Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: FACTIONS! & etc.  (Read 1598 times)

Idles

  • Bay Watcher
    • View Profile
FACTIONS! & etc.
« on: January 06, 2008, 04:21:00 am »

No idea if this has been posted yet or exists in the cores/reqs/bloats, but here goes.

Eventually, once they are fleshed out, deities and religions may very well create factional groups, causing interspecies, or even intraspecies tensions. I certainly hope that they do--these factional groups could certainly add to gameplay, especially in fortress mode.

POWER GOAL-ISH OUTLINE:  Dwarves join factional groups depending on occupation, religion, class, and other factors, resulting in potentially complex interrelationships and interactions between factions within a single geological area.

For example, all of the guilds (to be explained) in a fortress form a bloc with the followers of the deity of "labor and sacrifice" and the poor dwarves, and initiate hostilities against the dwarven nobility, administrators, and guards.  These hostilities result in meaningful, and yet hilarious violent interactions between groups, potentially overturning the dwarven economy and reverting to dwarven communism (pre-economy).  Or maybe the guards just slaughter all of the workers and priests, dooming the fortress to a slow death from lack of resources (because additional migrants are frightened away by the dwarven mass-murder).

Also, factions might seek retribution for an assault against a high-ranking member of the faction.

Sounds great, right?

Well, in order to get these factional interactions happening, the game needs a factional system.  In this factional system, each dwarf has an "allegiance meter" for each one of the factions, determining which other dwarves he will side with in the event of a conflict.

FACTIONS in a fortress could be viewed through a faction menu, displaying the names of each faction and its members.  Some factions might be unnamed and not list their members if they feel that secrecy is in their interests.  Otherwise, one of a faction leader's jobs would be compiling a roster of the members of that faction, something like the current job of bookkeeping.

In order for this factional system to be more than just "poor vs. rich" or "god labor vs. god of parties," fortress mode needs some more interesting institutional frameworks.  So, religions are a good start, as are nobility/administration/loyalists.  Another idea is GUILDS!

I say, bring back the guildmaster nobles from the 2D version, but make them have a purpose before adding them--their purpose should be leading actual GUILDS! So once a guildmaster arrive, perhaps he demands a building be made to house his guild--maybe designated from a workshop of his trade, rather than from a chair or table.  The way the dwarves meet with the mayor in the current version, they should meet with the guildmaster of the guild they are in--then the guildmaster can meet with the mayor on behalf of his guild.  Dwarves would gain status in a guild once reaching "unmarked status" in a particular trade. Dwarves could be members of multiple guilds, although they would ultimately side with the faction with which they have the most allegiance.

Another institutional framework: HOUSES! Dwarves descended from a particular lineage should be de-facto members of a particular HOUSE.  A HOUSE would be formed once a fortress acquires a certain number of dwarves from a particular lineage.  Entire migrations of dwarves might all be from the same house, relocating itself to your fortress in search of riches!  Each house would have a patriarch or matriarch, leading the house.  Some houses might function like a dwarven mafia, while other houses might revolve around more acceptable, political aspirations, like securing appointments within the nobility, administration, and mercantile classes.

The MILITARY itself could function like a faction, with dwarven champions deciding to lead a coup against the nobility/elected officials if they are displeased with their pay and deployment.

Any other ideas for institutional frameworks that would result in factions?  Any critiques of the idea?

Logged

MoonCabbage

  • Bay Watcher
  • Robot Rock, Robot
    • View Profile
Re: FACTIONS! & etc.
« Reply #1 on: January 06, 2008, 05:04:00 am »

i really like this idea of factions and same species feuding. but in fortress mode with factions... do we really need another reason for dwarves to go on a killing rampage?
Logged

God of Toast

  • Bay Watcher
    • View Profile
Re: FACTIONS! & etc.
« Reply #2 on: January 06, 2008, 05:10:00 am »

Yes, we do.

Losing is fun, losing in destructive bloody ways is even funner.

Logged

Idles

  • Bay Watcher
    • View Profile
Re: FACTIONS! & etc.
« Reply #3 on: January 06, 2008, 05:58:00 am »

Let's get a petition going for more outrageous bloody destructive ways to lose! Especially when they're dwarf powered!
Logged

Fieari

  • Bay Watcher
    • View Profile
Re: FACTIONS! & etc.
« Reply #4 on: January 06, 2008, 05:42:00 pm »

/signs
Logged

Quift

  • Bay Watcher
    • View Profile
Re: FACTIONS! & etc.
« Reply #5 on: January 07, 2008, 04:51:00 am »

i like this,

then again I also support tweaking of this to not lead to inevitable doom, but a civil war, rebellion etc might be fun as long as it doesn't imidialty equal death for all involved.

I like the idea of houses. all dwarfes should belong to a house. the more positions held by a house the more prestige that house has. The king will then belong to that house and represent that house being his power base. all dwarfes belonging to a house gets a happy thought when the house gains prestige, which can be gained by making demands that are satisfied, or if you dont meet them the house looses pretisge giving all dwarfes belonging to that house a bad thougt. This would simulate a better dynamic than the hammerer killing of random dwarfes. would also make demands easier to understand, motivate why they are done, and give a choice in whether to meet them or not.

So the player would face a choise and have to decide wheterh this house is big enough to cause problems if demands are not met contra the value and difficulty of satisfaying said demand. a house with only 5 hauler members requiring an adamantine statue and a royal hall. screw it. a house with 50 members, among them 2 champions and the king requiring a separate hall, lined with golden statues and tables for all. Ooop, better get building.

Logged

Yat

  • Bay Watcher
    • View Profile
Re: FACTIONS! & etc.
« Reply #6 on: January 07, 2008, 07:15:00 am »

OH definately, I see having a fort with feuding houses built on either side of a chasm training siege operators at eachother
Logged

Rooster

  • Bay Watcher
  • For Chaos!!!
    • View Profile
Re: FACTIONS! & etc.
« Reply #7 on: January 07, 2008, 08:02:00 am »

<signs>
Logged

Dame de la Licorne

  • Bay Watcher
  • Cats? Check. FPS? Uh-oh...
    • View Profile
Re: FACTIONS! & etc.
« Reply #8 on: January 07, 2008, 10:33:00 am »

This would be way cool.  Seconded.
Logged
If software was real world, then it'd be something equivalent of hitting a nail with a hammer and having a building collapse on the other side of town.

Don't worry people, sometimes -moments occur

Armok

  • Bay Watcher
  • God of Blood
    • View Profile
Re: FACTIONS! & etc.
« Reply #9 on: January 07, 2008, 01:15:00 pm »

quote:
Originally posted by Quift:
<STRONG>i like this,

then again I also support tweaking of this to not lead to inevitable doom, but a civil war, rebellion etc might be fun as long as it doesn't imidialty equal death for all involved.

I like the idea of houses. all dwarfes should belong to a house. the more positions held by a house the more prestige that house has. The king will then belong to that house and represent that house being his power base. all dwarfes belonging to a house gets a happy thought when the house gains prestige, which can be gained by making demands that are satisfied, or if you dont meet them the house looses pretisge giving all dwarfes belonging to that house a bad thougt. This would simulate a better dynamic than the hammerer killing of random dwarfes. would also make demands easier to understand, motivate why they are done, and give a choice in whether to meet them or not.

So the player would face a choise and have to decide wheterh this house is big enough to cause problems if demands are not met contra the value and difficulty of satisfaying said demand. a house with only 5 hauler members requiring an adamantine statue and a royal hall. screw it. a house with 50 members, among them 2 champions and the king requiring a separate hall, lined with golden statues and tables for all. Ooop, better get building.</STRONG>



Seconded.
Logged
So says Armok, God of blood.
Sszsszssoo...
Sszsszssaaayysss...
III...

Kagus

  • Bay Watcher
  • Olive oil. Don't you?
    • View Profile
Re: FACTIONS! & etc.
« Reply #10 on: January 07, 2008, 06:37:00 pm »

I'm reminded of the various guilds in the old version...  

Pre-guild rep arrival:  Carpenters or whatever are content with whatever work they are assigned, and feel fulfilled in their duty.

Post-guild rep arrival:  Carpenters get annoyed when they are not given enough (or given too many) carpentry-related jobs, and go to complain to the guild rep.  The guild rep gets out of his ultra-fancy and lavish dining room, complete with all the trinkets he has gathered for free from your dwarves, and goes to complain to the mayor. The mayor goes to complain to you, and you have to go and take care of it before somebody gets hurt.


*Signs the petition.

Pollux

  • Bay Watcher
    • View Profile
Re: FACTIONS! & etc.
« Reply #11 on: January 08, 2008, 05:41:00 pm »

Montague cancels Murder: entranced by Capulet.
...
Montague has become stricken by melancholy!
Montague has died of poison.
Capulet has become stricken by melancholy!
Capulet has been struck down.
Capulets cancel Civil War: Stricken by melancholy.
Montagues cancel Civil War: Stricken by melancholy.

[ January 08, 2008: Message edited by: Pollux ]

Logged