Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 57 58 [59] 60 61 ... 342

Author Topic: Future of the Fortress: The Development Page  (Read 1610741 times)

NW_Kohaku

  • Bay Watcher
  • [ETHIC:SCIENCE_FOR_FUN: REQUIRED]
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #870 on: August 17, 2010, 01:03:39 pm »

I won't pretend I'm a specialist on the topic, but my understanding is that these invading waves from central Europe people, including Mongols, were pillaging food from farming settlements as their main mean of subsistance, which was also their strength, because they could devote themselves entirely to war rather than hunting/gathering or farming. Then they 'disappeared' because they took power over farming people and were absorbed by their civilization... just like their culture was weaker than the culture of the people they conquered.
That would be quite a proper behavior for goblins, no?

That's a very fair assessment, especially of the Huns.

The thing is, that DOESN'T describe how goblins behave at all, where this seems to be even more a matter of cultural warfare than it does racial warfare.  (In fact, goblins seem to be the most egalitarian of all races - survival of the fittest, regardless of race.) 

The Huns and the Mongols assimilated into other cultures because, once they had pillaged the "civilized empires", they rather liked the lifestyle, and abandoned their nomadic ways.  Goblins, however, attack because they are trying to prove the superiority of their violent kill-or-be-killed way of life.  They babysnatch to bring in fresh blood.  They seige to gain new resources and new land and spread their culture.  When and if they conquer, they change the way of life of their conquered to match their image, they don't change their way of life to match that of the conquered.


edit: The real problem is that, in order to be a THREAT to other civs, you need population to spare.  That means food for your soldiers-to-be.  The great conquering empires of history arose from places where there were overabundances of food.  Egypt and China and Babylon had the great fertile rivers.  Greece rose to prominance when it had grain, and died down when it overtaxed its soil through chopping down so many of its trees for its navies. 

Rome had very fertile plains along the coast of Italy, and the entire reason Hannibal Barca could not defeat Rome, in spite of Rome's every attempt to lose to him, was that he simply couldn't out-kill Roman birth rates or destroy enough Roman farms to matter.  Rome literally just ignored him, and sent its troops out to sack Carthage while letting him pillage as many farms or villages as he could visit.

The Huns invaded because they had such a large amount of people after a glut of food production that when famine came, they were forced to invade neighboring lands just to eat.  The Mongols were fairly similar (and most historians believe that the Huns were basically just cousins of the Mongols, anyway).  The Vikings set out because their lowlands started sinking into the sea, and forced them to seek new places to find food or money.

These conquering barbarian hordes, however, all have a common theme: their numbers swelled when they had excess food, and then they invaded when they could no longer sustain their numbers.  While it's possible we can have goblin waves come out as a means of "population control" - either they conquer new lands and eat their food, or they die trying, and don't need to eat, anyway, this doesn't really reflect how goblins behave...

Goblins, are a constant threat, the sort which takes the real organized farming to feed constant numbers that you can send out into the fray.  This means you need the infrastructure to be able to GENERATE 80 new expedable recruits a year that you can send to get slaughtered meaninglessly at the gates of a dwarven fortress every single year.  And those 80 goblins a year need to be fed for 12 years before they're "adults" and can fight.  That means there's 960 goblin child mouths to feed in one location, to keep up a constant stream.  Oh yeah, and that's just the children to replace the soldiers... you still need hunters and snatchers and possibly some metalsmiths and miners to get that metal.

That's, of course, not even assuming the number 1 cause of goblin deaths are other goblins...

Basically, either this game is going to need to make individual goblins far more powerful, so that they aren't a fecund zerg rush race, or they need to have a serious infrastructure to be able to pool enough food to train these massive militaries that they can constantly field.

(Of course, if we are talking about WORLDGEN strategies, the number one killer of Goblin civilizations is the fact that goblin civilians have a birth cap of 10 children, and the goblins that get civilian jobs tend to keep them and survive, while their children tend to die in wars before they can have children - meaning that all the goblins who survive wars are sterile thanks to an arbitrary birth cap, which tends to lock goblins and elves, who never die of old age, into a situation where they have no children ever again... although goblins can mitigate this problem somewhat with snatching more children who aren't arbitrarily sterile.  Elves tend to become arbitaririly sterilized if they have too many wars because of this, and it really does seem to be almost a bug that parents keep killing their entire race by sending out all their children to die while they stay safe on the farm, even though they can't have any more children.)
« Last Edit: August 17, 2010, 01:28:55 pm by NW_Kohaku »
Logged
Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
Class Warfare

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #871 on: August 17, 2010, 01:16:52 pm »

Do they? We don't have that much to go on about goblin expansionistic policies that aren't directed by a Demon.

Toady, what is your plan for the goblins from a world-politics view? Given a goblin-led civ, how do you see them acting as opposed to a Demon-lead civ?
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

NW_Kohaku

  • Bay Watcher
  • [ETHIC:SCIENCE_FOR_FUN: REQUIRED]
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #872 on: August 17, 2010, 01:35:28 pm »

Do they? We don't have that much to go on about goblin expansionistic policies that aren't directed by a Demon.

Well, we have what happens in the game: whenever a civ conquers, they force all the subjugated peoples into adopting the policies and ethics of their own civ. 

Elves conquered by dwarves live like dwarves.  Humans conquered (or snatched) by goblins live like goblins.

Logged
Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
Class Warfare

Mel_Vixen

  • Bay Watcher
  • Hobby: accidently thread derailment
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #873 on: August 17, 2010, 01:38:43 pm »

Ok to make a quick model for a hunter civ i picked a common water buffalo as prey species:

Wild Buffalos can reach around 1 ton of weight from which subtracting the non eat-able stuff (skin, hoofs, bones, some organs) you get around 750 Kilograms of meat.

One Kilogram bovine meat (middle fat) nets around 2300 Kcal. For Humans its recommended to eat around 2000 if you are female to 2500 Kcal a day. For the average Goblin a 1/2 Buffalo per year should be sufficient i guess (which are 375 kilograms or around 862500 Kcal ). Thus you need to hunt down 500 buffalos a year for a pop of 1000 people. 

If someone knows more about buffalos especially on the numbers which existed in the Northamerika prior to the colonisation and theyr lifecycle we could get a reasonable pop-number for a goblin civ based on the available game and its reproduction rate + needed area.
 
« Last Edit: August 17, 2010, 01:42:49 pm by Heph »
Logged
[sarcasm] You know what? I love grammar Nazis! They give me that warm and fuzzy feeling. I am so ashamed of my bad english and that my first language is German. [/sarcasm]

Proud to be a Furry.

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #874 on: August 17, 2010, 01:39:22 pm »

Yes, but that's what happens right now. I'm not sure what Toady's future goals for that sort of thing include. Although I'm sure that cultures will persist somewhat in the future even after a site is occupied. Plus, it would be neat to see how the different races handle living in various cultures. A dwarf should not magically become identical to a goblin just because he grew up with them. Some dwarven traits should still influence how they act, even if the basic ethics might be based on the parent civ.
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

Wolftrak

  • Escaped Lunatic
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #875 on: August 17, 2010, 01:45:08 pm »

The thing is, that DOESN'T describe how goblins behave at all, where this seems to be even more a matter of cultural warfare than it does racial warfare.  (In fact, goblins seem to be the most egalitarian of all races - survival of the fittest, regardless of race.) 

The Huns and the Mongols assimilated into other cultures because, once they had pillaged the "civilized empires", they rather liked the lifestyle, and abandoned their nomadic ways....
This is probably the most informative post i've ever read.Anyway,you forgot to add the Slavics,who pretty much fall in the same category as the Huns.
Yes, but that's what happens right now. I'm not sure what Toady's future goals for that sort of thing include. Although I'm sure that cultures will persist somewhat in the future even after a site is occupied. Plus, it would be neat to see how the different races handle living in various cultures. A dwarf should not magically become identical to a goblin just because he grew up with them. Some dwarven traits should still influence how they act, even if the basic ethics might be based on the parent civ.
Do I sense occupation in these words? As in,a dwarf fortress would continue to live,thrive and work,but would still have to give some taxes to the occupator? Maybe sacrifice childrens to the goblins?
Logged

G-Flex

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #876 on: August 17, 2010, 02:06:56 pm »

Do they? We don't have that much to go on about goblin expansionistic policies that aren't directed by a Demon.

Well, we have what happens in the game: whenever a civ conquers, they force all the subjugated peoples into adopting the policies and ethics of their own civ. 

Elves conquered by dwarves live like dwarves.  Humans conquered (or snatched) by goblins live like goblins.

Complete and total assimilation/subjugation in all cases is not really what Toady intends for the future, from what he's said in the past.
Logged
There are 2 types of people in the world: Those who understand hexadecimal, and those who don't.
Visit the #Bay12Games IRC channel on NewNet
== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==

Armok

  • Bay Watcher
  • God of Blood
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #877 on: August 17, 2010, 02:48:49 pm »

Hmm, another thing I noticed:

Right now, NPC buildings and farms look very sterile blocky and mass produced. And with some very reasonable assumptions on tile size the buildings are VERY large for a mideval civ. Toady, are you planing on at some point make things look more organic, dramatic, and homely?
Logged
So says Armok, God of blood.
Sszsszssoo...
Sszsszssaaayysss...
III...

NW_Kohaku

  • Bay Watcher
  • [ETHIC:SCIENCE_FOR_FUN: REQUIRED]
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #878 on: August 17, 2010, 02:57:06 pm »

Then it depends on whether Toady wants goblins to continue being a constant threat, or to just be a sudden onslaught of the mongol hordes that comes once every couple centuries.  When seiges get taken from worldgen populations, then that means that goblins are going to need to start devoting a serious chunk of their population to replacing all the soldiers they lose, or they simply aren't going to be able to send out the seiges we've come to expect more than once per game.

When we get specialized "grazing" crops, it's entirely possible to do something like pig farm or chicken farm (or perhaps some fantasy livestock type) for extra meat in a fairly small area, and still keep goblins carnivores who would never consider eating the raw muck fungus that they feed the pigs, when the muck is constantly fed by the bodies and bones of those who failed to survive (and the raw sewage of goblin and swine alike).  It also makes for a wonderfully horrible place to send snatched slaves to till the muck.  You could possibly make the muck fungus gradually overwhelm the farmers with disease or poison, so that other races wouldn't consider trying the same muck farming techniques, and it would be a goblin-exclusive ranching/farming method.

Alternately, the only thing that really makes sense is having goblin "cowboys" that roam nomadically sending herds of grazing beasts around large, open grasslands, which occasionally stop by a single major city to have some of the cattle slaughtered.  (That is, as opposed to having farming villages.) This, however, takes dozens of times more land to feed the same number of individuals as just plain farming does, and has historically only been useful/successful in areas that simply can't be farmed.

Either way, sudden crop disease blights or droughts would still give you the sudden upsurge of Mongol hordes who rush out to fight because they have no food back home, so it's kill or be killed. 

Organized, continual wars of attrition, however, require said 960 children back home to sustain 80 goblins per year in a seige.  Plus adults to feed them, and multiply that number of children by the number of goblins that don't survive to adulthood.  We might be talking about making serious goblin threats being 3000 goblins (2000 children), if we assume about half of the children survive to adulthood, plus about 1000 who are just civilians.  You'd probably want a standing army for defense, rather than sending them all out on seiges all the time, though.  Survive a seige or ambush with at least one kill, and congrats, you're in the standing defensive army with most of the "veterans".  That should probably add ballpark another 300 goblins to the number for soldiers plus farmers and support.
Logged
Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
Class Warfare

Neonivek

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #879 on: August 17, 2010, 02:57:34 pm »

Thank you Toady for answering our questions.
Logged

NW_Kohaku

  • Bay Watcher
  • [ETHIC:SCIENCE_FOR_FUN: REQUIRED]
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #880 on: August 17, 2010, 03:11:04 pm »

Hmm, another thing I noticed:

Right now, NPC buildings and farms look very sterile blocky and mass produced. And with some very reasonable assumptions on tile size the buildings are VERY large for a mideval civ. Toady, are you planing on at some point make things look more organic, dramatic, and homely?

Actually, I think the real question is:

Will you code in the ability to create our own raw-defined building types for worldgen?  Using the Arena Mode and Custom Workshops as a model, we already have most of the pieces to create both custom buildings and define functions for them.  It's largely a matter of being able to string those buildings that players generate (and there's a great thread AngleWyrm is doing that shows how people are interested in such things) along a "road" or "highway" or access route, whose mechanics should not be terribly more complex than that of caverns, and could add immensely to the verisimilartude of the game, especially in Adventure Mode.

(With thread on this suggestion, even if nobody reads it, here: http://www.bay12forums.com/smf/index.php?topic=63054.msg1453010#msg1453010)
Logged
Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
Class Warfare

Cruxador

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #881 on: August 17, 2010, 06:01:01 pm »

... Of course, even this thread has poor odds of having your questions answered...
If you read the post, that's not an inherent flaw of the thread, but is in fact due to people (primarily yourself, by my perception) throwing in massive amounts of discussion that does not belong here. The remedy to this should be fairly apparent.

Hmm, another thing I noticed:

Right now, NPC buildings and farms look very sterile blocky and mass produced. And with some very reasonable assumptions on tile size the buildings are VERY large for a mideval civ. Toady, are you planing on at some point make things look more organic, dramatic, and homely?

The short answer to that is yes, it's been talked about before. In one of the talks, I believe. Randomly defined aspect ratios by civilization were mentioned.
Toady may have some more specific thoughts on that, though.
« Last Edit: August 17, 2010, 06:03:08 pm by Cruxador »
Logged

NW_Kohaku

  • Bay Watcher
  • [ETHIC:SCIENCE_FOR_FUN: REQUIRED]
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #882 on: August 17, 2010, 07:24:16 pm »

If you read the post, that's not an inherent flaw of the thread, but is in fact due to people (primarily yourself, by my perception) throwing in massive amounts of discussion that does not belong here. The remedy to this should be fairly apparent.

A new strategy, hmm?  I don't know, contributing nothing but a few random insults doesn't seem to be doing you too much good, either.
Logged
Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
Class Warfare

monk12

  • Bay Watcher
  • Sorry, I AM a coyote
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #883 on: August 17, 2010, 08:41:36 pm »

When we get specialized "grazing" crops, it's entirely possible to do something like pig farm or chicken farm (or perhaps some fantasy livestock type) for extra meat in a fairly small area, and still keep goblins carnivores who would never consider eating the raw muck fungus that they feed the pigs, when the muck is constantly fed by the bodies and bones of those who failed to survive

"When we die, our bodies become the muck, and the muck feeds the pigs. And so we are all connected in the great Circle of Life. Look, Gobbo McSimba; everything the light touches will one day be ours"

"And what about that dark area over there, Gobbo McFassa?"

"Don't ever go there, Gobbo McSimba; that is Boatmurdered..."

Cruxador

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #884 on: August 17, 2010, 10:08:16 pm »

If you read the post, that's not an inherent flaw of the thread, but is in fact due to people (primarily yourself, by my perception) throwing in massive amounts of discussion that does not belong here. The remedy to this should be fairly apparent.

A new strategy, hmm?  I don't know, contributing nothing but a few random insults doesn't seem to be doing you too much good, either.
I have no strategy, I was merely pointing out the flaw in your deduction. I was not intending to be insulting, merely to let you know something you appeared to miss. You are right that this discussion contributes nothing. It does have the benefit of being brief, and thus hindering little, but nonetheless I agree that it should be ended.
Logged
Pages: 1 ... 57 58 [59] 60 61 ... 342