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Author Topic: Gracing the "Primitives" with "Civilization"  (Read 8010 times)

jimi12

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Re: Gracing the "Primitives" with "Civilization"
« Reply #30 on: February 07, 2011, 05:28:29 pm »

Some of the interactions with the Animalman races, some of which already have been mentioned, are:

-Slavery, of course
-Paid Laborers
-Demanding/Paying Tribute
-Trade
-Assimilation
-Exiling them
-War (already in)
-Mercenaries
-Capturing and ransoming civ members
-Mounts (Dwarf riding a cave swallow man into battle?)
-Intermarrying (not necessarily with offspring)
-Eating dwarves (when such mechanics are added)
« Last Edit: February 07, 2011, 05:33:38 pm by jimi12 »
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Lex Talionias

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Re: Gracing the "Primitives" with "Civilization"
« Reply #31 on: February 07, 2011, 07:45:32 pm »

slavery is continued for generations

why you are right Kohaku, we should have the option to breed our slaves. i would also like the option to kill off slaves who are clumsy or slow healers as to stop them breeding.
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Artzbacher

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Re: Gracing the "Primitives" with "Civilization"
« Reply #32 on: February 07, 2011, 08:30:07 pm »

I don't think interracial marriage between dwarves and beastmen should be added.

As for slavery, it's a good idea but I'm wondering about it's implementation. There shouldn't just be a screen somewhere, a button to push, in order to enslave them. If we were able to simply use them as any dwarven workforce, but treating them horribly in the process, their beastmen-guild should eventually revolt. If the revolutionaries are defeated we have ourselves a group of cave swallow-men too weak and afraid to ever revolt again, as the brave ones will have died.

On a side note, I really like the idea of revolutionary guilds. Many players, including myself, treat dwarves horribly, basically acting like elves commanding a dwarven slave force. The ghost aren't penalty enough.
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NW_Kohaku

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Re: Gracing the "Primitives" with "Civilization"
« Reply #33 on: February 07, 2011, 10:21:17 pm »

why you are right Kohaku, we should have the option to breed our slaves. i would also like the option to kill off slaves who are clumsy or slow healers as to stop them breeding.

Is this an attempt to goad me?  You do realize I was the one who outright suggested that people should be able to do that, right?  If you think I'm arguing that people must be forced to follow a strict set of ethics at all times in a computer games in general, and Dwarf Fortress in particular, you are very much confused, and I would reccomend re-reading the thread and re-evaluating whatever it is you are assuming about me.

I don't think interracial marriage between dwarves and beastmen should be added.

As for slavery, it's a good idea but I'm wondering about it's implementation. There shouldn't just be a screen somewhere, a button to push, in order to enslave them. If we were able to simply use them as any dwarven workforce, but treating them horribly in the process, their beastmen-guild should eventually revolt. If the revolutionaries are defeated we have ourselves a group of cave swallow-men too weak and afraid to ever revolt again, as the brave ones will have died.

On a side note, I really like the idea of revolutionary guilds. Many players, including myself, treat dwarves horribly, basically acting like elves commanding a dwarven slave force. The ghost aren't penalty enough.

There is a difference between interracial marriage and simply having a relationship, though.  Currently, dwarves and other races can't even become "acquainted", much less "friends".

As for having the lower classes up and revolt in general, I actually have a thread on that: Class Warfare

As for the effect of slavery and slave revolts, though, that's actually a really good point, but in the other direction... The greatest nightmare of every slave-holding nation was always the slave revolt.  Any time the slaves outnumbered the masters, it became a paranoid obsession that one day they would cast off their chains in anger, and it colored much of the actions and philosophy of the nations that did so, and the fear was what drove most of the cruelty.

A Sparticus should send the dwarven nobles into a apoplectic fit that paralyzes their ability to make decisions. Heehee.
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Lex Talionias

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Re: Gracing the "Primitives" with "Civilization"
« Reply #34 on: February 08, 2011, 12:00:39 am »

no, im deliberately interpreting your off topic post as though it was on topic as an attempt to pull the thread back on topic. slight humor there too.
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Lord Zack

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Re: Gracing the "Primitives" with "Civilization"
« Reply #35 on: February 08, 2011, 08:11:57 am »

The elves brought some Tigermen with they're caravan. I had to deconstruct the depot, so I ended up getting everything they had unloaded. Unfortunately I wasn't able to actually do anything with them, and eventually they starved to death. So yeah, I'd like to see something like this incorporated.
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Neonivek

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Re: Gracing the "Primitives" with "Civilization"
« Reply #36 on: February 08, 2011, 09:36:22 am »

Sometimes, though relatively uncommon, a nation will put their economic dominance on a primative location.

Afterall you are a modern person. It isn't that tough to have more resources, and rare resources, then an entire tribe.
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Lex Talionias

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Re: Gracing the "Primitives" with "Civilization"
« Reply #37 on: February 09, 2011, 07:18:23 am »

this is all just beating around the bush.
I WANT SLAVES!!!
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NW_Kohaku

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Re: Gracing the "Primitives" with "Civilization"
« Reply #38 on: February 10, 2011, 01:12:36 am »

If we're talking about "slaves", though, we need to talk about modeling different social classes or the like.

If incorporating other races into your civilization as full equals and enslaving an entire race wind up with you just assigning those guys labor just like dwarves, there's no real point, is there?
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Lex Talionias

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Re: Gracing the "Primitives" with "Civilization"
« Reply #39 on: February 10, 2011, 01:50:45 am »

i get what you mean but it all seems obvious to me.

these 'lesser civs' are clearly lesser and unable to match you birdman for dorf. it's also unlikely they would ever become good at any craft and have the weakness of no strange moods (something that is so dwarf specific it isn't funny) so their only possible jobs are ones that they cant screw up like smelting, wood cutting and so on.
so you have 3 integration options

equals - clearly a lie but obviously the most moral choice, some dorfs may complain that about sharing with the fishpeople.
2nd class - not exactly moral but better then the dirty savages could hope to get on their own.
slaves - evil as evil can evil on an evil tuesday and requiring milta to make sure they don't run and keep working.
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AngleWyrm

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Re: Gracing the "Primitives" with "Civilization"
« Reply #40 on: February 10, 2011, 02:21:45 am »

An alternative hypothesis is that foomen do indeed posess some survival skills, such as hunting and fishing, talents that they've honed into expertise over the generations. Which is what separates them from animals.

This gives societies something of value to trade with each other, and the mechanic of doing so could look like this: Set up a meeting area near the fooman camp. Every time a dwarf is adjacent with a fooman, they have a teacher/student conversation in which they can trade knowledge and skill. If it is skill that was taught, maybe the dwarf learns a point in fishing, or skinning or whatever. Up to the limit of the teacher.

This makes the ongoing interaction between two civilizations a profitable enterprise.
« Last Edit: February 10, 2011, 02:25:53 am by AngleWyrm »
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NW_Kohaku

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Re: Gracing the "Primitives" with "Civilization"
« Reply #41 on: February 10, 2011, 10:05:55 am »

i get what you mean but it all seems obvious to me.

these 'lesser civs' are clearly lesser and unable to match you birdman for dorf. it's also unlikely they would ever become good at any craft and have the weakness of no strange moods (something that is so dwarf specific it isn't funny) so their only possible jobs are ones that they cant screw up like smelting, wood cutting and so on.
so you have 3 integration options

equals - clearly a lie but obviously the most moral choice, some dorfs may complain that about sharing with the fishpeople.
2nd class - not exactly moral but better then the dirty savages could hope to get on their own.
slaves - evil as evil can evil on an evil tuesday and requiring milta to make sure they don't run and keep working.

Not that we have a giant chip on our shoulders, or anything  ::)

Anyway, seriously, if we are going to have something where we can intigrate some other society into our own dwarven society, then there does have to be some kind of backlash against doing it poorly.  If slaves are indifferentiable from every one of your dwarves except your nobles, then the word "slave" sort of loses its meaning.

If we're going to have something like slavery (and even if dwarves are ethically opposed to it in vanilla mode, goblins sure aren't), then we need to have mechanics that actually involve slaves wanting to escape and the slavers having to keep them in, as a bare minimum.  Slave revolts would have to be a concern, as well.  There would also have to be some appreciable difference between a slave and a regular worker (typically, that whole "you didn't pay them anything" bit) that would make slavery actually make sense, which means it would require something like the economy or slavery would just be a pointless burden on your civ.

Lex actually has a point on that, as well.  Even if you somehow manage to enfranchise fishmen without doing something like the kidnapping babies to raise them "European" trick, and generally manage to go about it in the "ethical" manner, there's still the matter of social

I know I've already made this a pretty controversial topic, and this is probably only going to throw gasoline on the fire, but... what about racist dwarves?

What if you set up a fortress adjacent to an elven retreat, and goblins decimate their retreat, and the survivors seek refuge in your fortress.  For some odd reason, you, as a player, don't slaughter the survivors just out of principle, and let them into your fort to work as part of your own civ.  Alternately, some Fishpeople start living with your dwarves as trade gets more and more of their people coming to your fortress as some sort of migrant worker, gaining skills in some trade, and either going back to their tribe with their training, or bringing their families in to live in the fortress with them.  Some of the dwarves grumble. 

"Why do the primitives and refugees get to enjoy a status as good as the ones they have?  Why does a fish-thing get to become a master gemsetter, and take all his training back to some fish tribe, while I'm stuck hauling, with barely enough money to buy my bread?"

If we're having assymetrically powerful races in the same cultures, then what about Race Relations as a topic?
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Mel_Vixen

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Re: Gracing the "Primitives" with "Civilization"
« Reply #42 on: February 10, 2011, 12:59:53 pm »

And you have dwarves fighting which each other since some actually dont mind or even would like more diversity among the crowd.

On the other side the group which you deal with might have subgroups opposing your influence and stuff you should have to care about in your attempts to deal with them. For example a cave near the village that is "holy" to them and regarded as off-limits to you. How do you deal with that? Do you ignore it because of the gems in there? Do you debunk it as superstition? Do you actualy leave that cave alone?



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NW_Kohaku

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Re: Gracing the "Primitives" with "Civilization"
« Reply #43 on: February 10, 2011, 01:09:30 pm »

The local baron is concerned about the serfs rebelling, due to the food shortage after too many years of neglected fields being taxed beyond their abilities.  Desperate to get the blame off themselves, the nobles blame the migrant fish people for stealing and hoarding the food.  Then the crowd turns to witch hunting...
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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"

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Artzbacher

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Re: Gracing the "Primitives" with "Civilization"
« Reply #44 on: February 10, 2011, 02:36:00 pm »

Regarding dwarven racism, I definitely think some dwarves should get negative thoughts from sharing the dining hall with a fish man/whatever. But I don't know, this whole business is starting to sound a little silly. Aren't dwarves a pretty "etnocentric" race?

Slaves sound good enough, but I'd rather see it that we could use surrendering enemies for that than have it be a part of a batman interaction system. We should be able to trade with them, though.
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