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Author Topic: Dwarven Democracy game. Rules and setup.  (Read 15002 times)

100killer9

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Re: Dwarven Democracy game. Rules and setup.
« Reply #30 on: January 06, 2010, 05:53:35 pm »

I don't get much time with dwarf fortress, so I can't.
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TheHunger

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Re: Dwarven Democracy game. Rules and setup.
« Reply #31 on: January 06, 2010, 06:28:31 pm »

This idea is one of the best I've seen for a community fortress.  Consider this post as an indicator of my interest.  If this fort gets going successfully I would like to have a dwarf in the first immigrant wave.  The details of this dwarf will be declared when the time comes.
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Spartan 117

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Re: Dwarven Democracy game. Rules and setup.
« Reply #32 on: January 06, 2010, 07:16:15 pm »

Make me mayor and I bite your kneecaps off.
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Well, you know how if you take your thumb and forefinger and hold them up to your eye, you can make it look like you're squishing someone's head? It's like that, only for real.
"Sometimes being a dwarf has it's advantages, KNEE-CAPPING TIME!"

tyl110

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Re: Dwarven Democracy game. Rules and setup.
« Reply #33 on: January 06, 2010, 07:21:26 pm »

So, is that a no?
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100killer9

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Re: Dwarven Democracy game. Rules and setup.
« Reply #34 on: January 06, 2010, 08:50:26 pm »

I'd say that he's hungry, and decides that biting off kneecaps should be decided by being mayor or not.
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Just out of curiosity, what DOES Dwarf Fortress smell like?
Death, Booze, and Insanity.
Ladders are absolutely essential for one reason and one reason only:

Welcome, friends to Slaves to Armok III: Snakes and Ladders.

Spartan 117

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Re: Dwarven Democracy game. Rules and setup.
« Reply #35 on: January 06, 2010, 10:04:18 pm »

You're both right.
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Well, you know how if you take your thumb and forefinger and hold them up to your eye, you can make it look like you're squishing someone's head? It's like that, only for real.
"Sometimes being a dwarf has it's advantages, KNEE-CAPPING TIME!"

Thanshin

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Re: Dwarven Democracy game. Rules and setup.
« Reply #36 on: January 07, 2010, 02:38:31 am »

The only problem with not using dig deeper is that I'm pretty sure anyone who would lurk the community games forum can keep a vanilla fort indefinetly.

If we play vanilla mayday or mayday + orcs we need some rules to have a chance of making it fun:

- No noble assassinations. They're not players, don't vote and simply exist to make our lives harder.
- In-game justice. We'll try hard to fulfill all mandates.
- No cutting ourselves permanently from the outside world; trades must be able to keep coming. (Theoretically that one's solved by the mandates).
- No perfect embark. No surface river and no magma would be a possibility.

What do you think?
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100killer9

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Re: Dwarven Democracy game. Rules and setup.
« Reply #37 on: January 07, 2010, 07:34:59 am »

Magma is a necessity.
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Just out of curiosity, what DOES Dwarf Fortress smell like?
Death, Booze, and Insanity.
Ladders are absolutely essential for one reason and one reason only:

Welcome, friends to Slaves to Armok III: Snakes and Ladders.

Arrkhal

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Re: Dwarven Democracy game. Rules and setup.
« Reply #38 on: January 07, 2010, 10:23:08 am »

No surface river wouldn't make it that much harder, unless there's also no soil and/or no murky pools.

IMO, an Evil or overly Savage biome would make the early game far too difficult without really impacting the late game.

Organized crime nobles would mean no killing and keeping the in-game justice.  Beatings and kidnappings, lots of fun.  That means the Sheriff/Captain should also be an NPC.

Let's see, what's a difficulty-enhancing "theme" which is fun, Fun, and fits with democracy?

Well, we could do the real-time = game-time thing.  Say, 1 full day in real life equals 1 week in game.
« Last Edit: January 07, 2010, 10:24:47 am by Arrkhal »
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addictgamer

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Re: Dwarven Democracy game. Rules and setup.
« Reply #39 on: January 07, 2010, 03:03:08 pm »

We can add maybe some of our own mods that we created just for this.

For example, go and edit the raw and make mountain goats stronger and aggresive, add orc mod and enable them to fly  ;) , basically make all animals aggressive and stronger, and make all invaders the same.

We must have: HFS, magma, underground water, chasm, flux (since we're not using obsidian mod...), and an aboveground source of water (finite or infinite). All necessary for the fun stuff to happen. Ok, maybe no aboveground water at all, so those who get hurt die.

We could also play with an aquifer...


I disagree with nobles...
We can kill em, and we don't have to fulfill mandates.
In exchange, it requires a 100% vote to execute a noble, and a 7/8 to ignore mandates.
And a 7/8 to kill the noble when He punishes some one after not fulfilling a mandate.

Makes it more fun.


Also, I think it should be votable to disable the tag "economy" in the ini. Requires a 7/8 vote to disable and a 4/8 to re-enable.

I like the real-time = game-time thing.
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Arrkhal

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Re: Dwarven Democracy game. Rules and setup.
« Reply #40 on: January 07, 2010, 03:36:10 pm »

Quote
Also, I think it should be votable to disable the tag "economy" in the ini. Requires a 7/8 vote to disable and a 4/8 to re-enable.

The economy doesn't work like I think you're thinking.  At the exact moment when the game "wants" to activate the economy, it checks the init.  It then either activates it or doesn't.  Once it's gotten to that point, the game's decision is irreversable; the economy is either permanently off, or permanently on, and changing the init again won't change it.  Sort of like DNA.
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gumball135

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Re: Dwarven Democracy game. Rules and setup.
« Reply #41 on: January 07, 2010, 03:59:19 pm »

I'm in.
Can I have a dwarf by the name of 'Red', please? Carpenter/Brewer/Cook

Also, I'd recommend that the Mayor of the fort posts a save game at the end of each year/every 6 months, just in case they're unable to continue playing.
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addictgamer

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Re: Dwarven Democracy game. Rules and setup.
« Reply #42 on: January 07, 2010, 04:01:42 pm »

Ya...Maybe because I always have economy disabled...Except on some rare forts.
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I'm patiently waiting for the ability to mine and construct palaces in adventure mode.
Barony. A 3D, multiplayer roguelike I am developing.

Thanshin

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Re: Dwarven Democracy game. Rules and setup.
« Reply #43 on: January 08, 2010, 02:31:10 am »

Many things lower the difficulty, like underground and above ground rivers, magma, removing economy, not appointing a sheriff, killing nobles, etc.

I think most of those should be in the hardest setting. The objective is not "success".

Anyway, I think the situation now is we need a strong player who can recover a fort after the inevitable unfulfilled mandate kills the most loved dwarf and a tantrum spiral leaves only two children and a cow alive.

Once we have the mayor, he can say which conditions would make demise a possibility and which would assure that nothing bad will ever happen to the fort, making it boring.
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100killer9

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Re: Dwarven Democracy game. Rules and setup.
« Reply #44 on: January 08, 2010, 07:24:14 am »

Magma makes things easy, but it's fun to use. Plus, if dig deeper orcs are usually just handled "wall yourself in until they leave," I think I can take them on.
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Just out of curiosity, what DOES Dwarf Fortress smell like?
Death, Booze, and Insanity.
Ladders are absolutely essential for one reason and one reason only:

Welcome, friends to Slaves to Armok III: Snakes and Ladders.
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