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Author Topic: International Relations  (Read 615 times)

John Hopoate

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International Relations
« on: December 03, 2006, 09:28:00 pm »

Your civilization's Monarch is currently easy to attract and will be killed by experienced players as quickly as possible. If their demands for adamantine are not met, all your metalsmiths are imprisoned or killed, so at the moment there is no real sensible alternative.

It seems unrealistic that a young upstart colony such as yours could so quickly and bloodlessly become the capital of a Dwarvern civilization. The current system also raises further questions, when my capital gives a caravan tribute, I'm told that the King shall receive my offerings but  it's probably just being embezzled by whichever despot is ruling over another fortress. These supposed vassel states pay me no tribute and their leaders are not accountable to me in any way. A short term approach to making the tribute feature more useful would be to make immigration dependent on payments made to the King, perhaps $500 per immigrant and a limit of 30 immigrants per year.

I want to run an empire and I want to feel like I've earned that empire. I know that none of the conquest features will be implemented for months or even years but I guess that it can't hurt to make suggestions. Perhaps your fortress could be given a lesser noble who you could use to either declare independence or claim the throne from the rightful King, igniting a Dwarvern civil war. In the first case you would need to fight off their sieges until they give up and recognise your status as an independent city-state.

In the latter case, one by one the other Dwarves could be brought into line, forced to pay you tribute and forced to provide soldiers for your campaigns. The dynamics of international relations could be very interesting. I was wondering why the Goblins had a human leader, maybe they'd been armed by humans as part of a proxy war and their military adviser had gone native like Kurtz in Apocalypse Now.

Moreover, I advise that Carthage *ahem*, sorry, Elfland must be destroyed.

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Varil

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Re: International Relations
« Reply #1 on: December 04, 2006, 04:41:00 am »

Mmmm. Genocide.

I think that the ability to declare your sovereignty is a neat idea, but maybe multiple options should be open for acquiring independence? Maybe offer a sizable donation in exchange for separation or possibly an impressive artifact or two. Or both. Of course, depending on the monarch, you either get freedom or a demand for more loot.

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Seryntas

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Re: International Relations
« Reply #2 on: December 04, 2006, 08:02:00 am »

The last line made that first one the best post ever, and if you don't know why, you need to learn some Roman history.
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segmose

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Re: International Relations
« Reply #3 on: December 04, 2006, 08:25:00 am »

Using the usual methods of declare your independence:
Defenestration of the kings representativ
- Not good in DF as we have no Z-axis, show him your magma chamber instead.
Dumping the goods of the kings merchants
- Dumping the dwarven caravans goods in the cave river/chasm/magma, seize the caravans goods and chasm it.
Dont pay the kings taxes.
- No effect in DF.
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Toady One

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Re: International Relations
« Reply #4 on: December 05, 2006, 02:57:00 am »

The adamantine king is not the proper king.  That's just an endgame conceit -- the real king is obtained by earning nobles up from baron to count to duke to king, which is more challenging, although once that king arrives, you still get various mandates that will likely lead to king's removal.  The world effects that make having any of these nobles worthwhile aren't going to be in for a while though, yeah...  Once they are in, it'll be easier to consider various other government forms or ways of creating a nobility if you want one etc, etc.  There's just not enough meat on the bone yet.  Not that it's bad to talk about it.
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DDouble

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Re: International Relations
« Reply #5 on: December 05, 2006, 03:03:00 am »

I'm very excited about the things each of these nobles might do in the future, but I can't find it in the future dev log, other than the Barony, County, and kingdom stuff. What does the house of Rash do? Or the guild leaders?
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Toady One

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Re: International Relations
« Reply #6 on: December 07, 2006, 12:41:00 am »

Guilds will get more interesting once there are more affiliations in adventure mode.  The House Rash noble will do hidden fun stuff.
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