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Dwarf Fortress => DF Modding => Masterwork DF => Topic started by: Meph on June 29, 2016, 01:00:24 pm

Title: Goblins - Suggestions
Post by: Meph on June 29, 2016, 01:00:24 pm
With humans coming next update, we have elves, goblins and necromancers left. Necromancers are a ton of work and very complex to write, so I'm putting them off a bit.

For elves I had the idea of seasonal workshops, the buildings change with the seasons and offer different abilities depending on the time of year. That would be a unique game mechanism for them.

But I can't figure out how to make goblins interesting. All I can come up with is a mix of kobolds, succubi and orcs:
- Mass-production of low-quality gear.
- Large amount of goblin units.
- Lots of infighting, combat training due to fights, etc.
- Kidnapping other civ-units for slavery.
- Torture room for positive toughts.
- Demon-summoning.
- Slave auction to sell kidnapped civ-units.
- Troll pet system with upgrades.
- Poisons
- Lots of obsidian/magma for that dark-tower feel.
- Sacrificial pit
- food production through farming vermin/hives
- Barghest/Beak dog/warg pets.
- mercenary workshop that hires ettins, ogres, minotaurs, giants, etc.

Thats pretty much it... I mean, yeah, they do have some unique atmosphere and I think they can be fun for succession forts, but there are no new game mechanics that would make them unique to play. Still good?
Title: Re: Goblins - Suggestions
Post by: dukea42 on June 29, 2016, 01:34:50 pm
Can they have higher rates of material wear, making them lords of the garbage heaps? 

Combined with lost of materials and maybe slow learn rates, few well crafted items means they should always be unhappy and hard to keep satisfied so they will tantrum spiral a lot.
Title: Re: Goblins - Suggestions
Post by: twryst on June 29, 2016, 01:38:57 pm
May not be doable yet, but can you send out goblins as kidnappers, then raise the babies in the fortress  among the goblins? So goblin fortresses become filled with tons of children, and it's a very baby-centric game? You're running an armed, slaverunning daycare?
Title: Re: Goblins - Suggestions
Post by: FantasticDorf on June 29, 2016, 01:42:37 pm
Id put a foot in and say to revolve domestic goblin play around successions of demons or a demon lord land holder.

One way to look at it is that unlike orcs, while still savage they have no interest in honour and therefore all cruelty and military practice is purely practical for serving their master. Therefore we can throw out such concepts like bloodbowl and honour related combat, straight to hard torture, entrancing hexes and psychologically breaking opponents into attacking their friends and acting as factionally aligned puppets (DFhackwise by inserting negative thoughts and the like).

This summoning of demons would be nessecary to flushing out over time gradually worse traits to powerful demon lords such as excessive mandates with a end-level demon becoming 'crazed' and therefore a threat to the tower. Resummoning and forcing this conflict also keeps goblins on their toes and occasionally dead, clearing away the trash to the troll pits where bones and bodies are recycled for trolls.

Each succession conflict, whoever wins pins down the remaining lord's negative traits by a notch with law punishment of treason being enacted on the losers (aka by goblin ethics, death). Eitherway the goblins citizens get the worst cut of the deal, but with the high amounts of migrants each month practically raising fortress pop to max with tens of thousands of goblins in the world to migrate to your fortresses then its managable to have so much death be around but to also thrive in it.

Obsidian casting rig? (akin to a magma forge that only relies on water being fed into it without consuming lava)

Perhaps via looting (or graverobbing invaders to sell trinkets to merchants for precious metals) you could pay off for these mercenaries dungeon keeper style. Unless we count again, cash4corpses in which you literally raise mercenaries off meat and bones with trolls, beak dogs and other things at the lower end of the spectrum eating goblin remains/indiscriminate but higher class mercenaries with particular tastes (giants demand human corpses for instances)

I personally keep modded in goblins in vanilla DF be a caste of highly skilled doctors on account to their excellent memories and above average intellect, but otherwise goblins are malleable.

If there's so much death around, goblins should at-least be the most efficient at cleaning up after themselves.
Title: Re: Goblins - Suggestions
Post by: Meph on June 29, 2016, 02:00:06 pm
Can they have higher rates of material wear, making them lords of the garbage heaps? 

Combined with lost of materials and maybe slow learn rates, few well crafted items means they should always be unhappy and hard to keep satisfied so they will tantrum spiral a lot.
Its easier to make them tantrum without adding lots of micromanagement and FPS-hurting garbage-items. ;)

May not be doable yet, but can you send out goblins as kidnappers, then raise the babies in the fortress  among the goblins? So goblin fortresses become filled with tons of children, and it's a very baby-centric game? You're running an armed, slaverunning daycare?
Sure, similar to orc-raiders. But I cant spawn babies themselves. I can spawn 1-year old humans for example, but they are treated as fully-grown humans that can do labors.

Besides, what would be incentive be to spawn babies? everyone hates those ^^

Quote
This summoning of demons would be nessecary to flushing out over time gradually worse traits to powerful demon lords such as excessive mandates with a end-level demon becoming 'crazed' and therefore a threat to the tower. Resummoning and forcing this conflict also keeps goblins on their toes and occasionally dead, clearing away the trash to the troll pits where bones and bodies are recycled for trolls.
You mean summoned demons that are super-tough and can be good military, but eventually/occasionally go berserk?

Title: Re: Goblins - Suggestions
Post by: LMeire on June 29, 2016, 02:18:26 pm
How about animal-fighting rings and a gambling function based on that? Enter a caged animal and have the worker "fight" it in a reaction with a chance to kill one or both of the contestants. Goblins watching the spectacle would temporarily gain a boost to learning combat skills, while the worker (if they survive) would receive a direct benefit to combat skills based on the size of the animal. If the animal kills them instead it's instantly tamed and war-trained, so no matter what it's a win-win situation for the collective. Then later players can start betting coins, slaves, or some other currency on double or nothing brawls with the added risk that the fight might release the wild animal into the crowd.

Also, black markets and such. Like a limited form of dwarven/human trading only since both customers and sellers are so disreputable, there's a chance that you don't get anything in the trade or get a defective version of what you thought you were buying. Which would make gambling for excess more important.
Title: Re: Goblins - Suggestions
Post by: Meph on June 29, 2016, 02:23:49 pm
I'm not sure if I can do that with modding. Especially the point about using caged animals as reagents. I could certainly make a big arena with progressively harder fights. They could even unlock new workshops, but I'm afraid people would abuse that too much.
Title: Re: Goblins - Suggestions
Post by: FantasticDorf on June 29, 2016, 02:43:26 pm
You mean summoned demons that are super-tough and can be good military, but eventually/occasionally go berserk?

Generally, sort of, thats one way to look at it.

But being the land owner (as to say monarch, and 'ruling from site') hold responsibility to meet with other people in the tower and orchestrate other things (such as being a head of the military & diplomacy) is hampered when you are bloodthirstily destroying everything you set your eyes upon.

Having them integral to fortress politics also stop players from holing them up in a room to never be dealt with.
Title: Re: Goblins - Suggestions
Post by: Meph on June 29, 2016, 02:45:35 pm
I think the internal AI will make all idea regarding infighting and murder rather hard, with loyality cascades and all that.
Title: Re: Goblins - Suggestions
Post by: daisha on June 29, 2016, 02:46:29 pm
Can they have higher rates of material wear, making them lords of the garbage heaps? 

Combined with lost of materials and maybe slow learn rates, few well crafted items means they should always be unhappy and hard to keep satisfied so they will tantrum spiral a lot.

I do love this idea.  Armies of filthy goblins in rags running around with swords that have been used as crowbars a few too many times, fighting amongst themselves constantly but breeding fast enough to make it okay.
Title: Re: Goblins - Suggestions
Post by: Meph on June 29, 2016, 03:04:31 pm
Ok, here an idea:

Progression by arena fights.

A large workshop that spawns a group of enemies. You need to defeat said enemies to get 2 items:
1. build-mat for a new workshop.
2. reagent to spawn next group of enemies.

Enemies would get progressively harder. Not only would you have invaders to fight, not only would you have tantrums and nobles to kill, but your main tech-tree is unlocked by fighting in a large pit in the center of your fort.

Maybe you have a prized gladiator team, maybe you just throw ill-equipped migrant-militias at the problem, till you reach a higher level.

Storywise I'm not sure if it should be an arena with wild animals, a "declare war on foreign goblin groups", or a "demon king demands blood for the blood god" arena.
Title: Re: Goblins - Suggestions
Post by: LMeire on June 29, 2016, 03:28:44 pm
Why not all three? Starting with animals for basic survival/low-level industry stuff. Then once you've gotten your settlement off the ground you need to build up a reputation among the other scum so you pick fights with rivals for their spots in the underworld hierarchy. Finally after much pain, blood and death, you catch the attention of a powerful demon lord that decides to sponsor your fortress with fancy toys and servants. It could end with actually spawning the friendly demon lord as a permanent resident/special noble.
Title: Re: Goblins - Suggestions
Post by: Meph on June 29, 2016, 04:31:30 pm
Same thing I was thinking about... which is why I made this mock-up.

Spoiler (click to show/hide)
(Edit: Crap, the last one got cut off... Arena 18 uses the demon-overlord corpse as buildmat and spawns friendly demons.)

Feedback?

Most steps would unlock "something", no idea what... probably build materials for workshops and "unique" weapons/armors. Of course people can build several arenas, but fighting your way through them again seems like a bit of work.

PS: Good luck if anyone ever gets a tantrum and topples that workshop. ^^
Title: Re: Goblins - Suggestions
Post by: daisha on June 29, 2016, 05:14:32 pm
That is a very intense Arena progression.  I'd hate to meet the "kobold champion" that comes several levels after a bronze colossus.   :P

The inclusion "spawn nothing, upgrade it again with stuff that you definitely have" levels seem like a lot of scripting overhead for nothing to me.
Title: Re: Goblins - Suggestions
Post by: Meph on June 29, 2016, 05:17:07 pm
That is a very intense Arena progression.  I'd hate to meet the "kobold champion" that comes several levels after a bronze colossus.   :P

The inclusion "spawn nothing, upgrade it again with stuff that you definitely have" levels seem like a lot of scripting overhead for nothing to me.
Lots of scripting = one line in onload.init, one reaction with 3 lines.

Its just that I want to upgrade it from a sand pit to a stone arena to a glorious colosseum, and it needs some build-mats for that. Not just corpses. ;)

the champions should get some special interactions and skills. A bronze colossus is big and dumb, but a kobold with shuriken, poison and level 15 in dodging?
Title: Re: Goblins - Suggestions
Post by: FantasticDorf on June 29, 2016, 05:32:32 pm
The arena 'workshops' themselves are pretty nice but there doesn't need to be so many of them in my own opinion when you could just open up the options and narrow it down to about three.

> Wild creature pits - assorted leathers needed for slave pit (lending itself to testing each reaction spawning the enemies atleast once), otherwise a source of food/leather even in glaciers given that you can leave farming roles out/modify no evil plants besides silver barbs and gutter cruor - Re-capturing the beasts basically equates to free animals (exploitatively speaking you could just slaughter them after you've trained and bred them)

> Slave Pits - assorted corpses & dug out stone/loot objects required for monster pits accrued here - Loot could pay for mercenaries and cavavan trade

> Monster/Demon pits (demon pits could be offered a seperate pit if this gets too cluttered) 
Title: Re: Goblins - Suggestions
Post by: Meph on June 29, 2016, 05:44:49 pm
its ONE workshop.

You finish battle one, it upgrades to the next stage. This way I have a clear progression through a combat-based tech-tree.
Title: Re: Goblins - Suggestions
Post by: Meph on June 29, 2016, 05:49:13 pm
Interesting. Vanilla goblins cant do:
Alchemy
Strand Extraction
Pottery
Glazing
Wax Working
Papermaking
Bookbinding
Farming (Fields)
Soap Making
Potash Making
Milling
Plant Processing
Cheese Making
Milking
Pressing
Beekeeping

Anything that has to do with farming animals or plants is out, as is academic stuff like books or writing.

Goblins seem to pay the iron price for their food... they do not sow.
Title: Re: Goblins - Suggestions
Post by: daisha on June 29, 2016, 05:50:46 pm
the champions should get some special interactions and skills. A bronze colossus is big and dumb, but a kobold with shuriken, poison and level 15 in dodging?

I mean yeah, that's murder, I was just thinking that maybe the arena should have lower low levels...  like the first ten levels populated by nothing stronger than a trio of fit dwarven slaves, then you could start adding the truly fantastic things.  I mean, how long should you have to maintain a powerful goblin fortress before you can unlock the friendly demons?  As you have it, you have to be very competent and maybe a little lucky for over a dozen levels of arena progression, and as you note there's the elevated risk of tantrum spiraling for goblins and the arena risks being destroyed.  How long would that actually take to do in game without cheats?
Title: Re: Goblins - Suggestions
Post by: Nahere on June 29, 2016, 05:52:39 pm
Anything that has to do with farming animals or plants is out, as is academic stuff like books or writing.

Goblins seem to pay the iron price for their food... they do not sow.
I think that's more because goblins do not eat or drink in vanilla. Why would they farm for food they don't need?
Title: Re: Goblins - Suggestions
Post by: Meph on June 29, 2016, 05:56:33 pm
daisha: Several years I hope. Its their tech advancement with the friendly demons being the equivalent of the nuke/superweapon in any strategy game. I cant make units spawn with equipment either, so 3 dwarven slaves = 3 nude dwarves without weapons. (the champions would be custom units with interactions)

Nahere: Good point. They'd lack plant fiber for clothing, but I guess they make up for that with leather.
Title: Re: Goblins - Suggestions
Post by: FantasticDorf on June 29, 2016, 06:03:21 pm
its ONE workshop.

You finish battle one, it upgrades to the next stage. This way I have a clear progression through a combat-based tech-tree.

You could probably separate them without much fuss is what i am getting at, even just for theming purposes. A wild animal pit (about lvl 3) looks pretty thematic by itself, somewhere on the soil layer or even above-ground it'd look nice. Then things start to get heavier and more fortified look as you move your arena indoors when your base is establised, start fighting slaves and sentients and finally when you're really digging down (or up in your tower) and its chock full of traps for the end game to compensate for a lost arena fight you could construct the end-tiers.

It'd still progress in the terms that you need the proceeds of fighting those creatures (again, loot) to build the next tier.

Maybe you could go fifty fifty and have the 3/4 subcategories improve individually instead? They all each have purpose but they dont need to all be bunched together and make more work for yourself.

Cut 1 - about 5 off for animal pits, then 9 - 13 for slaves (the function-less arena transformations dont achieve very much) etc etc.

If its constantly evolving, wouldn't that negate the fact you might want to grind lucrative loot from it? Rather than have to rebuild every time to get some cheap loot (unless its fights were repeatable at any stage)
Title: Re: Goblins - Suggestions
Post by: Meph on June 29, 2016, 06:09:08 pm
Quote
If its constantly evolving, wouldn't that negate the fact you might want to grind lucrative loot from it? Rather than have to rebuild every time to get some cheap loot (unless its fights were repeatable at any stage)
Thats the point. I want each fight to be only fought once per fortress. If you set up 50 archer-goblins on ramparts and spawn unlimited animals to fight, the entire game becomes trivial.
Title: Re: Goblins - Suggestions
Post by: daisha on June 29, 2016, 06:09:51 pm
daisha: Several years I hope. Its their tech advancement with the friendly demons being the equivalent of the nuke/superweapon in any strategy game. I cant make units spawn with equipment either, so 3 dwarven slaves = 3 nude dwarves without weapons. (the champions would be custom units with interactions)

Several years is a good target for a mean time to friendly demons, but if the risk of arena destruction is as high as I'm imagining it may push the mean time to friendly demons out to several decades or beyond, and effectively no one will ever see them without cheating.  Then again, if you aim for a progression that should take 3 years if not reset and arenas can be expected to be destroyed by a tantruming goblin on average every 3 years, you'd be pretty close to your target in final summation.  But I may be grossly overestimating the risk of arena destruction.  I'm imagining goblins tantruming as often as Americans.

The no equipment spawning is a real pain in the butt, though.  I totally get your inclination to only spend time making special interactions for badasses.
Title: Re: Goblins - Suggestions
Post by: Meph on June 29, 2016, 06:12:26 pm
Depends on the player if things get toppled or not. With the new stress system, people barely get tantrums at all. It should be easy enough to lock the doors to the arena.
Title: Re: Goblins - Suggestions
Post by: FantasticDorf on June 29, 2016, 06:35:42 pm
Quote
If its constantly evolving, wouldn't that negate the fact you might want to grind lucrative loot from it? Rather than have to rebuild every time to get some cheap loot (unless its fights were repeatable at any stage)
Thats the point. I want each fight to be only fought once per fortress. If you set up 50 archer-goblins on ramparts and spawn unlimited animals to fight, the entire game becomes trivial.

Its a fair point but the logistics of that are a bit wonky with the amount of arrows required is going to be high for some creatures based of penetration. You could already in the setup just prepare traps around the arena and a puppy/equivilent on a chain and watch the traps do all the work for you.

Friendly demons when you get to that point and mercenaries are just there to buffet yourself up too militarily, whats to say that that's just there to exploit future arena fights when you're not busy with anything else? Grind that stuff, get sick cash and loot is what i'd endorse to keep the fighting never-ending rather than a progression slog to practically insta-win units that can basically discard all your current military bands.

Bunch of dumb animals of course are going to get slaughtered either-way, and its just cheap leather & meat for outfitting goblins (you might want to remove the cook profession to stop gobbies roasting meals for money exploits) and bones for bolts and trade along with cheap combat training experience for the odd price of a injury or death.

Again, such a excess of meat, leather and bones might be appealing to other workshops (trolls are bone carnivores, they wont survive without food & drink so a water substitute is still going to be needed if you're not using gutter cruor)
Title: Re: Goblins - Suggestions
Post by: Meph on June 29, 2016, 06:44:32 pm
Quote
the setup just prepare traps around the arena and a puppy/equivilent on a chain and watch the traps do all the work for you.
yeah, as if I wouldnt make EVERYTHING that spawns there trap-immune.  :P (and immune to temperature, drowning, magma, etc)

Quote
Grind that stuff, get sick cash and loot is what i'd endorse to keep the fighting never-ending rather than a progression slog to practically insta-win units that can basically discard all your current military bands.
No grinding, thats the point of the progression system. You shouldnt spawn enemies to get material like leather and meat, that would make the game trivial. You spawn difficult challenges that you have to win to unlock more parts of the mode.

Its like the human guild system. It costs 19000 gold to max out one guild. There are 12 guilds. Thats 228000 gold coins or 456 gold bars. And thats just for the guild permits. It should take time. People need something to do; otherwise you max out quickly, like you do in dwarf mode with steel/adamantine-clad warriors in year 1 or 2.

Title: Re: Goblins - Suggestions
Post by: FantasticDorf on June 29, 2016, 07:07:35 pm
As of the latest edition of the game, armor falls apart extremely quickly to strong hits from superior metals, leather/bone is extremely cheap and multiple workshops in masterwork (notably from the kobold side of things) make use of these materials to great effect. Lots of cheap shoddy armor & goods was listed as a core suggestion point by yourself in the OP, this would help to address that.

How would we even be able to equip our large functionally immortal armies individually with precious metal armor if there are by chance no base metals within reach progression wise for the first year and enemies on our doorstep? Something is better than nothing. Especially out in the harsh wilds where goblins tend to encamp wheres there is usually a lack of one thing or another.

Also worth noting, that people will exploit the arena system to farm leather anyway once they realise how to do it as per the lower levels via deconstructing and re-constructing the arena separately.

Its not like people will get very far wearing bone and leather anyway. Though equipping our citizens with bone and leather goods (shields will probably not be that great post-new development build but decrease much slower like weapons, and leather cloaks are usually a good choice) does have some benefits.

Spawning giant demons as a reward and therefore 'instawinning' is pretty trivial by itself to counterargue, though i can't account for everyone, people will feel good for about 10 minutes then get bored that there is nothing challenging to fight with demons and practically no industry to promote extended building projects since the arena mode was the hypest thing about it. Thinking you've exploited the game makes players feel confident in themselves, which is why DF engineering projects gain such momentum like slade adamantium duping for instance, the guy (or someone else) went on to build a solid adamantium sphinx out of the stuff.

I have no objection to you drawing it out for the purposes of gameplay, but it does seem limiting of what you could do with it to make it so linear.
Title: Re: Goblins - Suggestions
Post by: SharpKris on June 29, 2016, 09:00:46 pm
we could make goblin castes and added spawning pits to make more goblins. as to the costs of spawning goblins i am not entirely sure
Title: Re: Goblins - Suggestions
Post by: LMeire on June 30, 2016, 06:35:18 am
Poisoning idea, intentionally rust weapons and ammo to inflict tetanus at the cost of having to wear the weapon down a little to do this. Tetanus can kill in a little under a week so it should work fine for the weird time in Fortress mode.
Title: Re: Goblins - Suggestions
Post by: Rydel on June 30, 2016, 07:31:02 am
Goblins seem to pay the iron price for their food... they do not sow.

I like the sound of this.  A playable race that isn't drowning in food and actually has to work for it through hunting and possibly some form of raiding.
Title: Re: Goblins - Suggestions
Post by: fasquardon on June 30, 2016, 08:40:09 am
I have to say, I am underwhelmed by most the ideas in this thread so far, particularly the overly ornate arena.  For one thing, it feels too much like the arenas that other races get.  For another, I don't like the idea of goblins just being able to summon giant murder-demons, even if said murder-demons are at the end of a 19 level grind...

I think it is more interesting to have the goblins summoning demons with high social skills and maybe some sort of "sorcery", but otherwise not much better than a goblin.  So Sauron (Numenorian edition), not the Balrog.  This isn't so much because giant murder demons aren't "gobliny", but more because giant murder beasts of different varieties are kinda common in Masterwork, and it would be nice for Goblins to be different.

The other thing I am really not keen on is the idea of Goblins being a sadistic slaveocracy.  Again, not because the above isn't "gobliny", but rather because sadistic slaveocracies are depressingly common and popular in dwarf fortress.  I'd find it more distinctive and interesting to see a goblin mode with a more nuanced presentation of goblins.  So for example, giving the goblins ways to make prisoners and captured babies full members of the tribe, rather than making every member of a non-goblin race more oppressed than the ordinary goblins themselves.

(It was the impossibility of making an implementation of a multi-race fortress which satisfied my perfectionism that discouraged my own attempts at making a goblin mod.)

It would be rather fun to play a "goblin liberator fortress", where the focus was on saving dwarf babies from lives as oppressed slaves of Armok and raising them as free members of the goblin tribe...

Anything that has to do with farming animals or plants is out

Pretty sure they can still weave, else what are they shearing their trolls for?

Would it be possible for goblins to learn any of that list of skills through a modded version of the necromantic secret system?  It would be cool to have a succession game where fortresses and adventurers would start on year 1 of the world with stone-age knowledge, and for each player to add to the race's knowledge with their fortress or adventurer play-through...

And I'd love to see goblins stealing the secrets of steel from the dwarfs.

For other ideas for a goblin mod:

Cattle raids.  Because I like the idea of sending goblins out to raid the domestic animals of other civs, and maybe bring back some orcish mammuks or dwarf drakes to help me establish a breeding population of those animals in my own fortress.  (Or simply to get food if I'm in a tight spot.)

Most of the ideas in this thread: http://www.bay12forums.com/smf/index.php?topic=138248.0

And here are some of my working notes for my own stab at a goblin mod:

Spoiler (click to show/hide)

In general, the theme is that all members of the tribe would be equal as a slave to the demon lords, non-tribe members would have limited use, but could be armored like dwarfs can armour animals in Masterwork, to produce Janissaries, and two non-tribe members could be sent to fight in the "arena", which, through DFhack would have resulted in the annihilation of those slaves and the creation of a single goblin (who in-game would be the slave who'd won the fight in the arena, now raised up to full goblin status and given a new goblin name).

I had a whole bunch of ideas for fun caste types.  My favorite was the alternate version of the snagas from Smake's Orc Fortress.

One of the big things is I wanted to do was to hamstring the goblin metallurgy.

fasquardon
Title: Re: Goblins - Suggestions
Post by: Nidhoggur on June 30, 2016, 09:26:28 am
How's this for an idea: goblins learn some skills very slowly or not at all, but could use books/teachers to get xp/levels in skills; and those books/teachers could only come from other civs: stolen dwarf book on mining, captured human "coerced" to give up some farming secrets and so on.
Title: Re: Goblins - Suggestions
Post by: FantasticDorf on June 30, 2016, 10:08:23 am

But I can't figure out how to make goblins interesting. All I can come up with is a mix of kobolds, succubi and orcs:
- Mass-production of low-quality gear.
- Large amount of goblin units.
- Lots of infighting, combat training due to fights, etc.
- Kidnapping other civ-units for slavery.
- Torture room for positive toughts.
- Demon-summoning.
- Slave auction to sell kidnapped civ-units.
- Troll pet system with upgrades.
- Poisons
- Lots of obsidian/magma for that dark-tower feel.
- Sacrificial pit
- food production through farming vermin/hives
- Barghest/Beak dog/warg pets.
- mercenary workshop that hires ettins, ogres, minotaurs, giants, etc.

So more or less this is out of the list, most of the stuff that has been untouched by the discussion so far.

Torture rooms - Would this be in the same vein as succubi? Otherwise its just a 'torture fetish' workshop (to be crude about it) some more details & thoughts would be appreciated.

Slave auction - Sounds good, but requires cage traps/trapping in order to catch slaves (unless its a economy thing where you buy, manage & breed slaves) and a economical basis of bartering to buy slaves and receive something in return to sell slaves.

Troll pet system - What kind of upgrades are we going for when we speak of trolls, its not exactly pokemon evolution stone reactions for the worlds ugliest and most buff Evie (unless it totally is). Trolls can already enlist into the military and train under the supervision of at-least 1 (worth noting from my own vanilla experiences pet trolls are sloppily implemented, they arrive in trade wagons with randomized professions and are generally broken, using create-unit for 'LOCAL' fortress trolls would probably meld much better since they aren't necessarily pets but can still be interacted with without the tags as long as they are local and not citizens) citizen.

Goblins also attract any kind of evil semi sapient, so icemen (& anything else) would probably have to be accounted for.

Goblin pets - From my own experiences, beak dogs are very reliable creatures as long as they have nest boxes & additional tags supplied (using a alternative creature for trading wagons might be preferable if you don't want beak caravans to get engaged with combat, since they are very prone to doing that when pulling wagons), pinning armour onto them will just make them twice as good and their entrail stones make excellent jewellery for engraving and selling in bulk.

Food production & vermin hives - Given goblins don't eat or drink, this is probably not going to be very useful for goblins personally, but trolls & mercenaries require sustenance, perhaps supplying vermin that tick both boxes in being edible and brewable? (much like mog-hopper booze or some variant)

Sacrificial pit - Sacrificing to who? and why? This might end up being your demon summoning/worship religious centre if you need one.
Title: Re: Goblins - Suggestions
Post by: Meph on June 30, 2016, 10:15:51 am
Quote
Given goblins don't eat or drink

I'm not sure if I can leave them like that... it might be very difficult to make the goblins challenging if you can just wall them in and do nothing.
Title: Re: Goblins - Suggestions
Post by: FantasticDorf on June 30, 2016, 10:48:02 am
Quote
Given goblins don't eat or drink

I'm not sure if I can leave them like that... it might be very difficult to make the goblins challenging if you can just wall them in and do nothing.

Well they do drink in taverns. Thats the only real way of getting around that (given violence lends itself to alcohol dependencies), not that taverns are very peaceful places anyway when goblins and trolls are both milling around looking into their cups and occasionally decapitating each other with swipes of the fist/sword.
Title: Re: Goblins - Suggestions
Post by: Meph on June 30, 2016, 11:02:53 am
Quote
Thats the only real way of getting around that
Removing the NOEAT and NODRINK tags would get around that.
Title: Re: Goblins - Suggestions
Post by: FantasticDorf on June 30, 2016, 11:07:53 am
Quote
Thats the only real way of getting around that
Removing the NOEAT and NODRINK tags would get around that.

True but then you'd have to introduce farming/hunting priority on top of your vermin production. Most of the other jobs for food are not usable, so to upkeep such large numbers you'd have to dedicate a lot of goblins/slaves to it.
Title: Re: Goblins - Suggestions
Post by: Boltgun on June 30, 2016, 11:50:59 am
Basically, you could have a lot of poor fighters that keep fighting everything and most of them die in weird circumstances.

They would get a lot of fighters with bad equipment, the best stuff is made out of loot from sieges. So no steel or better metals allowed. Instead you can produce other kind of armors quickly in low quality levels. They can have starting natural skills too, but lower learning.

Also removing most traps and drawbridges will prevent the player from avoid the fight.

If they do not please their master demon, they will incur its wrath. Pleasing implies having death on the map, even if you have to stage your own people death. You'll be hard pressed to open the caverns and kill anything that approaches or setting a temple and sacrifice the visitors. Otherwise you get a bunch of pretas or some terrible stuff like that.

If their master is dead and replaced with a mortal... I'm out of ideas. Perhaps plot its return?

If you do well enough, we skip the whole barony stuff all the way to mountainhome and the master get in your fort. Give him armor made of looted steel and enjoy the carnage.

On the other hand, you can snatch the young of other races, or simply call for reinforcements. The point would be to raise the population quickly to get sieges.

Their missing labor also add challenge, good luck avoiding infection without any way to make soap.
Title: Re: Goblins - Suggestions
Post by: zakhad on June 30, 2016, 12:36:10 pm
Honestly I would love to see a goblins as a civ that could be invaded by there own civ and if they win they combined / take over the fortress and all the original goblins that are spared/survived could be thrown into a lower caste or slaves which does all the menial labour, but could plot a slave riot to overthrow the invaders, a lot of infighting essentially, or they could prove there worthiness by fighting in the arena and removing the lower/slave caste from there status returning them to normal goblin shenanigans.

Or making goblins almost useless without slaves e.g. can't dig without dwarves/humans can't farm* (effectively) without elves/humans etc.

Edit: Goblin mounts?
Title: Re: Goblins - Suggestions
Post by: ProofofconcepT on July 02, 2016, 09:29:43 am
Perhaps instead of an arena you could have a similar progression system that calls in 'sieges'. They would spawn hostile members of a faction on the border of the map. To prevent people from just waiting the siege out, you could make it so the workshop associated with it must be wagon accessible. If it ever becomes inaccessible, the workshop gets deconstructed and you lose all your progress. Also, the hostile faction members would path towards the workshop and if they reached it, it would also deconstruct. Initial sieges may have a few bandits, and higher end sieges would summon necromancer armies and demons. This would create completely different tactics than normal dwarf fortress sieges, you would have to create a huge army and put your entire fortress at risk in order to progress. You could positioin workshop so that the siegers have to get through all your goblins, including citizens before you lose your progress, or you could set up a ballista trap with archers shooting down on the invaders. Another option would be to simply require goblins to kill a certain amount of humans, dwarves, elves, necromancers etc in order to progress. They would still be able to call sieges, but they would have more ways to kill them.

Also, you could add an arena zone/location where your own goblins fight against each other. Goblins would normally have very slow learning rates for combat, but if they are assigned to the arena they can easily become legendary in combat. However, when fighting in the arena the soldiers actually try to kill each other, causing severe injuries and putting your soldiers at risk. Of course, you could choose one goblin, give him armor and feed him lesser goblins to level him up. Perhaps watching a goblin get killed by another goblin also generates happy thoughts for your goblins, so you could set up a colloseum for them.
Title: Re: Goblins - Suggestions
Post by: burrito25man on July 03, 2016, 05:02:57 am
Something that would be interesting is to explain why exactly goblins don't need to eat or drink. The way I figured was due to some kind of blessing from their demon king. A way to implement this is to have them provide a semi valuable sacrifice, in exchange for no eat or drink for every goblin (or eligible candidate with the correct tokens) for a certain duration of time. Say every six months, offer something that is hard to come by, and don't need to worry to feed most of the fortress. And in the endgame, the presence of their demon king would remove those needs entirely.
Title: Re: Goblins - Suggestions
Post by: Gwolfski on July 03, 2016, 07:18:45 am


I think the no_eat and no_drink tags should be removed entirely
Title: Re: Goblins - Suggestions
Post by: Meph on July 03, 2016, 07:21:56 am


I think the no_eat and no_drink tags should be removed entirely
Same here.

I just cant see how it would benefit the player if his units can just be walled in and ignored. Its why I wrote that entire pylon system for warlocks, just to make sure they dont just wall in a few undead as a backup.

Although it would be a cool trap. Make a hallway with 25 alcoves on each side, wall in skeleton army. Wait for enemy army to enter hallway, order skeletons to tear down the walls and attack. :D
Title: Re: Goblins - Suggestions
Post by: Rydel on July 03, 2016, 07:28:19 am
I like the idea of removing the tags, not letting them farm, and forcing them to kill for their food.  Seems rather... goblin-y.
Title: Re: Goblins - Suggestions
Post by: Teneb on July 03, 2016, 12:20:39 pm
Frankly, I think it might be interesting to have a race that doesn't need food or drink. I have an idea for when I finally get the time to learn lua properly and do dfhack scripts of my own, but I don't mind sharing it: make it instead that they need to sacrifice one of their own number, and it must be one of their own, to (in the goblin context) appease their masters.

The fact that they'll only be drinking alcohol rarely means that, unlike what we have right now where a dwarf fortress is a collective of happy drunks rather than the tantrums of old, goblins will lash out easily. Make it so that they are far more prone to snapping and going on murder-sprees. Their vanilla ethics even have no problem with that!

The thing about enabling food production and consumption for goblins is that they'll then be more or less like everybody else. If the player wants to farm, they have dwarfs and humans and more. Masterwork is a mod that focus far more on the mechanical than the roleplaying side of things. Make use of that. Make something fundamentally different.
Title: Re: Goblins - Suggestions
Post by: chilller6 on July 03, 2016, 01:00:41 pm
prince of the land of stench, anyone?  :P
Title: Re: Goblins - Suggestions
Post by: LMeire on July 03, 2016, 01:05:36 pm
How about have the no-eat/no-drink tags wear off after a while from some timer, and renew the timer for any goblin that makes a kill? That way world-gen goblins stay numerous, a player can't just seal off some unlucky soul in a vault, and murder is thematically encouraged.
Title: Re: Goblins - Suggestions
Post by: Teneb on July 03, 2016, 01:14:14 pm
How about have the no-eat/no-drink tags wear off after a while from some timer, and renew the timer for any goblin that makes a kill? That way world-gen goblins stay numerous, a player can't just seal off some unlucky soul in a vault, and murder is thematically encouraged.
I like this. Together with restricting farming and making sure trolls do need to eat, it would make for an interesting experience. Although it may be advised to allow shearing so they can use troll fur to make clothes.
Title: Re: Goblins - Suggestions
Post by: Meph on July 03, 2016, 01:27:52 pm
How about have the no-eat/no-drink tags wear off after a while from some timer, and renew the timer for any goblin that makes a kill? That way world-gen goblins stay numerous, a player can't just seal off some unlucky soul in a vault, and murder is thematically encouraged.
I like this. Together with restricting farming and making sure trolls do need to eat, it would make for an interesting experience. Although it may be advised to allow shearing so they can use troll fur to make clothes.
This I can do.

The infighting I cant, because there is no fair way to control it, especially considering loyality cascades.
Title: Re: Goblins - Suggestions
Post by: FantasticDorf on July 03, 2016, 01:57:50 pm
The infighting I cant, because there is no fair way to control it, especially considering loyality cascades.

Nah, doesn't need altercation, and to be honest despite giving positive thoughts, the quick temperament of goblins and propensity to start fights is more positively affected by confidence boosting alcohol than anything. Those needs just build up and the goblins act on them themselves to let off some steam if you don't allocate a job for them to do when they go to talk to one another.
Title: Re: Goblins - Suggestions
Post by: Urist Reborn on July 03, 2016, 02:00:30 pm
How about have the no-eat/no-drink tags wear off after a while from some timer, and renew the timer for any goblin that makes a kill? That way world-gen goblins stay numerous, a player can't just seal off some unlucky soul in a vault, and murder is thematically encouraged.
I like this. Together with restricting farming and making sure trolls do need to eat, it would make for an interesting experience. Although it may be advised to allow shearing so they can use troll fur to make clothes.
This I can do.

The infighting I cant, because there is no fair way to control it, especially considering loyality cascades.
If you couple a need to kill with workshops that summon enemies, you have a new and interesting system. The only problem is that might end up involving a lot of micromanaging in order to make sure your citizens all get kills.
Title: Re: Goblins - Suggestions
Post by: Dwarf-Zero on July 03, 2016, 03:53:10 pm
Or goblins cannot farm but need to get food somehow from invasions and sieges. This fits to the theme as Goblins are the only vanila siegers.
The offensive invasions can be  simlated by a Workshop/portal i hope. Like some goblins are send to a mission and return injured with Food and other captured things..
And another  workshop to butcher or find a lot of food from invader corpses.
Title: Re: Goblins - Suggestions
Post by: Meph on July 03, 2016, 04:19:47 pm
The infighting I cant, because there is no fair way to control it, especially considering loyality cascades.

Nah, doesn't need altercation, and to be honest despite giving positive thoughts, the quick temperament of goblins and propensity to start fights is more positively affected by confidence boosting alcohol than anything. Those needs just build up and the goblins act on them themselves to let off some steam if you don't allocate a job for them to do when they go to talk to one another.
I've yet to see actual fighting in fortress mode for goblins. I hadnt had a tantrum spiral in years.
Title: Re: Goblins - Suggestions
Post by: Topodic on July 03, 2016, 04:52:18 pm
If they do not please their master demon, they will incur its wrath. Pleasing implies having death on the map, even if you have to stage your own people death. You'll be hard pressed to open the caverns and kill anything that approaches or setting a temple and sacrifice the visitors. Otherwise you get a bunch of pretas or some terrible stuff like that.

I'm not too familiar with what is or isn't moddable but I like this idea. I was thinking making that demon uncontrollable (similar to the succubi demons or tavern recruits) and default to a hammerer-like position. If the conditions for what a crime is could be added, this seems like it could add something neat.

(Granted, I guess walling off the demon then would then prevent any challenge intended.)
Title: Re: Goblins - Suggestions
Post by: chilller6 on July 05, 2016, 08:31:08 pm
when i think of goblins, i think of lots of shamans, cheap equipment, thieving, and trolls. im basing my goblins on the classics of course but theres also the tech-savvy goblins from World of warcraft for example and theres also the goblins that are basically slaves to the orcs. ive never seen any goblins that summon demons or anything tho
Title: Re: Goblins - Suggestions
Post by: FantasticDorf on July 06, 2016, 02:16:10 am
The infighting I cant, because there is no fair way to control it, especially considering loyality cascades.

Nah, doesn't need altercation, and to be honest despite giving positive thoughts, the quick temperament of goblins and propensity to start fights is more positively affected by confidence boosting alcohol than anything. Those needs just build up and the goblins act on them themselves to let off some steam if you don't allocate a job for them to do when they go to talk to one another.
I've yet to see actual fighting in fortress mode for goblins. I hadnt had a tantrum spiral in years.

In past 'docility' (as to say cushiony very relaxed barely any stress) versions of the game i've had goblins explicitly murder each other from arguements and pub fights (trolls and ogres are often quick to punch the head off/in of disobedient goblins also leading to deaths, which is why i hire them as bar staff and live in patrons, i sing the praises of ogres particularly for serving slow enough to not kill anyone and be ready to kill anyone when patrons get rowdy) escalating in a mandatory fashion.

They argue = typically someone dies or is grievously injured nearly every single time even with quite a nice fortress dug out and decorated for them (which even despite my efforts they STILL manage to hurt one another, though less frequently, its just a need thing built into their nature)

This only gets worse the better equipped & trained goblins are unfortunately. I haven't really gotten end-game with goblins for one reason or another because iron is pretty restrictive when its top tier to kill a lot of creatures (goblins also arent very high on the physicality of things quite usually), so raiding/forging some custom or Masterwork metal might be the best thing on the cards depending on how it's balanced/obtained.

Arena hybrid to incur enemies that drop equipment kits as on-death items? (grind grind grind grind)
Title: Re: Goblins - Suggestions
Post by: Meph on October 06, 2016, 03:25:12 pm
In case something ever happens with goblins in fort mode...

(http://i.imgur.com/ZL3PmLP.png)
Title: Re: Goblins - Suggestions
Post by: FantasticDorf on October 16, 2016, 01:14:03 pm
Bumping this in relevance to the new masterwork race poll, also it a pretty pivotal thread to not be forgotten about with some cherry pickable ideas to be added to the 'future of the mod' suggestions thread (http://www.bay12forums.com/smf/index.php?topic=157912.msg6973548#msg6973548).

One other thing meph, do you have any sprites for equipped up trolls? Given that trolls can be manually geared up once enrolled into your civ for their own little platoons. Especially starting out, trolls are pretty integral to militia especially against strong foes in [EVIL] areas, to pulverize zombies into goopy mash, knowing what tools a troll has is pretty vital fighting against them too if they get more coverage in masterwork.

Same goes to any other races that goblins have under the thumb. (Ogres, blizzard people etc.)
Title: Re: Goblins - Suggestions
Post by: Metaltooth on October 16, 2016, 02:32:32 pm
What will the goblin's technology style be?
How advanced are they
Title: Re: Goblins - Suggestions
Post by: FantasticDorf on July 26, 2019, 01:28:56 pm
Been a while since i butted heads here a little bit i guess, thought it would be a good time to revive it now demons are being opened up for the expected next release of vanilla DF with specialist subtypes and a lot of demonic content being added.

Quote
But I can't figure out how to make goblins interesting. All I can come up with is a mix of kobolds, succubi and orcs:

- Mass-production of low-quality gear.
- Large amount of goblin units.
- Lots of infighting, combat training due to fights, etc.
- Kidnapping other civ-units for slavery.
- Torture room for positive toughts.
- Demon-summoning.
- Slave auction to sell kidnapped civ-units.
- Troll pet system with upgrades.
- Poisons
- Lots of obsidian/magma for that dark-tower feel.
- Sacrificial pit
- food production through farming vermin/hives
- Barghest/Beak dog/warg pets.
- mercenary workshop that hires ettins, ogres, minotaurs, giants, etc.

Here's a few thoughts on the matter by myself.

Power & Tech - Goblins could rely on rotary-electric power moreso than the other two slaver races from conventional means and by use of slaves, by making them run on treadmills for as many slaves are required for a low constant ebb of power building up en-masse, to cruel application of slaves in their workshops, like donating them to be dissected in a surgery workshop for a skill boost then eating the remains of meat generated.
Sacrificial pit - A rip on the Orc drums or Dwarven altar, throw in slaves whole for buffs or a low rng chance of spawning a item, strong slaves have a returns of possibly being offered back up as a corrupted succubi subtype, but mostly used just to dispose of trash slaves.

Leadership / Turning into demons - Depends how exactly how Toady's changes will pan out with depth of demon tags and interactions (http://www.bay12forums.com/smf/index.php?topic=174352.msg8000798#msg8000798), but Eric Blank has a neat little workaround by using slabs that lets people in worldgeneration create bloodlines of radically different slab activated only castes (can be altered to qualify for leadership and roles). None slab modified goblins could use the library mod targeted scholarly materials with the succubi conversion to modify their own units in a similar way by a medium of items created of goblin tech and a few foriegn materials.

Pets/Demon "Summoning" - This can be planned in advance with [ANIMAL], if a subtype of goblin creatures is accounted for for every kind of sphere (blight bats/blight trolls now pertained to blight spheres) that the demon controlling the dark tower can corrupt land to besides just generic primordial ones limited to biomes, goblins could use by default and gain access to them after some worldgen years.

Slave quality degredation - Slaves are re-usable for most workshops (labour etc) but degrade in quality by rng on returns, "recycling" tired and worn out slaves that aren't expended immediately being a must in industries that don't require healthy slaves either working them to death or using them up on a reaction.
Torture & Dark Satire - In order to carry off the goblins shtick, a lot of extensions of the sacrificial pit's effects that aren't as beneficial but do give lesser effects and some clever reaction category writing should help carry a humerous tone. Anything and everything can be used for wanton violence, involving pressing live slaves for a mood boost at the screw press to throwing live slaves into furnaces and crematoriums (not just the dead ones or logs)
Title: Re: Goblins - Suggestions
Post by: NordicNooob on August 02, 2019, 11:01:16 pm
If we're necro-ing this, lets do it all the way.

My idea of goblins is that knitty gritty feel of absolute chaos that somehow works out. Basically, there is no labor specialization (except for maybe an elite noble caste that has some other important role) and every goblin does both industry and war.



My take on the big controversies:

Food is the most major controversy I see, so we'll do that first. I don't think goblins shouldn't eat food, and should instead have quite a few things that make them harder to manage than a race that does eat. Food is rather easy to come by in the case of dwarves and humans, so I don't see it being a huge problem removing the need to eat.

As for tech, I think they should keep their no-alloy philosophy, though perhaps a crude form of adamantine working (very limited to what they can make, and quality will always be low) could be introduced as their endgame material, what with it being connected with demons? To continue the no-alloys thing, they could use the metals that are mainly used in alloys as their own metal, like using tin, lead, and zinc as weapons-grade metals. They should also focus on making crap gear: there simply shouldn't be any other alternative to at best standard efficiency workshops that produce low quality gear.

They should also have something that lets them easily procreate: either a more kobold-esque rapid breeding workshop, a fast grow speed and large litters of traditional babies (maybe not since relationships are broke), or just some way to summon peasant hordes from the dark fortress that is the center of any goblin civ.

Another thing I think would be thematically cool is if you were somehow rewarded for embarking in evil biomes: goblins are the only race that can live in evil biomes in vanilla, and there's gotta be some reason for that, since they're not exactly a hardy race. Evil biomes also encourage more death and chaos, so the reward should make it quite worth it. I've a few ideas for what the reward could be like, but I'm just tossing ideas out:
1. Reanimation is good, somehow. Use reanimated corpses for effective defense, and, if possible, maybe allow some control over what reanimates and what doesn't to eventually negate the bad part of evil while still letting you laugh as the dwarves fight the corpses of their last invasion.
2. Some evil-only materials are quite useful for industry. Perhaps some evil plant is really good for making charcoal, or syndromes can be captured and spread everywhere for defense reasons.
3. Acid. Remove wear on worn metal gear, incinerate your tantruming peasants, process more advanced ores, and accelerate production, all at the small cost of embarking somewhere evil with whatever exotic crap you need to produce acid. For those not in evil biomes, perhaps a very limited way to produce small amounts of it could be made so that advanced ore processing isn't entirely off-limits.

To counter the easy-to-get peasants and lack of required food, another punishment and chaos supplement should be that they're very prone to anger. This is pretty agreed upon, goblins are always the crazies.

To deal with these angry peasants, the suggested solution is assisted suicide: mass raiding! While orcs do have the big raiding culture for profit, goblins seem to use it as a way to get rid of their useless goblins, least in vanilla, since dwarf forts are just death traps. If they win, they come back with actually useful slaves. If they lose, they're dead and no longer a problem. Win-win!

Slaves could basically just function as additional workers, cranking out crap for your own use. They'd also give a reason to have at least a little food industry. As a supplement to slaves, trolls and a few other of the big, dumb, lumbering sentients (maybe ogres could be part of the reward for being in an evil biome?) could be used for basically the same purpose, albeit also being able to serve as warriors.

Very slow military skill growth should take effect, perhaps with a workshop to give basic training, to give you an army of competent and proficient rabble armed in whatever metal they can find.

I feel like goblins should be a different take on the other races and instead not really have a big progression tree. They rely on rapid overwhelming of their foes with brute force and numbers to do things, not planned expansion and growth.

The one thing I don't really have a place for is baby snatching. Since goblins are so expendable, it's not exactly a place for children to grow up in: the dark fortress is goblin daycare, not the pits that import goblins and export death.
Title: Re: Goblins - Suggestions
Post by: FantasticDorf on September 16, 2019, 07:49:18 am
I was impressed with the easyness to handle of warlock humanoid slaves (in the test experimental version for warlocks on the other thread), and the most effective way to manage slaves and other miscallenous creatures would a troll slave with a release system not dissimilar to the existing masterwork one of 'tool slaves'. Given that 'tool slaves' have a proposed seperate industrial purpose it could tie in quite nicely.

Additionally, we could modify the tool slave trolls further ahead into that specialisation and disambiguate cave trolls, such as bringing a tool troll bought from a slaver's exchange shop to a shrine to summon a intelligent but non-speaking blight troll and go from there.

Same applying to ogres (even orcs can get ogres with a lot of financial work), and the purposes of generic slaves, being released into citizenship, kept in tool form or pastured into farm herds.
Title: Re: Goblins - Suggestions
Post by: Meph on September 16, 2019, 10:19:00 am
We could do friendly goblins that just want to save human, dwarven and elven children from the cruelty and death of normal player forts.

Make Goblins secretly good. ;)
Title: Re: Goblins - Suggestions
Post by: delphonso on September 17, 2019, 02:50:01 am
There are spoilers below - but I don't think many people in this thread will be surprised.

So, I've played a bit of Masterwork, but not much of the Orc and Succubi civilizations, so if some of this overlaps, perhaps there's not much space for goblins in this mod. From what I know of those two civilizations, I expect similar themes with my proposals below. I should also state I've played a bit of the goblin civ in the All Races Playable mod - which is basically the vanilla goblins.

I understand that Masterwork doesn't stick to the world of DF as it is in vanilla very much - but I think vanilla DF is a good resource to tap for ideas - I really like FantasticDorf's idea of using the evil biomes to your benefit, for example.

Let us examine the goblin -
Goblins do not need to eat nor drink - mostly because they are meant to be carnivores. Also, because of their personalities and their civilization values, they tend not to be very family oriented (although it happens, I've noticed it's rarer for goblins to be married in the ARP mod.) They have solid social awareness, incredible memories, and nearly no empathy. They are also baby snatchers and raiders. They don't age.

Their civilization starts when a demon - a [UNIQUE_DEMON] one - punches its way up through the earth onto the surface with a tower. Goblins serve this creature. Fortresses often have 1000s of goblins, while dark pits themselves tend to be sparsely populated. Demons enter the world with the aid of a deity. In Legends mode, these demons seem to the be only ones who tame animals for the civilization.

Some of that is likely untrue, but has been my experience. So I see basically two forms of play for a goblin civilization:
Dark Pit:
Here, you wouldn't be interacting with the demon lord, rather - you'd be living the life of a band of goblins. In adventure mode, it's not uncommon to find goblins occupying sites or forming bandit groups. So here, I could imagine game-play being more similar to vanilla. Perhaps they have to gather food, raise animals to eat, make cheap equipment and fend off attackers. They will probably do some raiding, but most of the game would be like any other game. The arena idea and slavery make sense here - but ultimately, I think this is the wrong way to go.

Dark Fortress:
Goblins are slaves. The only unit that matters is a single demon lord. I would remove any needs you could from goblins - sleep, food, drink. They live only to serve the demon. I would strip back their production abilities, forcing them to raid often. I have no idea how much influence you can put on the raiding mechanics, but I think goblins should just bring back more stuff, and - if equipped with bags - bring back children. I feel the demon should need to eat and drink a lot, to motivate continued raiding and constant war.
Potentially, you could turn off any form of migrants - you start with a demon lord and 6 goblins. The demon requires some sort of sacrifice in order to produce more goblins - very Keeper style. I think material goods make sense - as these demons seek out artifacts in vanilla. Perhaps an item's value can equate to a number of goblins. Alternatively, kidnapped kids could be sacrificed if that's what you want.
There should be several things which only the demon-lord can do - and several tasks they cannot do. Hauling should - for example - be only goblins. Taming should only be the demon lord - and exclusively be for war animals.
If the demon lord should die (perhaps dressed up as unsatisfied, as it's a bit odd to have a demon die of starvation, but would be necessary for this style of play) this should be the end of your fort. Either through a script that just ends it, or by some other means where the fort cannot live on without the demon lord. If the demon lord is the only way to produce more civilians, this would eventually be the death knell for a fort. Personally, I'd like it if a demon lord died and punched a hole straight down to hell, unleashing its minions up into the fort.
Summoning, to me, feels very ungoblin. If anything, you should summon servants of the god who collaborated with the demon. I feel there is a lot to explore in this area.


Additional notes:
I find making the goblins more unruly and harder to manage exceptionally unfun. It robs them of feeling like brutes and makes them seem like pouting children - like dwarves are.
Is it possible to kidnap historical figures? That way, you may be able to bring babies into the fort, wait for them to reach maturity, then add some sort of way to convert an adult human into a human civilian. Not sure how possible that stuff is with DF Hack and scripts - know it's impossible with vanilla modding.
 


Title: Re: Goblins - Suggestions
Post by: DerMeister on September 19, 2019, 07:41:41 pm
What if goblins are SJW?
Title: Re: Goblins - Suggestions
Post by: DerMeister on October 10, 2019, 02:52:12 pm
Meph, if you read this, I have some suggestions for your mod, but give me scripts, I want make this in my mod too.

Servant tweaking is good, but goblins use not only trolls (in vanilla they also have ogres, blizzard men and maneras). As they shear trolls, they could milk ogresses or use ogres as mounts/pullers. Milking sapients needs dfhack script for work.

With scripts, you can add workshops for creating blizzard men and grimelings. For blizzard men creating player need cold temperature and snow/ice, for grimelings player need plants and grimeling will be made of this plant material.

Goblins as analogue of cats can have hungry head. As analogue both cat and dog goblins can have stranglers.

Harpies, blendecs and nightwings isn't slow learners, but can be heroes and you can make "domestication"/enslaving/teaching of wild harpies, blendecs and nightwings in dark fortress mode. What about milking harpies?

Demon leader probably can make underground elemantmen in workshops or as necromancer with transforming (for blood men or mud men).

Also goblins could corrupt stolen childred into night troll like species of servants.
Title: Re: Goblins - Suggestions
Post by: Nidor on October 22, 2019, 08:22:00 pm
Well, a couple things I could think about, not sure if the dfhack situation allows for some of it.

Are we pulling traits from other media for goblins? For example warcraft goblins tend to be very osha non-compliant. With kamikaze units like sappers, and tech that is equally dangerous to them as it is to the enemy, mostly explosives based.

If keeping it mostly vanilla themed, they are pretty much into the cruelty side of things, while Succubi are more of the hedonistic variety of evil, so maybe their weapons/traps and personalities could be based around causing pain rather than killing outright.  Scourges, whips, hooked arrows, roman gladiator nets, broken/powdered glass weapon enhancements, acid/caustic/boiling oil traps etc. If possible, they were pretty noted for being able to butcher sentient beings as well, leading into elf bone things or dwarf leather hats.

Perhaps they could rely on converting/corrupting things into evil or cavern biome counterparts? Like wood into glumprong or blood thorn, which have pretty useful material stats, and iirc bloodthorn had a reaction to make arrow tips from the thorns in previous MDF? Succubi already have the corrupting enemies into evil variants, so might leave that to them, as goblins seem to simply kidnap. Not sure if it is possible to alter biomes after creation, but perhaps they could have reactions that would slowly turn the biome into an evil one? Settle in a good biome and slowly turn it type stuff. Summon Evil biome weather as a means to deal with sieges?
Title: Re: Goblins - Suggestions
Post by: Apollo Densin on December 26, 2019, 10:38:32 pm
I think the biggest distinction between Goblins and Orcs would be the fact that Goblins bring up children to be a part of the civilization, raising them to acquire their strength and abilities. While Orcs take and make it their own with their raids. I think both races could exist in the setting if you have different goals in mind and I believe a lot of people like the orcs being around as well. A longer term plan than the Orcs, but it would be the way to distinguish them/set goals. Slaves work their way up to freedom/being in the civ or they die during their enslavement, but a dwarf for instance could help get some limited access to alloys. A demon lord however may demand that you send him specific slaves for some reason, so you have to balance your raids for growing your own forces and appeasing your demon master. If you anger the demon/do not provide it with the spoils it desires then it will cause the goblins to stop trading with you along with them declaring war on you for sieges. Now this may be a lot easier to handle due to being able to fight off sieges pretty easily if you are smart about it, but at the same time could be tough especially if the demon lord is able to spawn in some additional minor demons to help him in the sieges.

Eventually at the top of your tech tree with some butchered things from demons, you could summon your own minor demons/summon a new demon master/appease your demon lord so he moves to your land.

Just some thoughts I had on it.
Title: Re: Goblins - Suggestions
Post by: FantasticDorf on June 27, 2021, 02:59:54 pm
Felt somewhat interested again in booting up my df masterwork and hoped to home-brew some stuff to help enrich the setting, though goblins dont have anything by default i can hope that changes when Meph returns to restore the mod post steam-release and add some balancing.

I have a fresh suggestion for the goblin ideosyncratic faith system without changing the formulae too much.

Goblins appeal to their gods with fetishism  (https://en.wikipedia.org/wiki/Fetishism)made out of the materials of other races and relevant to their views on trophymaking, things like dwarf beards being wearable clothing for instance, and other toy-or-tool knick-knacks. The power of some of these objects, or least "Greater Fetishes" equate to the power of powerful masks that give the wearer interaction spells against members of that race. (a idea least partially nugget-mined from other mods, like the warhammer mod)

A great-beard fetish for instance can be laid as a greater offering, having been combined from many lesser dwarf-beards collected from slaves.