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Author Topic: Imagrant species.  (Read 1072 times)

darkrider2

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Imagrant species.
« on: October 12, 2010, 07:14:41 pm »

I know its called dwarf fortress but would it be feasible in the future for humans or elves to migrate to your fortress?

I know toady is planning to put in different starting scenarios and perhaps some of them will allow this and some others will make your fort very racist to outsiders.

Also if you think about most expansions of civilization, who moved? People escaping persecution, people looking for land, looking for freedom. Although I wouldn't exactly say dwarves have those things and if your an elf you'll probably receive more persecution than anywhere else, but you get the idea...
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GaxkangtheUnbound

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Re: Imagrant species.
« Reply #1 on: October 12, 2010, 07:51:19 pm »

I'd love to have an elf zoo!
Make them sleep on wooden beds, in wooden cabins, with plants for food!
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Ø

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Re: Imagrant species.
« Reply #2 on: October 12, 2010, 11:59:26 pm »

If I recall, multi-species forts and active populations are on the to do list.
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bobsnewaddress

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Re: Imagrant species.
« Reply #3 on: October 14, 2010, 11:31:37 am »

If I recall, multi-species forts and active populations are on the to do list.

Really? Because having a multi-species fort has been one of my dreams from day one of playing this game.

Granted I originally tried to implement it by making the other species into pets and trying to find ways to use them as slaves, but having them as equal members of society would be just as good too.

They would be the equal members who did all the hauling jobs and farm work.
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Jake

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Re: Imagrant species.
« Reply #4 on: October 14, 2010, 12:51:06 pm »

I'd love to have an elf zoo!
Make them sleep on wooden beds, in wooden cabins, with plants for food!
Actually, if you can attract elven immigrants, why not set them to using their more ethical wood-gathering technique so you don't have to worry about their traders kicking up a fuss?
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Never used Dwarf Therapist, mods or tilesets in all the years I've been playing.
I think Toady's confusing interface better simulates the experience of a bunch of disorganised drunken dwarves running a fort.

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ungulateman

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Re: Imagrant species.
« Reply #5 on: October 14, 2010, 08:00:10 pm »

Because you want to piss them off, dude.

Learn the local layout.
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That's the great thing about this forum. We can derail any discussion into any other topic.
It's not an embark so much as seven dwarves having a simultaneous strange mood and going off to build an artifact fortress that menaces with spikes of awesome and hanging rings of death.

vadia

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Re: Imagrant species.
« Reply #6 on: October 14, 2010, 08:51:11 pm »

If I recall, multi-species forts and active populations are on the to do list.

Really? Because having a multi-species fort has been one of my dreams from day one of playing this game.

Granted I originally tried to implement it by making the other species into pets and trying to find ways to use them as slaves, but having them as equal members of society would be just as good too.

They would be the equal members who did all the hauling jobs and farm work.

Blasphemer -- Food is the new trade good -- for one thing it decreases the amount of artifact trade goods.

Hauling though is fine.  I'd make them wrestlers though.  Their outfit -- nudity.  Then send them to distract whatever I felt like while the real warriors chop it's lower body half off.
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Farthing

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Re: Imagrant species.
« Reply #7 on: October 14, 2010, 09:15:45 pm »

Currently, I believe you can mod files to have elven fortresses. I'm uncertain about how one would do multiple species in a given fort.

Also a popular suggestion in the aboveground diversity thread is having squatters, like unfriendly immigrants that "migrate" in and simply start building on your land. You could let them stay and maybe make friends, or force them out with the military.

Jake

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Re: Imagrant species.
« Reply #8 on: October 14, 2010, 10:03:25 pm »

Because you want to piss them off, dude.

Learn the local layout.
My legendary clothier, and the merchants prepared to trade a lot of booze for his creations, might disagree with you. Besides, elves grew on me after I modded them to bring caravan guards; they can be surprisingly badass.

Anyway, do you think attracting migrants from other races should bring some sort of fringe benefit -human weaponsmiths bringing the ability to make additional types of weapon, for example, or the aforementioned elf-kosher wood products- or just be a flavour thing?
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Never used Dwarf Therapist, mods or tilesets in all the years I've been playing.
I think Toady's confusing interface better simulates the experience of a bunch of disorganised drunken dwarves running a fort.

Black Powder Firearms - Superior firepower, realistic manufacturing and rocket launchers!