Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: dwarven prison camp  (Read 2022 times)

Mover#005

  • Bay Watcher
    • View Profile
dwarven prison camp
« on: February 09, 2008, 12:25:00 am »

After loosing another fortress to parties and constant dwarven douchebaggery, I thought following scenario up:

- Select a very, very ugly position on the map... maybe a glacier.
- The first seven dwarves are soldiers, cooks etc. the prison staff, so to say. They get very nice rooms and all comfort that's possible on the map.
- every immigrant has to sleep in the dirt, has work under very difficult conditions, wounded people get simply ignored until they die, they're left to tantrum, get crazy, freeze etc... their living space would strictly be cut of from the prison staff
- now this fortress would have prison labor in form of everything it can produce.. trick is, only things that would be needed would be traded for, every other thing would be given away as free offering to the dwarven king.
- dwarves who get difficult will have "accidents"

am I not thinking this right through or would this actually work?

Logged

Thingy Master

  • Bay Watcher
  • The Disemboweld
    • View Profile
Re: dwarven prison camp
« Reply #1 on: February 09, 2008, 01:02:00 am »

I say it's possible as long as you keep a large (maybe larger than recommended) prevalent fortress guard and a very large jail.
Logged

Solara

  • Bay Watcher
    • View Profile
Re: dwarven prison camp
« Reply #2 on: February 09, 2008, 01:15:00 am »

Even prisoners don't sleep in the dirt, give them each a 1x3 'cell' and be sure to constantly have guards and war dogs patrolling the halls. (at least a few immigrants from each wave would have to be guards and other personnel, you'd need the workers and also somebody has to escort the prisoners to the fortress.)  

Some sort of moat or perhaps more elaborate method should be used to control who gets in and ensure that no one gets out, ever. Also I imagine you wouldn't let any of the prisoners around an axe or pick...especially not a pick.

Oh, and of course some of these dwarves would be on death row...

(if you ever actually do this you've so got to post a story of it...)

Logged

Zenatrul

  • Bay Watcher
    • View Profile
Re: dwarven prison camp
« Reply #3 on: February 09, 2008, 01:18:00 am »

I am tempted to quit my current map and make something similar to this right now.
Logged

Mover#005

  • Bay Watcher
    • View Profile
Re: dwarven prison camp
« Reply #4 on: February 09, 2008, 01:42:00 am »

quote:
Originally posted by Solara:
[QB]Even prisoners don't sleep in the dirt,

Well dwarven prisoners do. :P

I thought about it some more. It would have to be a multi-level fortress underground in a freezing setting. (maybe tundra, are aquifers frozen also when the map is frozen?)

it would have basically one entrance and large halls underground, barracks without any
private room and wells (prisoners don't get booze, efficency would suffer but I don't except prisoners to be very motivated, especially long term prisoners) the staff would live a few levels above in dedicated housing. cooks could maybe prisoners themselves. Marksdwarves could patrol catwalks above the halls (and snipe of f tantruming dwarves)

prisons would serve as "time out" rooms for tantruming dwarves (if they don't get killed beforehand) They would kill other "inmates" but it would fit right in the picture of a brutal dwarven gulag. They could alternatively set up on the outside with chains, to let them freeze to death.

When the staff doesn't have a chance get friends with the prisoners, they shouldn't get unhappy thoughts about their suffering, should they?

Logged

Mulch Diggums

  • Bay Watcher
  • "Hey urist! I think that cat is having a seizure!"
    • View Profile
Re: dwarven prison camp
« Reply #5 on: February 09, 2008, 03:06:00 am »

You should make a big area for them to go out and work out or what ever like real prisions have. Maby a few pumps and a little farm for the prisoners to tend...
Logged
ooooo! Swamp wiskey! Yeah!!

Moocow

  • Bay Watcher
    • View Profile
Re: dwarven prison camp
« Reply #6 on: February 09, 2008, 03:21:00 am »

Make them haul rock under a 1 tile drawbridge and then make them pull the lever. Then you have hard labour.
Logged
Death solves all problems - no dwarf, no problem.
- Joseph Stalin

Mulch Diggums

  • Bay Watcher
  • "Hey urist! I think that cat is having a seizure!"
    • View Profile
Re: dwarven prison camp
« Reply #7 on: February 09, 2008, 03:41:00 am »

Have them carry the thousands of stones from one side of the yard to the other. yeeah.
Logged
ooooo! Swamp wiskey! Yeah!!

Mover#005

  • Bay Watcher
    • View Profile
Re: dwarven prison camp
« Reply #8 on: February 09, 2008, 04:03:00 am »

I'm more interested in the insanity and bloodshed the constantly unhappy thoughts would cause. I'll try this setup when I get home.. I'm *almost* certain that it's doable from the technical side.
Logged

Skanky

  • Bay Watcher
  • I'm building a wagon!
    • View Profile
Re: dwarven prison camp
« Reply #9 on: February 09, 2008, 04:39:00 am »

It sounds like Histories of Felony and Murder to me.
Logged
"Quickly now, the goblins are more devious these days." - Captain Mayday

DreaDFanG

  • Bay Watcher
  • Hungry
    • View Profile
Re: dwarven prison camp
« Reply #10 on: February 09, 2008, 05:56:00 am »

H   um, sounds like a forced laybor camp to me.
I   dont think you should put dwarves threw this.
T   hats just not nice and might be considered evil.
L   ets say you did make this whould you feed them properly?
E   nough to just barely suvive? or just to get by.
R   ight now you must wonder what I meen, well I wonder who's idea this was.
^
|

For best effect have large window...

Logged
Smash me and I shall rise again, but not make stupid threads that get me muted.

jonnym

  • Bay Watcher
    • View Profile
Re: dwarven prison camp
« Reply #11 on: February 09, 2008, 06:41:00 am »

use vertical bars for the cells just because it would make it awesome
and have it that instead of doors ou could have small bridges so you could lock them all at once with a lever down the cell block
Logged

Furious Fish

  • Bay Watcher
    • View Profile
Re: dwarven prison camp
« Reply #12 on: February 09, 2008, 07:13:00 am »

quote:
Originally posted by DreaDFanG:
<STRONG>H   um, sounds like a forced laybor camp to me.
I   dont think you should put dwarves threw this.
T   hats just not nice and might be considered evil.
L   ets say you did make this whould you feed them properly?
E   nough to just barely suvive? or just to get by.
R   ight now you must wonder what I meen, well I wonder who's idea this was.
^
|

For best effect have large window...</STRONG>


I see what you did there.

Logged
Slave to Hogfroth - God of Muck

Solara

  • Bay Watcher
    • View Profile
Re: dwarven prison camp
« Reply #13 on: February 09, 2008, 01:09:00 pm »

This idea will really become workable once Toady gets around to burrows..
Logged

Mechanoid

  • Bay Watcher
  • [INTELLIGENT]
    • View Profile
Re: dwarven prison camp
« Reply #14 on: February 09, 2008, 05:58:00 pm »

Better yet, more exact rules to the OP's post:

- Seiges, Artifacts: Suggested to be off
- Weather, Economy: Your choice
- Cave-ins, temperature: Suggested to be on

- Suitably 'harsh' map:
. At least 20-50 world tiles from any other settlement
. "Hot" and above or "Cold" and below, NO temperate areas
. One perminate water supply /area feature suggested, NOT adamantium
. Any creature difficulty setting; Calm, Serene, and Terrifying are all valid
. Access to other civs is nice, but not necessary

- Original 7 dwarves must:
. Have a "Prison Administrator" that perminately remains off-duty
. Have at least one no-title military weaponry skill, except for prison admins
. Have 1/3 their number (2) be active in the military at any one time
. Be played with the [SPEED:1] hack until the first migrant wave arrives
. Build a prison complex capable of holding the first migrant wave
. Cease building the lower prison complex once the prisoners can do it themselves

- The prison complex must:
. Be able to house every immigrant in their own prison cell
. Be able to produce enough food for the prisoners
. Be able to make all prisoners work to produce stone and metal crafts
. Be able to produce whatever the trade liason requests
. Use it's prisoners to build more prison space, once they arrive
. Treat the gaurds that tantrum and the criminals that tantrum, differently

- Trade only only for food, animals, drink, ropes/chains, and cages
- All other crafted goods must be offered to the caravan

- Subsequent immigrant waves will immediately:
. Be activated for military service and moved into the prison complex
.. Unless the dwarf is military, which will become a part of the perminate gaurd
.. Unless the dwarf is a peasant, which will act as a 'low level' criminal
. Be treated as a 'medium level' criminal and moved to their cell.

- Immigrant waves with military in them must have a "high level" criminal chosen out of the other skilled dwarves in the wave. If it's just military dwarves, then think of it as an additional gaurd compliment.

- 'Low Level' Criminals are allowed to be where the original 7 dwarves are, but:
. Must never have any skills
. Must never have a room larger then 1 tile
. Must share their punishment with whomever they're married
. On the first criminal offense, be sent to 'medium level' cells for the duration of their punishment
.. Unless the offense wounded/killed a gaurd, at which point they are moved to 'high level' cells for the duration of their punishment, and then perminately moved to 'medium level' cells afterwards, never to return to 'low level' life.

- 'Medium Level' Criminals are placed in "Medium Level" cells, which:
. Are 3x3 rooms constructed entirely from grey-scale stone blocks
. Has a metal door and vertical bars, seperated by a wall
. Has a rope in the middle
. Has a bed near the bars, table w/chair, food stockpile, and functional well
. Has no ceiling at all

code:
#####
D.WT# Door, Well, Table
#.Rc# Restraint rope, chair
VB.F# Vertical bars, Bed, Food stockpile
#####

- 'High Level' Criminals are placed in "High Level" cells, which:
. Are 1x3 +1 T-shape rooms constructed entirely from metal blocks
. Has a metal door and vertical bars, seperated by a wall along the 3-tile face
. Has a chain in the middle of the T shape
. Has a bed near the bars, a food stockpile near the door, and a pool of 7/7 water opposite the wall past the chain
. Has a grate for a roof, except for the area over the food stockpile
. Must be seperated from the 'Medium Level' cells

code:
###
DF## Door, Food stockpile
#Rp# Restraint chain, 7/7 pool of water*
VB## Vertical bars, Bed
###
* (pool is also 100% constructed metal blocks)

- 'Medium Level' prisoner conduct follows that:
. The job they arrive with was their original job, which no longer applies
. They are in their cell for 3 out of 4 seasons
. They are allowed out of their cell 1 out of 4 seasons
.. Only to produce crafts at the communal workshop area
.. Only to produce what the trade laison requests
... And are moved there by using the military station point, and activating them

- 'High Level' cell use follows that:
. The occupant is activated for military service every other season
. They are used for housing the prison's tempermental individuals
.. And the occupant is never released, except by death; natural or unnatural
... Or by the expiration of their sentencing

Golden rule:
1. If you commit a further crime while in the prison, you'll be sent to a cell. No questions asked.
2. All nobles except the Hammerer are to be treated as imposters which were caught, and though they profess their innocence, ignore them as they go screaming to the 'High Level' criminal cells.

Logged
Quote from: Max White
"Have all the steel you want!", says Toady, "It won't save your ass this time!"
Pages: [1] 2