What Stromko said.
I approve of most of what you said, especially the point about there being a way for individuals to become disillusioned (or whatever) with a group and eventually leaving it. This should somehow tie in with personality traits - tradition-loving dwarves would feel strong alliegiance to older groups, and other such stuff.
As far as I see it, mine is not the only "let there be groups" suggestion around (i.e.: religions, guilds and clans have been done under their own headings), and this whole topic could really do with some in-depth discussion.
There's more than one way to add a group to the game:
- Sub-civ, hard-coded: Adding in a group of some sort (guild/religion/whatever) that's guaranteed to show up once you reach certain criteria (essentially identical to nobles). This doesn't sound as much cool, but it can be a good way to make sure the player gets exposed to a cool feature that's associated with the group (for instance - a Miner's Guild that allows a prospecting labor) and yet shouldn't have access to straight from the start.
- Sub-civ, emergent: My original suggestion - certain groups should not be guaranteed to show up, put instead have a chance of popping up via interaction between individual dwarves. Clans or gangs or fellowships fit the bill perfectly here, methinks. Group emergence could be controlled by special tags - [MATRIARCHAL_INHERITANCE] would create clans along the women's bloodline's, [CRAPULENT_YOUTH] would create youth gangs, and [WANDERLUST] may create roving bands of adventurers (travel'll be in!).
- Trans-civ: A group that may potentially have holdings not only in your fortress or your parent civilisation, but in other civilisations as well. Active during worldgen. The League of Unalligned Merchant-Type Guys has an outpost in every city and allows people from any race to enter, but doesn't have cities of its own or a standing army, and isn't quite a civ. Major religions, criminal syndicates and the like would fit in here snugly. Might make the current diplomacy system messy, though.
- Emergent civ? - Things that weren't major civilisations before, but become them. A trans-civ cult gathering worshippers, overthrowing kings in a couple of lands, and establishing a trigger-happy Theocracy. Didn't even think of this possibility before I wrote up trans-civ, but the idea does make me grin stupidly, so I put it down.
Isn't a particularly neat list, but I think it'll help the discussion a little...
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Getting back to my original proposal:
Regarding relations between groups, I'm thinking that a way to show and measure the group's priorities is a must. Some groups could focus on creating wealth (guilds!), others on
having wealth (criminals!), others on killing things (bands of adventurers!), yet others on political clout [special rating for officials in the group? +5 for Mayor, +10 for Baron, +1 for a royal guard] (old boy networks!), number of members (proselytizing religions!), number of members chopped off (Armok!) and maybe some other stuff.
If groups have goals, their relationships wouldn't be defined by friendliness/unfriendliness alone, they'd also be relationships of
rivalry or
alliance. Rivalry means that a group is trying to outdo another group, and gets happy/unhappy thoughts in regards to how well they're doing at that, whereas alliance essentially means that the two groups "merge their assests".
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There should probably be a way to designate group-only rooms, or just allow groups claim buildings and offices according to their purchasing power. Methinks designations give you more control - making sure than your favorite clan has the
right sort of great hall would probably be more fun that having them pick up rooms at random.
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This is a great big wall of text, so I don't expect anyone to care about all of it - just read and respond to anything that catches your eye.
Also. Awfully belated thumbs up to Duke 2.0 for the joke wrapped in a cultural reference wrapped in a poem.