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DF Suggestions / Invading our own ex-fortresses (Invasion Mode)
« on: October 18, 2019, 05:27:05 am »
If we lose our fortress to an invasion then presently it simply becomes a ruin that we can reclaim. In a few of cases this makes sense such as the following.
-Undead would just carry the bodies of our dwarves back to their towers for reanimation (not presently the case).
-Forgotten Beasts/Megabeasts/Titans would likely leave our fortress in ruins.
In the case of a lot invading civilizations however, it does not make sense that they would simply leave a fully built-up fortress in ruins to be reclaimed, especially if it's location is of strategic value. The proposal here is that they decide what to do with a fortress when they have captured it based upon a combination of the fortress 'livability value' and it's strategic importance or liability. The livability value is how suitable the fortress is for habitation by dwarf or other life. Factors deciding livability could be the following.
+ Having a large number of accessible bedrooms increases livability.
+ Having an accessible dining room increases livability.
+ Having a large number of tame animals increases livability (except for elves).
+ Having access to a river or lake increases livability.
+ Having wells with drinkable water increase livability.
- Having accessible areas without fortification reduces livability.
- Setting up your fortress to be regularly flooded reduces livability.
This means that if you simply lie about in a field and do nothing before being conquered it is unlikely the invading goblins will occupy your fortress and you will be free to return. If the fortress is occupied the occupiers will set up a group of huts with beds in them which house about 20 people each if present housing is insufficient. The total population of the occupied player fortress is the number of bedrooms that there were at the time of it's conquest plus these huts.
The proposal is to have a mode in which we reconquer sites we have lost. What happens is that we command an army from a playable civilization generated normally with the usual array of weaponry and we have to overcome the defending army which is of the civilization that occupies the site. Civilians, including potentially dwarves from our previous embark do not fight at all but instead belong to whoever wins the invasion, should they survive the crossfire. Once we have won the invasion we get three options, the first is for us to destroy the site and expel the population; that option would result in us being able to reclaim the site normally but we would lose most or all of the wealth to looting and the existing population would not be there. The second option would result in you immediately embarking with the regular group of dwarves which are then immediately joined by any surviving civilian population. The third option gives the site over to the conquering civilization to be ruled by an AI, maintaining the Status Quo in most mechanical senses.
The third option largely exists because the second option would not be available if the population is higher than the population cap.
-Undead would just carry the bodies of our dwarves back to their towers for reanimation (not presently the case).
-Forgotten Beasts/Megabeasts/Titans would likely leave our fortress in ruins.
In the case of a lot invading civilizations however, it does not make sense that they would simply leave a fully built-up fortress in ruins to be reclaimed, especially if it's location is of strategic value. The proposal here is that they decide what to do with a fortress when they have captured it based upon a combination of the fortress 'livability value' and it's strategic importance or liability. The livability value is how suitable the fortress is for habitation by dwarf or other life. Factors deciding livability could be the following.
+ Having a large number of accessible bedrooms increases livability.
+ Having an accessible dining room increases livability.
+ Having a large number of tame animals increases livability (except for elves).
+ Having access to a river or lake increases livability.
+ Having wells with drinkable water increase livability.
- Having accessible areas without fortification reduces livability.
- Setting up your fortress to be regularly flooded reduces livability.
This means that if you simply lie about in a field and do nothing before being conquered it is unlikely the invading goblins will occupy your fortress and you will be free to return. If the fortress is occupied the occupiers will set up a group of huts with beds in them which house about 20 people each if present housing is insufficient. The total population of the occupied player fortress is the number of bedrooms that there were at the time of it's conquest plus these huts.
The proposal is to have a mode in which we reconquer sites we have lost. What happens is that we command an army from a playable civilization generated normally with the usual array of weaponry and we have to overcome the defending army which is of the civilization that occupies the site. Civilians, including potentially dwarves from our previous embark do not fight at all but instead belong to whoever wins the invasion, should they survive the crossfire. Once we have won the invasion we get three options, the first is for us to destroy the site and expel the population; that option would result in us being able to reclaim the site normally but we would lose most or all of the wealth to looting and the existing population would not be there. The second option would result in you immediately embarking with the regular group of dwarves which are then immediately joined by any surviving civilian population. The third option gives the site over to the conquering civilization to be ruled by an AI, maintaining the Status Quo in most mechanical senses.
The third option largely exists because the second option would not be available if the population is higher than the population cap.
