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Author Topic: Dwarf Trade Alliance V2 (Co-op Fortress)  (Read 6411 times)

RTiger

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Dwarf Trade Alliance V2 (Co-op Fortress)
« on: April 23, 2011, 02:26:14 am »

I have decided to open up another one, so more players can try out the game.

Game Summary
Players play fortress mode simultaneously.  Their actions are linked through self imposed restriction.  These restrictions are imposed based on events at other players fortresses and your own.  When one player has trouble, all players suddenly have a harder time trying to make ends meet. If you screw up, your dwarves are less willing to help you

Each player chooses a behavior restriction, One from each main item group lists, and 7 item types  An item group would be something like "armor" an item type would be "Upper Body Armor"  A behavior restriction would be an action a player would not be able to perform in game, use your imagination These are the items that your fortress will be making. (You do not actually have to make these in your particular game)
Choices can not overlap. If you choose leather, you can not also choose leather armor for example. Your list must be validated before play.

These restrictions come in waves based upon how badly things are going for that player.
Wave 1: Three item types.
Wave 2: Main item group A, Five item types
Wave 3: Both Main item groups, Seven item types, Behavior Restriction Activated

Main Item Group A

    * Animals
    * Blocks
    * Finished Goods
    * Furniture
    * Gems & Decorations
    * Leather
    * Stone
    * Wood
    * Cloth

Main item Group B

    * Meat
    * Fish
    * Plants
    * Booze
    * Weapons
    * Bars
    * Armor
    * Ammo

Restriction Rules
Restriction waves are only imposed for the year after the conditions are met and expire once that year is finished.

When an Item has been added to the restricted list, it may no longer be produced or acquired through Dwarven trade.  But may still be used if you have some in stock.

Restrictions do not apply to elven and human caravans

Economic:  Economic rules are based on the rate of economic growth season per season. A difference of growth between fortresses of 25% or more will begin to enact wave 1 restrictions, and increasing every 25%

Year one is exempt from Economic restrictions
Year two has 50% restrictions instead of 25%

Closed borders:  If your traders failed to make it to the depot (Resulting in no trade from that caravan), impose Wave +1 restrictions on all other players. You cant sell anything if the traders don't reach the depot.

Penalties:

If data is unavailable after first year, or for two consecutive months after the first caravan, wave 1 penalty will be imposed on the offending player for being disorganized. The other players will not be penalized for one of the others being disorganized. If you do not have a complete report by the deadline, you will be treated as if you are disorganized, and expected to have a full report on both years by next deadline. This penalty stacks for every incomplete report.

Violation of production order: Immediate Wave 1 restrictions on offending player per violation.  Reduced by 1 waves per production orders that are met. This does not include trade bans. (I am aware that you can not always meet a production order, but you must at least meet half of them in a year to avoid penalty). Unmet mandates directly related to current restrictions will not be penalized

Death Penalty: If your mayor or baron dies, impose wave one on that player. If your duke or count dies, Impose wave two. If your monarch dies, impose wave three. Keep your nobles alive.

Fortress has crumbled: Wave 3, permanently for each lost player

Restrictions are assessed at the end of the year.


Playing Schedule and Updates
Players will be required to give a seasonal in game update including:

    * Total Fortress Wealth
    * How many production orders you failed to meet
    * How many caravans failed to reach the depot

Screen shots are recommended.


Each in game year will take 1 week.
Max 5 players.

This is still a game of !!SCIENCE!!. Lets make this a good one!
« Last Edit: April 30, 2011, 07:04:44 pm by RTiger »
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RTiger

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Re: Dwarf Trade Alliance V2 (Co-op Fortress)
« Reply #1 on: April 26, 2011, 09:33:18 pm »

Bump
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Brisk

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Re: Dwarf Trade Alliance V2 (Co-op Fortress)
« Reply #2 on: April 26, 2011, 09:44:54 pm »

I am in like flynn!

I'll take Stone for A and Fish for B. I want to do a fortress by the sea. I can supply the alliance with all the salted fish you can eat!

Other items are harder. I will just click a random page on the wiki.
Statues
Animal Traps
Green Glass
Hide Root
Bags
Rose Quartz
Doors

Behavior Restriction: can not kill any caged prisoners. this includes dumping the cage into the lava with them in it, atom smashing, turning them loose in an arena with a titan, ect.
« Last Edit: April 26, 2011, 10:06:16 pm by Brisk »
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RTiger

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Re: Dwarf Trade Alliance V2 (Co-op Fortress)
« Reply #3 on: April 26, 2011, 10:03:59 pm »

Those are a bit too specific for item restrictions. You could do Statues, Animal traps, green glass, Hide root, bags, Rose quartz, and doors if you like.
« Last Edit: April 26, 2011, 10:11:04 pm by RTiger »
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Brisk

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Re: Dwarf Trade Alliance V2 (Co-op Fortress)
« Reply #4 on: April 26, 2011, 10:10:07 pm »

so what does stone restriction mean anyway? can't build walls, floors, ect?
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Neyvn

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Re: Dwarf Trade Alliance V2 (Co-op Fortress)
« Reply #5 on: April 26, 2011, 10:10:43 pm »

Item A - Animals
Item B - Meat

1 - Marble
2 - Upper Body Armour
3 - Lower Body Armour
4 - Charcoal
5 - Coke
6 - Stone Crafts
7 - Bone Crafts

Behaviour Restriction - Magma as a Fuel...
« Last Edit: April 26, 2011, 11:01:14 pm by Neyvn »
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Quote from: Ubiq
Broker: Wasn't there an ambush squad here just a second ago?
Merchant: I don't know what you're talking about. Do you want this goblin ankle bone amulet or not?
My LIVESTREAM. I'm Aussie, so not everything is clean. Least it works...

RTiger

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Re: Dwarf Trade Alliance V2 (Co-op Fortress)
« Reply #6 on: April 26, 2011, 10:14:43 pm »

@ Neyvn

Wood and Leather are main groups. Those will need to be changed. Also, your behavior restriction is invalid. It should be something you can't do, not something you must do.

@ Brisk

Stone restriction means no mining can be done.
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Neyvn

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Re: Dwarf Trade Alliance V2 (Co-op Fortress)
« Reply #7 on: April 26, 2011, 10:24:55 pm »

Hows that then???
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Quote from: Ubiq
Broker: Wasn't there an ambush squad here just a second ago?
Merchant: I don't know what you're talking about. Do you want this goblin ankle bone amulet or not?
My LIVESTREAM. I'm Aussie, so not everything is clean. Least it works...

RTiger

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Re: Dwarf Trade Alliance V2 (Co-op Fortress)
« Reply #8 on: April 26, 2011, 10:33:29 pm »

Flux stone is too broad as it is more then one type of stone, and the main wood restriction is not being able to chop down trees. so same thing. Same with above ground plants. Your essentially picking about 30 items to be restricted there. Stone and bone crafts is valid.

Again, your behavior restriction is a broad command and not a restriction.
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Stronghammer

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Re: Dwarf Trade Alliance V2 (Co-op Fortress)
« Reply #9 on: April 26, 2011, 10:34:28 pm »

Hi count me in
Group a
Gems and deco
Group b
bars
1-Cheese
2-Bees
3-Axes
4-Hammers
5-Swords
6-Barrels
7-Bins
And Behaviour- No building of wells
edit- which version we playing on? .25?
edit2- no building of wells?
« Last Edit: April 26, 2011, 11:02:37 pm by Stronghammer »
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RTiger

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Re: Dwarf Trade Alliance V2 (Co-op Fortress)
« Reply #10 on: April 26, 2011, 10:38:32 pm »

By bees, you would mean Hives.

And that behavior restriction won't work cause it is already hard coded into the game as a major penalty. You would be doing folks a favor.
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Neyvn

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Re: Dwarf Trade Alliance V2 (Co-op Fortress)
« Reply #11 on: April 26, 2011, 10:42:19 pm »

Again, your behavior restriction is a broad command and not a restriction.
The Behaviour is a Restriction, you can't build or have any Dwarves underground...
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Quote from: Ubiq
Broker: Wasn't there an ambush squad here just a second ago?
Merchant: I don't know what you're talking about. Do you want this goblin ankle bone amulet or not?
My LIVESTREAM. I'm Aussie, so not everything is clean. Least it works...

RTiger

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Re: Dwarf Trade Alliance V2 (Co-op Fortress)
« Reply #12 on: April 26, 2011, 10:43:53 pm »

Hi count me in
Group a
Gems and deco
Group b
bars
1-Cheese
2-Hives
3-Axes
4-Hammers
5-Swords
6-Barrels
7-Bins
And Behaviour- No building of wells

Fix'd

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Stronghammer

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Re: Dwarf Trade Alliance V2 (Co-op Fortress)
« Reply #13 on: April 26, 2011, 10:45:30 pm »

Thx so the version is .25 right?
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RTiger

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Re: Dwarf Trade Alliance V2 (Co-op Fortress)
« Reply #14 on: April 26, 2011, 10:47:19 pm »

Again, your behavior restriction is a broad command and not a restriction.
The Behaviour is a Restriction, you can't build or have any Dwarves underground...
Your essentially telling everyone to just evacuate the fort, denying access to farms and stockpiles, which is a gamebreaker. I won't allow it.

The version to play is up to you, though .25 is recommended
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