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DF Community Games & Stories / Re: The 7 Hairy Hermits: One-Dwarf-Per-Player Succession Game.
« on: April 23, 2012, 09:15:00 pm »
That exchange system could be pretty handy for succession games in general, come to think.
I think I may have an idea to handle the issues of caravans and migrants. One could allow them the surface, soil layers, and possibly a z-level of rock. Given that the hermit dwarves are almost guaranteed to be sealed off from the surface, they could be allocated the rest of the z-levels, with a few buffer levels in between off-limits to both sides, to ensure a lack of cave-in accidents. The dwarves above, lacking the usual embark package, will probably die in short order, but may be able to assemble crude dwellings and survive. Either way, their complete lack of association with the player-dwarves will render them harmless to the core game, and they could serve as an interesting diversion, as the works of the surface dwarves need not be under the same protection as a normal succession fort.
Of course, it's a one-off concept that I don't have any experience with. It could make an interesting sort of sub-game, seven dwarf-gods competing with the surfacers as their pawns, but mostly I put it forward to minimize the initial modding of the game files. I figure the more we mess with that, the more might go wrong, and in particular I've never gotten pop cap to work reliably with such specific numbers. This way, the overflow dwarves can be controlled by proxy, ignored, or outright slaughtered with no effect on the prime game.
As for the other settings in general, I'm not sure the status of the outside world will matter much to the hermits here. It lends itself to a low-risk playstyle, and I'd predict that without goals that explicitly involve them, outside civs and other externals will be dodged. Such goals will likely end up focal enough that they, and the rules they bring, will change from game to game. So for the initial game, I'm not sure the effort to start in a state of total war is necessary.
Of course, I'm not sure if that's what you had in mind with the game mode. If not, feel free to file it under 'largely useless'.
I think I may have an idea to handle the issues of caravans and migrants. One could allow them the surface, soil layers, and possibly a z-level of rock. Given that the hermit dwarves are almost guaranteed to be sealed off from the surface, they could be allocated the rest of the z-levels, with a few buffer levels in between off-limits to both sides, to ensure a lack of cave-in accidents. The dwarves above, lacking the usual embark package, will probably die in short order, but may be able to assemble crude dwellings and survive. Either way, their complete lack of association with the player-dwarves will render them harmless to the core game, and they could serve as an interesting diversion, as the works of the surface dwarves need not be under the same protection as a normal succession fort.
Of course, it's a one-off concept that I don't have any experience with. It could make an interesting sort of sub-game, seven dwarf-gods competing with the surfacers as their pawns, but mostly I put it forward to minimize the initial modding of the game files. I figure the more we mess with that, the more might go wrong, and in particular I've never gotten pop cap to work reliably with such specific numbers. This way, the overflow dwarves can be controlled by proxy, ignored, or outright slaughtered with no effect on the prime game.
As for the other settings in general, I'm not sure the status of the outside world will matter much to the hermits here. It lends itself to a low-risk playstyle, and I'd predict that without goals that explicitly involve them, outside civs and other externals will be dodged. Such goals will likely end up focal enough that they, and the rules they bring, will change from game to game. So for the initial game, I'm not sure the effort to start in a state of total war is necessary.
Of course, I'm not sure if that's what you had in mind with the game mode. If not, feel free to file it under 'largely useless'.