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Author Topic: Human Migrants  (Read 1861 times)

Waylon

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Human Migrants
« on: July 22, 2008, 01:25:56 am »

Sure, getting more dwarves is nice, but what if I'd like to house some humans?
After a fortress gets a high enough value, a few humans might be enticed by tales of riches to hop a ride on the next immigration wave. They could work a bit differently, maybe they don't work as hard, but consume less resources. Naturally quicker than most dwarves and can carry more. Maybe more mental stability?

And while humans are too particular about the standard of the fortress, it takes a lot of conditions to get Elves to migrate: A bare minimum of tree destruction, an even higher fortress value, a large enough population, and maybe humans. They too would work differently.

The Humans and Elves could have their own neighborhoods, like Chinatown or something.

Just an interesting idea.  What do you guys think?
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Align

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Re: Human Migrants
« Reply #1 on: July 22, 2008, 05:08:15 am »

Ghettos for the other species. Yes, that sounds extremely dwarven. I fully endorse this idea, let's try it at once!
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My stray dogs often chase fire imps back into the magma pipe and then continue fighting while burning and drowning in the lava. Truly their loyalty knows no bounds, but perhaps it should.

LrZeph

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Re: Human Migrants
« Reply #2 on: July 22, 2008, 06:04:49 am »

can we hook them up to a mass uhhhhhh "registration" device, preferably with poorly constructed pieces and lava?
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Neskiairti

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Re: Human Migrants
« Reply #3 on: July 22, 2008, 06:59:03 am »

Woooo.. neski likey..
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Overdose

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Re: Human Migrants
« Reply #4 on: July 22, 2008, 11:10:57 am »

I'd see the elves as more hippy, tree hugging requirements (not exporting or dealing in things they don't like, such as animal/wood items to anyone, and keeping a small limitation on what items you do make and keep locally), and humans would be more industrious and money seeking (wealth generated by exports and luxury items).

It'd be even more fun if you could raid/pillage caravans passing through your area (especially if they aren't coming to visit you in particular, or are part of a warring civ) and get chances of gobbos coming to join in on the fun as "Allies" who don't actually live in your fort, just nearby, and have a mutual agreement with to keep out of each others hair as you both do your dirty workings so you can kill them if they step out of line.

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Mephansteras

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Re: Human Migrants
« Reply #5 on: July 22, 2008, 01:53:05 pm »

At the very least, I'd like to see immigrants of whatever races are part of your civ. So, if you have, say, a human town that the dwarves conquered at some point and a decent population of humans living there, we should be able to get human immigrants as well as dwarves.

Immigrants of different civs, including refugees, would also be nice.
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Boatmurderer

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Re: Human Migrants
« Reply #6 on: July 22, 2008, 06:29:11 pm »

...with the skills that would go with those races. Get a Human Weaponsmith? Say hello to flails and scimitars!
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Cavalcadeofcats

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Re: Human Migrants
« Reply #7 on: July 22, 2008, 10:32:30 pm »

Elven immigrants could help clean up after battles, or clean up after nobles after matters take their inevitable course!
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Walliard

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Re: Human Migrants
« Reply #8 on: July 23, 2008, 01:43:36 am »

Elven immigrants could help clean up after battles, or clean up after nobles after matters take their inevitable course!

OM NOM NOM NOM.
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Waylon

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Re: Human Migrants
« Reply #9 on: July 23, 2008, 12:23:57 pm »

I mean, you could have Goblin ghettos too.
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Mephansteras

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Re: Human Migrants
« Reply #10 on: July 23, 2008, 01:23:48 pm »

Goblin Olsmo kills goblin Thob in a brawl. An elf wandering by stops to look. "Hey, you gonna eat that?"
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anyar

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Re: Human Migrants
« Reply #11 on: July 23, 2008, 01:24:53 pm »

I'd see the elves as more hippy, tree hugging requirements (not exporting or dealing in things they don't like, such as animal/wood items to anyone, and keeping a small limitation on what items you do make and keep locally),
rofl, this put an image of elves chaining themselves to trees and protesting outside the nobles bedrooms and the trade depot.
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shadow_archmagi

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Re: Human Migrants
« Reply #12 on: July 23, 2008, 02:54:51 pm »

I'd see the elves as more hippy, tree hugging requirements (not exporting or dealing in things they don't like, such as animal/wood items to anyone, and keeping a small limitation on what items you do make and keep locally),
rofl, this put an image of elves chaining themselves to trees and protesting outside the nobles bedrooms and the trade depot.

But... they'd get the trees all bloody!
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Overdose

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Re: Human Migrants
« Reply #13 on: July 23, 2008, 05:21:20 pm »

The Elven Quarter Representative has proposed a '2-year import/export ban on Wood Items'.
The Goblin Quarter Representative has proposed 'imprisonment of all Elves'.
Mayor McDwarf cancels Accept/Deny Elven proposal: Too busy accepting Goblin proposal
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Mephansteras

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Re: Human Migrants
« Reply #14 on: July 23, 2008, 05:40:26 pm »

Of course, all of these thoughts really depend on there being some racial ethics or even just holdover ethics from a different civ in place. Right now, the game treats all individuals under the rule of a given civ as having that civ's ethics. So any elves living in a dwarven stronghold would be fine with cutting down trees and making groundhog bone bolts.
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
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