Bay 12 Games Forum
Dwarf Fortress => DF Suggestions => Topic started by: UHaulDwarf on April 29, 2012, 08:18:16 pm
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''Miserable'' dwarfs leave fortress, taking all of there possessions and as many of the items that they have crafted with them as they can carry.
I put miserable in quotations as I am not sure what emotion would be best to describe The level of unhappiness to make a dwarf leave to take its chances in the wilds.
This would give more reason to make sure that dwarfs are happy and will allow those poor sods that failed during a strange mood to maybe find a new lease on life somewhere else.
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''Miserable'' dwarfs leave fortress, taking all of there possessions and as many of the items that they have crafted with them as they can carry.
I put miserable in quotations as I am not sure what emotion would be best to describe The level of unhappiness to make a dwarf leave to take its chances in the wilds.
This would give more reason to make sure that dwarfs are happy and will allow those poor sods that failed during a strange mood to maybe find a new lease on life somewhere else.
Strange moods are tied to the TRANCES tag, which also controls martial trances, so my feeling is that moods are so deeply tied to dwarven psychology that a failed one is mentally shattering to a degree beyond misery.
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False. I keep seeing this come up, and it's normally followed by someone more knowledgeable saying that it's not true at all. I'm not sure how knowledgeable I am, but I know that any creture you can control in Fortress Mode can get strange moods. Mostly from hearing those knowledgeable people talk, mind you.
I think that it would take more than mere unhappiness to get a dwarf to leave the fort. Unless there's a dwarven community nearby, you're talking a several-week trek, on foot, with only as much in the way of supplies as you and any dwarves you can convince to go with you can carry, possibly through environments which are actively or inactively inhospitable to you, perhaps chancing attacks by goblins, kobolds, elves, or whatever, possibly having to beat back the hordes of the dead...the only way a dwarf might consider leaving the relative safety, with a huge chunk of earth over his head, one or two square meals a day, a place to sleep at night, alcohol, and (most importantly, from a psychological point of view) other dwarves is if the dangers at home outweigh the benifets of home and the dangers of leaving.
That said, it just occured to me that good biomes might cause dwarves to want to enjoy the pastoral wilderness and wander away. (Not neccesarily the outdoor wilderness, of course--good caverns get touched by good, too.)
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Now if only they would leave, instead of
Urist McPeon has gone berserk!
Urist McWorker has been struck down. x10
...but then again, where's the ‼Fun‼ in that?
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Now if only they would leave, instead of
Urist McPeon has gone berserk!
Urist McWorker has been struck down. x10
...but then again, where's the ‼Fun‼ in that?
Going berserk is not the same as becoming a deject.
I am not suggesting to replace one response with another, rather give dwarfs that don't go berserk a response to unhappiness.
Also if a dwarf is accused of committing a crime they might become unhappy from the suspicion of the other dwarfs and might want to leave.
Dwarfs that leave a fortress my become bandits or may even become night creature, and may return to exact revenge.
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The typical way to become a night creature is to get transformed into one, losing your previous identity in the process.
But, yeah. A dwarf who gets accused of a heinous (punishable by death or bylife imprisonment) crime would almost certainly see running into the outdoors as better than staying in the fort. Whether the dwarf stays, goes, or stays but tries to take as many other dwarves with him; whether he lives or dies; and what the living, leaving dwarves do should depend on the dwarf, such as personality, crime, guilt, etc. The outcome could include stuff like becoming a vigilante (usually only if wrongfully accused or if injustice was delivered to the dwarf earlier in life), becoming a bandit (duh), joining the fort's enemies (and providing them with useful intelligence), hiding on the outskirts of the fortress, attacking dwarves that wander out alone and stealing anything they can, or simply hiding in the woods until someone ignorant of their crime comes along (whether to be murdered, to lead them back to civilization, or whatever matters, again, on the dwarf and the situation).
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I'd much rather have dwarves go insane than leave.
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I'd much rather have dwarves go insane than leave.
Who says that they cant do both?
Think about it, Why should an insane dwarf stay in one place?
You could have insane dwarfs wandering around the world, attacking whoever they find.
You could ''find'' them latter in adventure mode, or might even have one come back.
Urist McCrazy has arrived!
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Another interesting idea: exile. If you think a dwarf is depressed to the point of a berserking hazard, or is an annoying noble/a vampire/an unnecessary extra mouth to feed/acting more dangerously stupid than background normal/just plain pissing you off/committed a crime that had exile as a punishment, you can exile them, having them leave and take their items, but also their risk, with them. It might possibly also mean unhappy thoughts for dwarves close to them, i.e Had a friend/sibling/parent/child banished recently. They might also come back at some point, either trying to make amends and rejoin, or trying to get revenge. If they join an enemy army, they might also tell their raiding party to look out for the traps.
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A dorf that is considering leaving should try to convince his friends and family to leave too. The more that decide to go with him, the more likely it is he'll leave. On the other hand, if no one wants to go with, he may stay.
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Urist Mcsad has thought of leaving recently! pops up on the screen to warn you of a dwarf's immiment desert. So you can make him feel all better!
Or murder them.
My 2 cents.
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Anti-immigration?
It's a lot nicer of an idea than !!MAGMA!!... not as Fun, but definitely more civilized.
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> Some emigrants have left, due to the danger. [ MORE ]
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I await the first reports of an emmigration spiral.
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> You have struck Adamantine! Praise the miners! [ MORE ]
> Some emigrants have left, due to the danger. [x80] [ MORE ]
> Your fortress has been Abandoned. Game Over.
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> You have struck Adamantine! Praise the miners! [ MORE ]
> Some emigrants have left, due to the danger. [x80] [ MORE ]
> Your fortress has been Abandoned. Game Over.
It wont be game over, not with that vampire locked in the closet.
Never mind the fact that dwarfs don't run for there lives until they get a proper look at what they are afraid of.
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Emigration and exile have been discussed before, for example here (http://www.bay12forums.com/smf/index.php?topic=46716.0) and here (http://www.bay12forums.com/smf/index.php?topic=81271.0).
I wholeheartedly support the idea. For realism's sake, if not else; why would anyone stay in a fortress that cannot provide necessities for its residents? Exile as a punishment would be a nice alternative for hammering, especially for vampires.
I would also like that the emigrants had a chance to return to your fortress if they heard that things had gotten better.
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To solve the problem of Dwarves leaving during sieges or even the problem of solo dwarves braving the wilds being unrealistic can be solved by having any emigrating dwarves leave with the next caravan, perhaps after they have passed some kind of randomised test for the permission to accompany the merchants.
If an unhappy dwarf fails to travel with a merchant then he will be forced to stay at your fortress, during which time his unhappiness could well lead to some kind of breakdown. You could also work the family and friends angle into this as well.
Continuing on emigration and immigration, I always liked Tropicos' system of immigration/emigration control - skilled migrants only, no one gets out alive, foreigners OUT etc. The Migration system of Tropico also takes into account pay scale, employment rates, wealth and happiness (Which is really conducive to how well you score on employment, income disparity etc) among others. Perhaps once the population of a fort hits a certain amount a position could be made to control population, rather than just having the ability to turn immigration on and off as an option during embark as a lot of people have seemed to ask for. I like the idea of lots of immigrants, but I also welcome the idea of emigration as well. It's fun to come up with imaginative ways to rid yourself of endless streams of dwarven immigrants but it would also be nice to have dwarves leaving of their own accord, especially if they are skilled workers unhappy with your progress.
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I wholeheartedly support the idea. For realism's sake, if not else; why would anyone stay in a fortress that cannot provide necessities for its residents?
Because the fortress is in an inhospitable biome, hundreds of miles from the dwarven civ, with hostile goblins, undead, and giant creatures between them and making it back home? Because they stand a better chance of surviving if they stay rather than leave?
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Still, at a certain point, after enough of your kinsdwarves have died horrible ugly deaths due to rediculous accidents, and you're hungry enough, even that field of eyeball-grass seems like a welcome change and possible escape from the hoary arms of death.
Just saying.
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And not all forts are located in actively, or even passively, hostile environments. And, if you're close enough to dwarven civilization for yearly caravans and seasonal migrant waves to come, why aren't you close enough for groups of dwarves to trek back?
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I wholeheartedly support the idea. For realism's sake, if not else; why would anyone stay in a fortress that cannot provide necessities for its residents?
Because the fortress is in an inhospitable biome, hundreds of miles from the dwarven civ, with hostile goblins, undead, and giant creatures between them and making it back home? Because they stand a better chance of surviving if they stay rather than leave?
A good point. Dwarves probably shouldn't try to make it on their own, unless truly desperate. Small groups however are quite reasonable, as GreatWyrmGold pointed out.
Perhaps young dwarves could embark on lonely adventures out of wonderlust? They could return a few years later with more experience, missing bodyparts and possibly spoils of war. This is kind of another suggestion though, and would require worldgen to be running during fort mode.
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I wholeheartedly support the idea. For realism's sake, if not else; why would anyone stay in a fortress that cannot provide necessities for its residents?
Because the fortress is in an inhospitable biome, hundreds of miles from the dwarven civ, with hostile goblins, undead, and giant creatures between them and making it back home? Because they stand a better chance of surviving if they stay rather than leave?
A good point. Dwarves probably shouldn't try to make it on their own, unless truly desperate. Small groups however are quite reasonable, as GreatWyrmGold pointed out.
Perhaps young dwarves could embark on lonely adventures out of wonderlust? They could return a few years later with more experience, missing bodyparts and possibly spoils of war. This is kind of another suggestion though, and would require worldgen to be running during fort mode.
I like this. Imagine your dabbling cheesemaker leaving out of wonderlust and returning as a battle-hardened soldier, missing both of his arms.
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Ideally, a bit of reaalism would be added--dwarves missing hands or arms would be more likely to die, and the survivors would gain Kicker Biter skills, rather than other ones.
But, yeah, wanderlust sounds neat.
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Well the dwarves without hands/arms getting better at kicking and biting already happens, since when they attack they train up the only skills they are able to use.
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I meant when they were out and about off-screen in the wilderness, post-debrachyzation. (What's Latin for "hand?" I think that what I just put was "removing arms.")
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I guess you could just say he was...
8)
"Disarmed"
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If you are REALLY close to a nearby fort, dwarves should immigrate and emmigrate to another fort really often: like a vacation!