggressive expansion. So, which of our fine gentlemen would like to join our team? Oh! There's only one spot open right now, so we're gonna have tryouts." [Joker snaps the cue over his knee and tosses it down between the goons/hostages.]
One of the things back in
the old development track was a power goal ("Beast of Burden") about how he wanted goblin children sitting in a wagon taunting captured slaves and making them pull them around on wagon rides, which gives a good idea of the flavor of goblin conquest.
Something similar can be said about elves - they do eat the dead, but they don't make people dead just to eat them. (Goblins might, though. Goblins don't even need to eat, but do it anyway because Might Makes Right, so if someone with authority to get food (even living humanoid slaves) can eat and wants to, screw it.) They are instead defined by adherence to the nature spirits, and the nature spirit's self-parody level views of the ways of nature. Hence, survivors of an elven takeover certainly are likely to face "my way or the highway" choices of abandoning any and all wood products not made by their elven overlords, including a complete ban on soap, clear glass, and any non-imported certified magma forged metal. Being as they go to war over this stuff, it's safe to say violators will be terminated. (Also, liars are to be executed, apparently.) (And yeah, this is also obvious genocide.)
Speaking of which, you would also expect necromancers to largely create some sort of Logan's Run state where having kids while young is encouraged, but those over a certain age are culled and put into the undead horde before their bodies go past their prime...
This does tie into viable system in DF where a entire entity could have a reputation permetating from your site or ascended kingdom status to set you apart from other dwarven civilizations, to such a extent you may end up being disowned for being a trouble-maker or being sat down for diplomatic talks prohibiting you from doing activites (by getting caught) without consequences. Every rumor regarding world activities getting out damaging or possibly improving your reputation with acts of kindness (finishing a war with tributatary status, then releasing towns, dealing fairly with diplomats etc) more and more.
- DF already has a entity strength gauging system, its reasonably invisible, but entities will not begin wars against entities like dwarves unless their convictions are very strong or they have superior forces/they are called in as allies. Extreme examples of this culminate in watching necromancers having wiped out normal civilizations declaring wars against the angelic residents of vaults.
Romanticising Rome is very easy as a archetype, as you've succinctly put out, i dont envisage in strict terms because im sure a player could modify something bigger or smaller to scale entirely individual to them in their own minds, but only by projected rate of expansion do i draw a comparison to what a successful DF player's personal empire could be. you could alternatively simply attribute some things like you've said to the Muslim Ottomans, who expertly capitalised and integrated many different cultural groups of people with tolerance, installing taxes upon them and employing them into their armies as lowerclass freemen (unlike the mamluks who used slaves) but were also known for their brutality in war, especially in coastal raids.
Well, I probably should expand upon what I mean by "quality of life".
Currently (and I know I shouldn't pound what's current too much here, because of what I'll say later, but this is something to alleviate a current problem), fortress wealth is largely bad for the player. It causes megabeasts to attack, larger sieges, and makes giant floods of migrants want to come to your fortress. (Toady seems to think the last one is a benefit, but it
definitely isn't!) Making things like fortress wealth make people want to join your culture in much the same way as making dwarves want to immigrate to your fortress is a fairly easy way to tie some existing systems (which could also use some fleshing out and rebalancing, obviously) into this new system.
This would also, inversely, mean that having dwarves die in your fortress be a minor ding to your cultural attractiveness rating, so you have a further reason to take good care of your dwarves.
Broadly speaking, it makes games much more interesting to have all the various mechanics from other parts of the game interact so that they can help make more emergent stories. ("Introducing humans to subterranean living was going well when we showed them the splendors of our dining halls and how we had all the masterwork quarry bush leaf roasts we could eat until Urist's cat killed so many rats that they created miasma clouds and started the Great Tantrum Spiral of 812...")
You just need to add in the parts about how building new sites, especially megaprojects like tunnels between mountainhomes or even having some designated monument on a fortress can be part of some sort of cultural glory meter that also makes your culture seem attractive to the people of other cultures. Adding options to create new off-site monuments would then also be more attractive, as well.
Yes this may be true, but it could be the collated efforts of what 'integrate' is meant to represent, extended reach of diplomacy or/and reputation & problem solving on a local site level via 'investigate' to generate quests to kill bandit forts, stop plots of towards the assasination of local leaders and other nuisances -since a site that likes you shoudnt have to offer any resistance to its integration at all with no expulsions or pusnishments if there's no malign activities occuring and assuming citizens agree to be brought round to your way of thinking.
One of the things I'd like to see is several options in this kind of push for cultural drift. To go back to the goblin conquest topic, a severely harsh (and genocidal) "my way or the die-way" push to make a population abandon its culture and adopt yours is an option that would also hasten the process of drift, but also one that involves decimating the population and almost certainly engendering resentment both abroad and in the population being forced into re-education that would require more guards as it is carried out.
Conversely, a hands-off approach where your culture tries to be as tolerant as possible would alleviate most of the problems, provided your civilization isn't still at war with their home civilization, but also result in a much slower drift, provided you aren't employing other means to hasten the process along. (Again, I'd also like to see something like propaganda efforts, where you build taverns, send in bards telling stories or sharing dances that are designed to get others to adopt parts of your culture. Sending in food subsidies, etc.)
Ill be perfectly honest; thats a valid opinion and it is a interesting process but most DF players i dont think have the patience to raise animals/children in the scope of 10 years or even indeed reach their forts demise within the first 5 years outright, and the 5 years is more for the claims-paperwork to be put together and a benchmark of commitment to protect and uphold the occupation so that its not a instantenous snowball either.
In this case, I think it's best not to be constrained by how the game is played now when talking about suggestions. Sure, people get stuck in the weeds with the game now, when there are few mechanics for the world outside the fort, but it's entirely possible for players to build mostly self-contained hermit fortresses that are designed to run fast, much less some sort of Generation Fortress, and I don't think it's Toady's intention for players to play a game for only 5 years before abandoning a game because of FPS death at the very least.
Beyond that, there have been many suggestions for a "Kingdom Mode" (I even had a
thread on it way back when), where players can play as just the king rather than running the fortress (or at least, mostly leaving the fortress on autopilot) or while having heavy time acceleration while in Adventurer Mode, so that players can play a game more on the level of a grand strategy, once the world mechanics are developed enough.
However, to pull it back a bit to even if we accept that few players go past 5 years as we stand, that still implies that few players would use the integrate you're suggesting right now. What I'm more opposed to is the fact that it's a set period of time rather than the exact time scale. We could make things happen absurdly quickly, and cut down the cultural drift time by an order of magnitude or two if we wanted, but the point I'm making more revolves around having the player's actions in various other aspects of gameplay impact the rate at which they can expect to influence other people to adopt their culture. Hence, if you have a very wealthy fortress with lots of amenities, low deaths, and a high amount of immigration pull, this process could start cultural drift on at least a percentage of the population within the first year (and possibly make the culturally drifted population be in the pool for immigrants, at that). The point is, again, more of one where player actions, the degree of difference between the original cultural values and your own, and some things possibly beyond player control to be good or bad events that impact your play determine rate of cultural drift.
Likewise, in the current game, it's possible for you to domesticate wild animals through generations of taming. This is something that takes well beyond the timescale of typical forts, but even if the player never reaches the end of the road, the journey itself can be interesting. Having pits of moderately tamed crocodiles to dump goblins into is a fun thing even if you never reach full domestication. Having integration be a process by which you can gradually draw down required garrisons until you don't need any or they outright start providing troops of their own gives players a sense of progress you don't get when you just flip a town from unruly to pacified in a single go.