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Dwarf Fortress => DF Suggestions => Topic started by: NW_Kohaku on February 05, 2011, 10:16:12 pm

Title: Bromance of the Dwarven Kingdoms
Post by: NW_Kohaku on February 05, 2011, 10:16:12 pm
Eternal Suggestion Voting candidate (http://www.bay12forums.com/smf/eternal_voting.php#vote51)

To start with, I should get the usual acknowledgements out of the way: Most importantly, much of what I am going to be talking about is already slated in numerous arcs already on the old devpage.  The Caravan Arc, Army Arc 2, Kingdom Arc, Diplomacy Arc, Villain Arc, and a couple of the other arcs are involved in this suggestion.  I also want to say that this was significantly inspired by talks on the FotF thread, and ZebioLizard2's Dwarven Imperialism thread (http://www.bay12forums.com/smf/index.php?topic=64249.0).  In fact, I would have just continued that thread, had I not really, really wanted to use this thread's title.

The point of this thread is not to suggest any of the things that are in those arcs, or any of the several threads that have similar ideas again, but rather suggest ways to integrate the "Kingdom Mode" and "Dwarf Mode" with these various ideas in a way that adds as much depth to the game as possible.  It serves as a sort of counterpoint against the Class Warfare and Improved Farming threads, which focus upon making the game have more of a difficulty curve and depth in later gameplay, by making the game more about looking outward beyond your walls, and making the outside world have more depth.

To illustrate some of the things I want to deal with, some Toady quotes:
Spoiler (click to show/hide)

Here's the thing about the Modes - Kingdom Mode is supposedly the grand strategic view of your entire nation, while Fortress mode is focused upon a single site, while Adventurer mode is about just one character, and the things he/she impacts.  The trick is making the wildly different scales in time and geography make sense with one another. 

My inspiration in this is the "Council Meetings" in some of the Romance of the Three Kingdoms games, and the ability in those games to be everything from the emperor of a kingdom, leading armies to war and setting domestic policy to an administrator seeing those policies out to a general bringing victory in war to a single lone vagabond, adventuring alone in the countryside.

In this idea, there would still be those three different modes of play, granting freedom of playstyle, but they would have some overlap if the player so desired to dabble in one or the other. 

Spoiler: Fortress Mode (click to show/hide)

Spoiler: Multiplayer Kingdom (click to show/hide)

Spoiler: Kingdom Mode (click to show/hide)

Spoiler: Battles Mode (click to show/hide)

As a part of Battles Mode, be aware of Lanchester's Laws (http://en.wikipedia.org/wiki/Lanchester's_laws) as a means of swiftly comparing or modeling combat.
Title: Re: Bromance of the Dwarven Kingdoms
Post by: NW_Kohaku on February 05, 2011, 10:28:44 pm
One additional Mode (stupid forgetting an entire section since it's been so long since I started writing):

Spoiler: Historic Mode (click to show/hide)

Spoiler: Strangers and Agents (click to show/hide)

EDIT AGAIN:
Spoiler: Cultural Conflict (click to show/hide)
Title: Re: Bromance of the Dwarven Kingdoms
Post by: Brotato on February 06, 2011, 05:04:36 pm
I like this it would make fortress guards have more functionality for the purpose of actually guarding stuff i.e the booze stockpile, nobles, and other important things.
Title: Re: Bromance of the Dwarven Kingdoms
Post by: Cespinarve on February 07, 2011, 01:50:33 am
Sounds delightfully complex, without being obfusticatingly confusing- the best kind of complex!
Title: Re: Bromance of the Dwarven Kingdoms
Post by: NW_Kohaku on February 07, 2011, 02:49:10 pm
Well, I put up another section on the second post, after having thought about ways to make this more compelling, and came up with a whole new dimension to expand the game along... again. 

I really need to stop doing this.  At this rate, I'm going to suggest we get players to work towards solving the Unified Field Theory.

Anyway, I'm a little surprised by how little reaction this has gotten.  I would have thought "make the player take one-year turns" and "psuedo-simultanious fortress running" would have been a little controversial, at least.
Title: Re: Bromance of the Dwarven Kingdoms
Post by: Dutchling on February 07, 2011, 02:54:17 pm
I wish I would still live when this is all implemented :(
Title: Re: Bromance of the Dwarven Kingdoms
Post by: Brotato on February 07, 2011, 03:08:08 pm
maybe it didn't get so much controversy because the way you suggested things made sense and were logical. however I think that for multiplayer instead of making it kinda aggravating to do all that e-mail stuff you could have some sort of server that you and your party are a part of and when you save it sends a backup of some sort to the server and when all the backups from the different players have had one year gone bye the next year can be played. obviously my little idea needs work but I think it would be easier then the e-mail way (at least how you described it) and if the server had some sort of matchmaking service you could find people who would want to play multiplayer.
Title: Re: Bromance of the Dwarven Kingdoms
Post by: NW_Kohaku on February 07, 2011, 03:22:53 pm
Unfortunately, there's little way to tell the difference between "nobody is interested" and "everyone agrees with you" when they both have the same lack of response.  As much as it would inflate my ego to assume not having anyone argue with me means I am obviously right, experience has taught me otherwise.

The thing about a multiplayer server is that many suggestions for multiplayer follow a similar design example.  I have read a few cases where Toady has mentioned that he isn't really interested in setting up any sort of mulitplayer functionality that would involve actually coding in network programming, and that for the forseeable future, multiplayer will be confined to the sorts of community games that we have now.  As such, I specifically tried to tailor my version of multiplayer to be as similar to "multiplayer" as it exists in community games now to try to make that one more appealing to Toady as a suggestion.
Title: Re: Bromance of the Dwarven Kingdoms
Post by: Cespinarve on February 07, 2011, 03:54:25 pm
At this rate, I'm going to suggest we get players to work towards solving the Unified Field Theory.

You already did that: http://www.bay12forums.com/smf/index.php?topic=76007.msg1920005#msg1920005
Title: Re: Bromance of the Dwarven Kingdoms
Post by: NW_Kohaku on February 07, 2011, 05:06:09 pm
At this rate, I'm going to suggest we get players to work towards solving the Unified Field Theory.

You already did that: http://www.bay12forums.com/smf/index.php?topic=76007.msg1920005#msg1920005

... and before I clicked that, I thought you were going to link me to my Volume and Mass thread, since it most covers the aspects of modeling physics...
Title: Re: Bromance of the Dwarven Kingdoms
Post by: Cespinarve on February 07, 2011, 09:14:43 pm
Oh no. Always go for the pun.
Title: Re: Bromance of the Dwarven Kingdoms
Post by: NW_Kohaku on February 07, 2011, 10:40:38 pm
... I didn't even see the pun until you mentioned it...  *groan*
Title: Re: Bromance of the Dwarven Kingdoms
Post by: freeformschooler on February 07, 2011, 11:12:25 pm
Surprised this didn't generate much of a reaction, too. I probably won't live to see these implemented. However, I'm not really AGAINST the idea of a multiplayer fortress/kingdoms mode being based around PBEM style interaction (even though it would go well with the forums, and it's one of the most logical ways to do it), but I can bet there'd be some other ways to model it. Some work well in theory, very few would in practice I'd bet.

I would love to live to see Kingdom Mode. Honestly, it's like a fixation I have on the idea -- playing as some dude just sitting on his throne giving orders, having his servants come up and ask for advice, resolving complicated disputes and so on. It would be wonderful.
Title: Re: Bromance of the Dwarven Kingdoms
Post by: NW_Kohaku on February 10, 2011, 01:14:52 am
I don't think that too many of these things would be so complex that they would take 10 years or so to impliment...

The groundwork for them is already laid, I just think that bits like having multiple layers of loyalty should be included in the arcs that are already going in, like Diplomacy Arc and Army Arc
Title: Re: Bromance of the Dwarven Kingdoms
Post by: JJtoocool on February 11, 2011, 08:53:34 am
If this were implemented, (and I hope it is) we might have to rename Dwarf Fortress to Dwarven World Simulator. This is the complex I like, game changing complex.
 
 Just hope the UN wont get together and give dwarves rights, since they'd have loyalties, thoughts and general lives.   ;)
Title: Re: Bromance of the Dwarven Kingdoms
Post by: ricree on February 21, 2011, 03:36:14 am
Sorry for the minor thread necromancy, but I just read this after following the link from the farming thread.

I really like some of the ideas here, especially your particular brand of agents as the primary means of outside interaction.  I feel that it fits in really well with the current character, skill, and task based system that makes up a large part of DF.  The vast bulk of the mechanics for this seem like they're already in the game, and it's just a matter of providing things for agents to do, plus an interface to send them out.

Things to do will come naturally from Toady's already stated near future goals for Caravans and Armies.  For example, once food shipments and starvation continue past worldgen, it may be possible to send an agent out to hire bandits to starve out rivals, or perhaps poison their shipments.  This could weaken future invasions, or perhaps leave them in a weaker bargaining position on the diplomatic table (another obvious place agents would be useful for).   And with armies traveling the world map, you would want to have spies tell you where they are, what their composition is, or perhaps raise guerrillas to bloody them up a bit before they reach you.

In short, I really like the idea of agents as the main mediator as you expand past fort level management, and I feel that it's a natural extension of the current game state and it's near term plans.
Title: Re: Bromance of the Dwarven Kingdoms
Post by: NW_Kohaku on February 21, 2011, 08:58:52 am
Isn't it wonderful how a new world of evil opens up the instant anything is added or proposed to be added into DF?  As soon as we got ceramics and bees, the threads on how to weaponize them opened up.
Title: Re: Bromance of the Dwarven Kingdoms
Post by: Malorn on February 24, 2011, 08:38:17 am
Should mention, I especially love the idea of the Kingdom mode, and the idea of continuous dwarven civilization.  I always wanted to found mountain halls that I can actually maintain, rather than abandon when I get bored.  Such things like 'rebuilding the dwarven civilization' then become possible.  I've had many worlds where the dwarves were a besieged group in a corner surrounded by goblins, orc, and angry elves.  I want to fight my way out of that corner. 

Army arc will help, and just be amazing.  Been waiting for the time when where you settle seriously effects the forces against you, just think if settling near goblins meant sieges almost from day 1?  On more serious notes, however, the idea of Agents being the best form of interaction is one I very much like, especially if they also acted as nobles in most cases, requiring you to do other things besides killing them.  Think of the choice, a noble who's legendary in diplomacy, who saved your fort single handed from the human armies by talking them out of it, and then you find out he loves Slade . . .
Title: Re: Bromance of the Dwarven Kingdoms
Post by: NW_Kohaku on February 24, 2011, 11:14:07 am
"Kingdom Mode" has been proposed before, at the very least, and Toady already had a Kingdom Arc, and at least some idea of what he wanted to be able to do.

Quote
Core30, KINGDOM, (Future): If you manage to get the monarch of the dwarves to arrive, you should obtain at least indirect control over the entire corresponding dwarven civilization. This includes the movement of all dwarven armies on the map and the ability to make the most important diplomatic decisions. Requires Core28.

I just tried to make a more comprehensive and detailed idea.

I think the game is going to be progressing in this direction, anyway, I just hope that a few neat features similar to agents or multiple loyalty types can be added in to give you a better way to interact with the world in more ways than just mashing your big stack of troops into their big stack of troops.

(actually, I should put more effort into making a better suggestion regarding how troop formations work.)