Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Shops  (Read 192 times)

Urist Mchateselves

  • Bay Watcher
    • View Profile
Shops
« on: September 19, 2024, 01:42:42 pm »

A new "shop" building where Dwarves could acquire new items, including things like articles of Clothing and various trinkets, in order to obtain new clothes to wear and to satisfy the "acquire object" and "be extravagant" needs.

This would be like a trade depot : the player would assign various fortress items to it for their Dwarves to being to and eventually claim. Dwarves would no longer be able to claim items they're hauling or stumble upon as they do now, they could only claim items contained within shops.

The items in these shops would essentially be free (unlike shops in the older versions), and Dwarves would be autorised to pilfer them as they pleased, as the economy is no longer a thing. Maybe include a framework for buying items for the future once the economy is reimplemented, but initially shops would be free item counters.

When a Dwarf is idle and in need of new clothes or their aforementioned desires are high enough, they will make their way to an available shop. From there, they would choose what to take with them based on what they need (socks if they need new footwear, a random trinket to put in their chest or bring with them if they want a need object, something wearable with a high quality modifier in they wish to be extravagant (that they will immediately put on, replacing any conflicting items if applicable) and their own preferences (item type, material, color, shape, etc). They can choose multiple items based on what they need in a single shopping session. Dwarves will never claim artifacts, items claimed by other dwarves or items that aren't classed as craft goods.

Once their choices are made, they will claim the concerned items as their own (which will automatically unassign said items and prevent them from being reassigned to any shop, trade depot, military uniform, noble uniform, display location,  labor task, construction, etc until it is unacquired by their owner) and proceed to either immediately put them on (if it was acquired for clothing purposes or as a result of the be extravagant need) or bring them to their room in they have one.

Dwarves will unacquire an item if they haven't interacted with it for long enough, is sufficiently worn and subsequently replaced (dwarves will go shopping for replacements for worn items) or is carried off the map (which will also result in an unhappy thought).

It would also be reasonable for dwarves to shop for extra things that won't be used immediately. These items would be then stored in the dwarf's room and used by the dwarf at a later time. For example, a dwarf could obtain two shirts, store one in his cabinet and swap it out with his current shirt if he feels like it, or if it becomes worn (instead of having to go to a shop again). A dwarf could also store a ring for later and equip it once his "be extravagant" need is high enough. A citizen's tendency to obtain and hoard extra items could vary based on the value of their greed personality trait.

I think this would be a good way for dwarves to finally be able to satisfy their needs and properly dress, instead of it being dependant on random chance. Let me know what you think.
Logged
If you're so sure that you're gonna end up killing all of dwarven civilization, why not make a statue depicting 2147483647 dead dwarves, all of which are burning? Name it something good, like Deaddead the Dead Dead Dead-Dead of Dying. Just put it in the main hall or something, as a grim reminder that they're all gonna die.

Urist Mchateselves

  • Bay Watcher
    • View Profile
Re: Shops
« Reply #2 on: September 19, 2024, 06:45:42 pm »

https://dwarffortresswiki.org/index.php/40d:Shop

https://dwarffortresswiki.org/index.php/40d:Dwarven_economy

https://dwarffortresswiki.org/index.php/v0.31:Dwarven_economy

http://www.bay12forums.com/smf/index.php?topic=172681.msg7894073#msg7894073

http://www.bay12forums.com/smf/index.php?topic=173365.msg7936284#msg7936284

Anyways, excuse me while I go haul these coins to my room, one at a time…

Did you read the post? I explicitly stated in it that the items in these “shops” would be free (which why I put the first instance of the word “shop” in between quotation marks), unlike shops in the older versions. Yes, some kind of framework could be put in place for the re-inclusion of the economy (which is planned to eventually happen, in like 2000 years), but shops initially would just be free items counters and have no relation to the economy whatsoever.
« Last Edit: September 19, 2024, 08:20:51 pm by Urist Mchateselves »
Logged
If you're so sure that you're gonna end up killing all of dwarven civilization, why not make a statue depicting 2147483647 dead dwarves, all of which are burning? Name it something good, like Deaddead the Dead Dead Dead-Dead of Dying. Just put it in the main hall or something, as a grim reminder that they're all gonna die.

Urist Mchateselves

  • Bay Watcher
    • View Profile
Re: Shops
« Reply #3 on: September 19, 2024, 08:25:31 pm »

Epic quote fail fixed
Logged
If you're so sure that you're gonna end up killing all of dwarven civilization, why not make a statue depicting 2147483647 dead dwarves, all of which are burning? Name it something good, like Deaddead the Dead Dead Dead-Dead of Dying. Just put it in the main hall or something, as a grim reminder that they're all gonna die.

jecowa

  • Bay Watcher
    • View Profile
Re: Shops
« Reply #4 on: September 19, 2024, 08:40:53 pm »

Maybe shops could be a room like a tavern, temple, or hospital. Designate a room as a shop and put use chests and cabinets or maybe stockpiles to let them take from.

Maybe there could be a thrift store type shop too for citizens to get rid of things that they don't want anymore, and the unwanted items can be given to others, sold to merchants, or incinerated.
Logged

SixOfSpades

  • Bay Watcher
  • likes flesh balls for their calming roundness
    • View Profile
Re: Shops
« Reply #5 on: Today at 02:36:16 am »

. . . the unwanted items can be given to others, sold to merchants, or incinerated.
I've previously suggested that unwanted clothes could be given to visitors that petition for citizenship, but are denied. So at least you aren't sending them away with nothing.

Alternatively, there could be a "Poorbox" stockpile/building, basically a specialized type of refuse dump, that auto-flags its contents as being {forbidden} to your citizens but is opening to pilfering by outsiders. Ideally, it would be located outside the fort, where
1) rejected petitioners can pick up a consolation prize on their way out the door and
2) it would help deter would-be thieves.
Logged
Dwarf Fortress -- kind of like Minecraft, but for people who hate themselves.