I'm all for making different, organised threads, but I'm starting to wonder if it's useful to make such specific threads. It's really amazing to put such efforts in it, but since we can't make any definitive decision, we can only brainstorm.
Once no one has really good ideas about the first topic, but someone has on another, the discussion slip to another thing, and will later come back to the first goal.
Too much organisation sometimes kills creativity. On the other hand, since Toady will come back after a 10 days break while the forum was quite productive, it'll be easier for him to have something organised.
So, thank you. And sorry for my contribution in hijacking other threads
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Abilities triggered : #
# The Woodworkers Guild - House Lolum (Wood) - Yellow - Ability for some members to plant trees outside and speed up the time forest grows again after deforestation. Also, perhaps, the Guild Master could plant himself some tower caps in a muddied soil once or twice a year - not many, but enough to start an underground forest.
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# The Jewelers Guild - House Istrath (Jewel) - Light Green - Jewelers would have a special job, which would be equivalent to mining, but slower, and act only on gem tiles. They would spend a high amount of time extracting gems, with a high chance of the tile not being mined out. Of course, the tile would finally disappear, but many gems would've been extracted by that time, and would be of a higher quality.
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# The Craftsdwarves Guild - House Rigoth (Craft) - Light Blue - New option to order the construction of a craft acting as diplomatic gift. A high-quality, high-value craft that would fit some leader's tastes as much as possible. It would be considered as a masterpiece and become famous, but you wouldn't be able to sell it (or at the cost of the anger of the one he was made for?)
It would be useful later on in Diplomacy Arc.
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# The Fishworkers Guild - House Tatlosh (Fish) - Dark Blue - I have to prevent myself from suggesting dwarves riding war carps. Perhaps grant your dwarves more swimming skills? Make them comfortable with drinking water for a long time? Brew a new, secret alcohol from fish ?
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# The Engineers Guild - House Olon (Gear) - Red - Engineers know the inner work of machines : War machines are more efficient (take less time to recharge), pumps require less power, power sources grant more power...
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# The Military Orders - Order of the ____ (Weapon) - varied - Can efficiently lead attacks when Army Arc is more fleshed out. Victory would be more likely with them sent as Commanders, but they would risk their lifes. Perhaps they could grant tactical informations.
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Specific requirements : I think some nobles can have a special treatment that would change from the usual "fine bedroom" and such.
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# Handlers of the Dead - House Rash (Death) - no color - His tomb should be well-furnished, even better-furnished than his living quarters. In fact, I think there should be eveything that makes living quarters in his tomb, based on the belief about the afterlife. He would ask for a table, a chair, a weapon rack, etc (no bed, the tomb would be used as such) in his tomb. And buried with everything he owned, of course.
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# The Woodworkers Guild - House Lolum (Wood) - Yellow - Would ask for a personnal garden somewhere perhaps.
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# Woodworkers/Stoneworkers/Smiths/Jewelers/Craftdwarves Guild - They could ask for a matching workshop in their quarters. Or at least, distract themselves in their spare time doing one of their guilds job, to keep in touch with the work.
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# The Military Orders - Order of the ____ (Weapon) - varied - They would need to spar, fight or train every once in a while not to generate bad thoughts.
Also, some of the Guild Abilities should be on only if the Guild Master is happy enough. Adding to the hardships list.
Yout talked about how GM are elected the first time, but how do they change?
I propose a new selection is done, like the first one, if in X amount of time (one year, 2 years ?) if the guild isn't succesful enough. Of course, the former GM wouldn't be running for the post again.