Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Flag sites for "raze_only" during world gen after X pillages  (Read 615 times)

dikbutdagrate

  • Bay Watcher
    • View Profile

Idea:
In order to prevent stagnation during world generation, and to avoid the classic "historical log gets bogged down during wars which consist of 660+ pillaging events, which target the same site", I was thinking that every site in world gen could be given a flag, which can be toggled after a site is subjected to X number of pillaging actions in rapid succession.

Additionally, once a site has been razed and are now ruins, no further raiding actions can be taken against it during world gen. Unless the site is reclaimed by an entity civ.

In my woeful ignorance, I assume this only requires the logic which enables the flag, the appropriation of one of the unused dummy flags, and an altering of the statement which is responsible for entities preforming raid actions during world gen, which could be changed to a conditional, which simply checks for the flag, and returns which action is taken. And an adjustment to world gen raiding logic, in order to prohibit entity civs from targeting ruined sites.

« Last Edit: July 13, 2023, 02:32:30 pm by dikbutdagrate »
Logged

Azerty

  • Bay Watcher
    • View Profile
Re: Flag sites for "raze_only" during world gen after X pillages
« Reply #1 on: July 21, 2023, 06:43:25 pm »

I would say that, depending from the size and the wealth of the site, the more it's looted, the more likely it's razed. A village might only take one looting byt a sprawling metropolis might suffer 10 before the question even is asked.
Logged
"Just tell me about the bits with the forest-defending part, the sociopath part is pretty normal dwarf behavior."

FantasticDorf

  • Bay Watcher
    • View Profile
Re: Flag sites for "raze_only" during world gen after X pillages
« Reply #2 on: September 01, 2023, 05:38:55 pm »

Couldn't a place that has been razed multiple times gather a reputation to be avoided? Something like a span of 50 years or so populated by ghosts, kobolds or bandits of that particular discretion to be gawped at in adventure mode. I guess a similarly ruined and razed place would be the ruined aftermath of a necromancer attack.

Re-colonization of ruins by any group is really a sticky issue sometimes (elves which seem to hang onto life by virtue of the many animals defending their sites), with a excess of refugee camps that should be moving along to more populous places, rather than filling a village with 10 people every time you raze it.
Logged

eerr

  • Bay Watcher
    • View Profile
Re: Flag sites for "raze_only" during world gen after X pillages
« Reply #3 on: September 01, 2023, 11:08:10 pm »

Having ghosts spawn in villages and cities would be great actually. they would be inhabited by terrified residents and people under godly affiliation, especially curses.
Logged

A_Curious_Cat

  • Bay Watcher
    • View Profile
Re: Flag sites for "raze_only" during world gen after X pillages
« Reply #4 on: September 01, 2023, 11:15:00 pm »

people under godly affiliation

Would this be just priests, or would it include anyone who was a member of a religion?  How would this be any different from a regular settlement?
Logged
Really hoping somebody puts this in their signature.

FantasticDorf

  • Bay Watcher
    • View Profile
Re: Flag sites for "raze_only" during world gen after X pillages
« Reply #5 on: September 04, 2023, 02:39:42 pm »

people under godly affiliation

Would this be just priests, or would it include anyone who was a member of a religion?  How would this be any different from a regular settlement?

Curses, like the ones slated to be sort of upcoming could have no discernable origin in religion, if they're just a abstract militarized ritual they can do when the conditions are correct for them to use it, just because its primeval magic of the same sources as primeval good/evil biomes they've culturally carried with the civ, like a little slice of magic or borrowed power from the gods from the time before time.

  • sort of like all the humans bringing all the instruments out, to make it rain and lay down a curse and cause all your aquifers to double in speed and the weather to be dreadful, but it doesn't really stem from a malevolent origin, normally being reserved for agriculture
I can only imagine the [ABUSES_BODIES] token you can find on goblins probably includes leaving curses either caused by the suffering of all the people they get just by itself or just to quickly finish the razing out of spite. And elves leaving vine wrapped buildings out in places they have no interest of direct rule, to be inhabited by packs of vicious animals and roaming ents.
Logged