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Author Topic: More Cultural and Civil buildings  (Read 4947 times)

Waylon

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More Cultural and Civil buildings
« on: July 24, 2008, 09:33:41 pm »

Instead of everything being a industrial workplace, we need a few "town" buildings, like, for example:
*University/School
*Nursery (already said in another thread)
*Real Hospital
*Fire Department
*Library (For books- another good feature)
*Recreational Center with more things than statues
*Brothel
*Museum (One that can be designated as such, not just a room with artifacts and engravings piled up)
*Council Chamber (for Nobles)
*Concert Hall (Bards and other musical additions are another good feature)
*Gladiator Arena (Like the museum, is already possible but should be designated to avoid problems like spectators getting involved)

Discuss how these could work.


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Jetman123

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Re: More Cultural and Civil buildings
« Reply #1 on: July 25, 2008, 03:12:37 am »

The school would teach dwarven children basics of skills like planting or crafting. Chosen by them, usually, but you can make them go down certain paths at the cost of an unhappy thought that persists. The university would be more like a guild, with experienced workers mentoring newer dwarves. Could even work for the "desk part" of military skills.

Hospital would work in conjunction with the health care labor and be made from a healthcare station of some sort or a bed.

Fire department would be a bucket brigade, mainly, using volunteers.
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1138

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Re: More Cultural and Civil buildings
« Reply #2 on: July 25, 2008, 05:00:05 am »

I really like the ideas. My main "objection" (if you could call it that, it's actually more of a self-serving whine) is that they'll require so many dwarves that my computer would never be able to handle it, and I'd miss out. So, yeah, I'd say improve framerates and such, and then put in features that require 150-200 dwarves to really use.
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Puzzlemaker

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Re: More Cultural and Civil buildings
« Reply #3 on: July 25, 2008, 09:34:26 am »

Hmm...

Types:
All
Wounded
Babies
Young
Nobles

Then you can set up each room or building to accept certain types of dwarves with certain jobs.

There can be different combos of types.  It's easier to show examples.

--------------

School:

Type A: Young (Meaning only young dwarves can use it)
Job: Learn (Because it's work-related, a job has to be specified)

Type B: All (Meaning anyone can use it, as long as they have the right job)
Job: Teach (Meaning people with the Teach job would go there)

------------

Nursery

Type A: Baby
Job: N/A (Means they will hangout here, it's like a meeting room but babies only)

Type B: All
Job: Care taking
------------

Hospital

Type A: Wounded
Job: Rest

Type B: All
Job: Care taking

------------

Library

Type A: All
Job: Learning

Type B: All
Job: N/A (No job specified means they go to the library to hang out and for entertainment)

------------

Council Chambers

Type A: All
Job: Meeting (Meaning anyone can participate in a meeting here)

Type B: Noble
Job: N/A (Only this type is allowed to loiter here)

Type C: Noble
Job: Socialize (Meaning only nobles can come here to socialize)

-------



So, it's a pretty good system.  Tell me what you think.
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Zwergner

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Re: More Cultural and Civil buildings
« Reply #4 on: July 25, 2008, 10:31:39 am »

Sounds interesting, here's my feedback though:

School/University - the implementation I would prefer is something more like a meeting place where people gain skill experience.  If say a dwarf of any age (except infant) was completely content and had nothing to do, they would go to a university to get some slow but steady skill increases.  And of course, can't get attribute gains like this.  But on the flip side, dwarfs don't really seem the scholarly type.

Nursery - Not really all that useful, I'd rather be able to customize a meeting place to say baby/young/any dwarf meeting place (or any combination of those).

Hospital - Maybe not a full out hospital, but definitely a triage/doctor's office.  Typical set up would be near beds (also, probably need a way to mark beds for wounded dwarfs only) and the doctor (Health Care skill) would take injured dwarfs into the triage and attempt to improve the condition of a wound.  Depending on the doctor's skill, they could worsen/better/not affect the wound.  This would be especially useful once Toady implements wound infection and diseases!

Fire Department - A bit too narrow in my opinion.  How often is stuff going to catch on fire?  I'd say instead make the fortress guard the sort of catch-all peace enforcers.  Since they dispense justice, why not give them fire duty as well?  Just have a bucket stockpile where you think a fire is likely and they will attempt to put it out.  If you don't have a fortress guard yet, you probably should have been more careful ;p  Make it so you actually might WANT fortress guards instead of some quota you have to keep.

Library - this could be merged with the school/university idea.  Dwarfs could have the tag "enjoys learning/reading" or something, and they'll get happiness and skill increases from it.

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

Council Chambers - I like it.  Even better if it comes pre-installed with spikes/floodgate next to a lever!  Actually, this could also be part of customizing meeting areas.

Concert Hall
- I like it, might be a little awkward to work out all the specifics, but if I can make instruments I'd like to use them.

Gladiator Arena
- Like the Concert Hall idea, I like it, but it'd probably be a mess to implement.

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Boatmurderer

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Re: More Cultural and Civil buildings
« Reply #5 on: July 25, 2008, 11:58:54 am »

People are already making their own Gladiator arena:

"We have a spectacular fight lined up for you, ladies and gentlemen! Elf versus Goblin! The winner gets these well-designed parting gifts made from the bones of the last participants and delivered via crossbow! Catch the comedy act later when we pit a Kobold against a Colossus! LET THE GAMES BEGIN!"
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Waylon

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Re: More Cultural and Civil buildings
« Reply #6 on: July 25, 2008, 12:47:47 pm »

Well, like I said, we already do it, but there gets to be problems.
I said it should be a designational room.
Also, nice username.
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Corak

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Re: More Cultural and Civil buildings
« Reply #7 on: July 25, 2008, 01:08:19 pm »

I'm not sure a full Fire Department is needed... but how about if the Guard act as a volunteer fire department automatically? Whenever there is fire, they automatically go for the nearest bucket, fill it up, and start putting out fires. Perhaps Royal Guards as well (or perhaps only if Noble property is burning :) )
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Spey

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Re: More Cultural and Civil buildings
« Reply #8 on: July 29, 2008, 11:36:28 am »


School/University - the implementation I would prefer is something more like a meeting place where people gain skill experience.  If say a dwarf of any age (except infant) was completely content and had nothing to do, they would go to a university to get some slow but steady skill increases.  And of course, can't get attribute gains like this.  But on the flip side, dwarfs don't really seem the scholarly type.

yeah I cant see dwarves going to school as such, but how about some sort of guild structure and apprenticeship.

Each type of skillset could get its own guild (stoneworkers guild would have masons, stonecrafters or engravers for example) and dwarves of a specific skill level would take on infants as apprentices

urist stoneworker has claimed an apprentice!

The infant would follow his master around as he goes about his jobs, and then once the infant reaches adult age, he could start with perhaps novice or non named skill level in one, some or all types of stoneworking (much like migrant dwarves)

you could probably also include something in the legends screen that reflected this, under the relationships part

urist mcsoandso was mentored by urist mclegendbrewer
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Granite26

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Re: More Cultural and Civil buildings
« Reply #9 on: July 29, 2008, 11:42:26 am »


urist stoneworker has claimed an apprentice!


Genius

Impaler[WrG]

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Re: More Cultural and Civil buildings
« Reply #10 on: July 29, 2008, 01:06:54 pm »

Apprenticeship is my newest must have feature
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Jude

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Re: More Cultural and Civil buildings
« Reply #11 on: July 29, 2008, 02:01:45 pm »

same here...I'd like to have kids do something other than throw parties and deconstruct buildings at an astonishingly slow rate.

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

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Re: More Cultural and Civil buildings
« Reply #12 on: July 29, 2008, 03:36:38 pm »

I agree that, for most jobs, a Master/Journeyman/Apprentice relationship makes way more sense then a University.

However, a University type of building and associated jobs would be useful more the more technical jobs. Mechanics, Architecture, and Alchemy would all benefit from having areas for the dwarves to run experiments, libraries, and lecture halls. Obviously, this is a fairly advanced place for a fortress, but it could be lots of fun! And the philosopher should have somewhere to hang out most of the time, anyway.

Oh, and don't forget the possibility of explosions from the research lab.  ;)
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Waylon

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Re: More Cultural and Civil buildings
« Reply #13 on: August 16, 2008, 06:46:27 pm »

What if the alchemist made dwarven recreational drugs at a Drug Lab?
They'd make parties much more fun.
« Last Edit: August 16, 2008, 08:04:48 pm by Waylon »
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Wahnsinniger

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Re: More Cultural and Civil buildings
« Reply #14 on: August 16, 2008, 07:33:40 pm »

School/University - great idea. You could assign a teacher and several novice dwarves, and the teacher would teach whatever skills they have (at an exponential dropoff rate of learning, so its only useful to an extent). Since raw materials can often be at a premium, having a way to raise skills in new workers to some decent level before having them start work would be great. Besides, several tables and chairs could be used as the building materials for the school building.

Museum - I posted an idea some time back about a "Pedestal" item/building, to which you could assign an object (like for a cage). Thus any artifacts or otherwise valuable/proud items you have can be set on display for other dwarves to have happy feelings about. The Museum could be a room designated from the Pedestal building.

This museum room could be assigned to high-level nobles as a requirement, would make dwarves happier, and perhaps Visiting trade representatives could visit it and become Impressed by, or Covetous of, your civilization's prosperity.
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