Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2] 3

Author Topic: More Cultural and Civil buildings  (Read 4945 times)

Impaler[WrG]

  • Bay Watcher
  • Khazad Project Leader
    • View Profile
Re: More Cultural and Civil buildings
« Reply #15 on: August 16, 2008, 11:06:12 pm »

I think an apprentice system is more 'dwarven' then a school, though I could foresee a 'Guild Hall' that is skill specific fitting into the game and tying together nobles and apprentices and education in a very spiffy way, perhaps even as a high level management tool.

If your 'pedestal' museums are the equivalent of statue gardens for non-statues then I like the ideas, in fact why not fold the statue garden into the museum as just one of the many things that museums can hold, flexible and simple at the same time.

The number one building that I'm missing right now is the temple or some kind of area ware religious practices take place, Dwarfs are depicted as very religious in fantasy literature and would have multiple temples to a Pantheon of gods within their forts.  Making temples and dedicating them to various deities (and assigning some priests) would be very fun.  I could see the fort as a whole demanding these temples the way that nobles demand stuff.
« Last Edit: August 16, 2008, 11:29:55 pm by Impaler[WrG] »
Logged
Khazad the Isometric Fortress Engine
Extract forts from DF, load and save them to file and view them in full 3D

Khazad Home Thread
Khazad v0.0.5 Download

Dae

  • Bay Watcher
    • View Profile
Re: More Cultural and Civil buildings
« Reply #16 on: August 17, 2008, 07:41:35 am »

Having priests of different gods complaining to the nobles for a temple would be good. Although nobles would demand the building of an altar to the god they believe in on their own of they're worshipping it enough.
Logged

Fatum

  • Bay Watcher
    • View Profile
Re: More Cultural and Civil buildings
« Reply #17 on: August 17, 2008, 11:59:48 am »

Brothel
Doesn't seem like a good idea to me; the dwarves still procreate without physical contact!

Council chambers
Are being discussed in the nearby thread; noble councils can both provide useful tips on planning and give a nice political simulation.

Concert hall
Can be the same with the council chambers, or can as well just be an ability for dwarves to play music anywhere and enjoy it being played.

Firestations
Well, dwarves have pumps, don't they? I imagine the most useful and essential type of thing to do would be building a small structure, say, 2x2 in size, used as water cistern. When constructed it'd require massive amounts of wooden tubes, but after construction it can be considered covering some area by the tubes on the ceiling. As soon as the cistern gets touched by fire, it is destroyed, and the tubes open up and flood everything in the area with 1/7 level of water, putting the fire down. Water then vaporizes as usual.
I imagine those things would be great in the valuable goods stockpiles and near the booze stockpiles.

Hospitals
Well, using clay and having prosthetic limbs for dwarves is in the future improvement list. So why not take them to a single place, where a broken limb can be  plastered, and a chopped off one replaced with a hook arm or a peg leg, and just a beaten up dwarf can get some comforting from Olas McNurse?

Nurseries
As it was said, it's better to have an option who you want in the area. just like you do with stockpiles. I imagine having Dwarfs (underage, adult, injured), Animals (with every type of animal separately specified) and maybe foreigners, where liasons, diplomats, traders and the like could stay for a while.

Museum
Seems like a great idea to me. You have to keep those artifacts somewhere, after all - then let them be guarded and gibe happy thoughts!

Temple
A long-waited thing...
Logged

Wang Commander

  • Bay Watcher
    • View Profile
Re: More Cultural and Civil buildings
« Reply #18 on: August 17, 2008, 12:13:53 pm »

(which reminds me, anybody else think it strange that deconstructing things takes 20 times as long as constructing them?)

I've heard it said that "it's not taking the wall down, it's putting the stone back into that neat sphere that takes the time"
Logged

unobtaniumman

  • Bay Watcher
  • Stop squashing Mr. Saturn!
    • View Profile
Re: More Cultural and Civil buildings
« Reply #19 on: August 17, 2008, 02:21:03 pm »

Brothel/Museum - don't really find these very interesting or useful.

I'm tempted to make this my sig.
Logged
Time Kitten: Brown oceans are typically blotched with red for no apparent reason. I say asthetics.

Jetman123

  • Bay Watcher
  • !!Bauxite Turbojet!!
    • View Profile
Re: More Cultural and Civil buildings
« Reply #20 on: August 17, 2008, 05:32:37 pm »

I imagine that putting out fires would require bucket brigades if nothing more than the fact that putting in such a system everywhere would take way too much effort to be worthwhile, but the pump idea is interesting nonetheless. And of course, once drains are in, we'll actually have a way to get rid of the water. :P
Logged
When dwarves want to commit suicide, then by Armok, they _will_ commit suicide, even if they have to spend the rest of their lives working at it!

Annales

  • Bay Watcher
    • View Profile
Re: More Cultural and Civil buildings
« Reply #21 on: August 18, 2008, 06:38:07 am »

I can't imagine nobody asked for a tavern. It would make far more sense if somebody had the ability to manage the consumption of the precious brews (and its distribution via mugs (finally some use for that)) instead of having them in some random stockpile and having some twenty dwarves dipping their beards inside the barrel while going for a gulp.

Dwarven hygene is bad enough without having to drink beer from a filthy barrel.
Logged

Waylon

  • Bay Watcher
    • View Profile
Re: More Cultural and Civil buildings
« Reply #22 on: August 19, 2008, 12:34:26 am »

Oh god, you're right.
Taverns/pubs would be awesome. There could be some sort of dwarven lounge game, like darts or pool, only something more dwarven. There might be bar fights, bar hookups, and if music is implemented, bards.
Logged

The Doctor

  • Bay Watcher
    • View Profile
Re: More Cultural and Civil buildings
« Reply #23 on: August 19, 2008, 03:46:16 am »

Obviously they would use vomit or they're toes for darts.

>_>
Logged

Jetman123

  • Bay Watcher
  • !!Bauxite Turbojet!!
    • View Profile
Re: More Cultural and Civil buildings
« Reply #24 on: August 19, 2008, 08:42:08 am »

Once dwarves use mugs, a designated tavern room would be awesome. :P
Logged
When dwarves want to commit suicide, then by Armok, they _will_ commit suicide, even if they have to spend the rest of their lives working at it!

Boatmurderer

  • Bay Watcher
    • View Profile
Re: More Cultural and Civil buildings
« Reply #25 on: August 20, 2008, 07:29:39 am »

Adding onto the tavern idea is to utilize the hidden quality feature for brewed drinks to where everything above exceptional is named for the brewer:

Normal ale: Dwarven Ale
Exceptional ale brewed by Urist Skullhammer: Skullhammer Dwarven Ale
Logged

Dolohov

  • Bay Watcher
    • View Profile
Re: More Cultural and Civil buildings
« Reply #26 on: September 11, 2008, 08:51:27 am »

Why not trophy rooms, to display weapons and armor from dead enemies, and totems made from their skulls?

Brothel
Doesn't seem like a good idea to me; the dwarves still procreate without physical contact!

Bah, you're just not watching them closely enough.  They're sneaky little bastards, worse than teenagers.
Logged

Granite26

  • Bay Watcher
    • View Profile
Re: More Cultural and Civil buildings
« Reply #27 on: September 11, 2008, 09:07:30 am »

Nah, you see it alright... it's just 2 dwarves
Spoiler (click to show/hide)
and your mind blocks it out, like it's not even there

Yanlin

  • Bay Watcher
  • Legendary comedian.
    • View Profile
Re: More Cultural and Civil buildings
« Reply #28 on: September 11, 2008, 01:46:32 pm »

Awesome suggestion. Today, hop to it. Please?
Logged
WE NEED A SLOGAN!

Neonivek

  • Bay Watcher
    • View Profile
Re: More Cultural and Civil buildings
« Reply #29 on: September 11, 2008, 01:59:12 pm »

Let me see...

-Wells: The lack of wells outside of fortress mode is VERY odd...
-Bathhouse
-Quarry
-Crypt
-Laberinth
-Lookout Tower
-Horse Farm
-Race Track
-Town Drums / Town Horn: These are not for music... They are supposed to signify domain and help people find the town
-Bank

Note: Rich people should be able to build civil buildings and have them dedicated to them.
Logged
Pages: 1 [2] 3