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Topics - FearfulJesuit

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196
DF Community Games & Stories / Equalworkers, a Soviet Succession game
« on: February 08, 2011, 05:32:28 pm »
Welcome to Equalworkers, the Soviet succession game where quantity is everything, quality is nothing, and uppity dwarves go to the gulag.

The rules:
1. We don't care about quality. You have a legendary gem setter and you need beds built? He's a carpenter.
2. You may only export food.
3. Each person who finishes a year-turn may mandate production quotas until 5 people have gone. Then, those 5 are the Politburo and each of them can make 2 quotas each for the next player. That player must complete those quotas before working with any other industries. Sure, you'll get crappy quality, but this is Equalworkers. Remember that Stalin liked to quota steel, iron and coal, so these are encouraged.
4. In the first year (that's me, he he he) we have the equivalent of the NEP and I can produce whatever I wish to get the place up and running.
5. Anybody who fails to complete production quotas is an Enemy of Equalworkers, and has clearly been sabotaging industry. His dorf will suffer an unfortunate accident, and he will not be able to play another turn. So you'd better get those 5-year plans done! All dwarves will have the quota labours enabled, so you'd better pull out your copies of Dwarf Therapist.
6. Oh yeah- every 5th person, starting with the 5th player to take a turn, can mandate a "Five-Year-Plan" to be completed by the time 5 years have elapsed. Whereas the 1-year quotas should be within reason, there isn't a whole lot of reason to make these anything but outlandish. No punishment is involved, but you should do it anyway because dwarfy.
7. After the 1st year, ALL production orders MUST be filled through the manager. No workshops making their own decisions- that would be capitalism.
8. Remember- you must complete quotas before you make anything else. If you're out of alcohol, you need to get the quotas done anyway- just mandate the production of X amount of booze for the next person, or suggest it to the Politburo.
9. Any unhappy, very unhappy, or miserable dwarves are also enemies of Equalworkers. They will disappear for the rest of their lives into a locked room with garbage-chute dumped booze, food and beds. They will work in the "gulag", and be pump operators pumping air over and over.

I don't know what we should embark with- sign up now, I'll gen a world, and we can come to a consensus. (I'm using 31.16) Here's our embark:

Spoiler (click to show/hide)

We will embark with a guy who has adequate judge of intent and appraiser to be broker; nobody else will have skills. We'll bring dogs for breeding, and lots and lots and LOTS of booze. Many picks, 2 anvils, a wooden axe. Here's our embark points:
Spoiler (click to show/hide)

Here's where we ended up:
Spoiler (click to show/hide)

I'm going to have somebody do a little woodcutting while everybody else digs out living spaces. There's a (currently frozen) brook next to us, which I'll eventually hit for farming, but not right now.

Whoops- it seems we only brought 5 picks. We'll fix this later, but for now I'll have the leftover guy do masonry and mechanics- we need those farms up and running, we can't have the Dwarves' Republic of Equalworkers defeating capitalism on an empty stomach, now can we?

The setup has 5x5 workshop spaces next to larger stockpile spaces. Feel free to change these around as you do the quotas.

Here's the fort as of 6th slate:
Spoiler (click to show/hide)

I haven't been making rose gold- my personal mod changes brown stones to magenta, since I can't stand the look of brown stone. There's a large food stockpile above.

On Z-level -1, I'm getting farms going. At the time I took this picture, it's 20th Slate and I'm hooking up the floodgate to a lever.
Spoiler (click to show/hide)

In early Felsite, with some beds set up in a stockpile (we can do personal rooms later), it's time to get more food. Everybody's set to plant gathering.

Player Lineup
Year 1- dhokarena56
Year 2- Deviled
Year 3- ext0l
Year 4- Double A
Year 5- Megaman3321
Year 6- bayar
Year 7- Antisthenes
Year 8- Baron Baconeer

Politburo
dhokarena56
Deviled
ext0l
Double A
Megaman3321
Our expedition group name is The Red Purge.

I'm having trouble creating wealth- this is Equalworkers, after all- so I think I'm going to deconstruct the depot on the dwarven caravan this year. As of the end of spring, I'm getting a water-wheel set up to get a millstone running.


It takes a while for the farms to dry, but by 1st Hematite it's dried, and everybody is now a farmer. And a cook. And a plant processor, and a butcher. We may be able to trade after all.

197
DF Gameplay Questions / Job priority?
« on: February 08, 2011, 01:18:29 pm »
Anybody know how the job priority hierarchy works?

198
DF Suggestions / A rather simple suggestion to get the economy to work
« on: February 08, 2011, 08:58:41 am »
Yes, it sounds very simple. But I think it might work, maybe with a little tweaking.

What you do is, you appoint a banker noble. He needs, or will acquire, the record keeper and appraiser skills. (Maybe organizer too?) Banking is all he does.
He will work in the "bank" building, which can be made out of a chair (for him to sit at), a table, and a bin (to keep coins in).

Metalcrafters will still mint coins. But what about coin stockpiles? Ah, there's the beauty of it! The bank *is* the coin stockpile. Dwarves will receive coins from their bosses (probably not gonna be implemented for some time) or from being paid for things, and they will not haul their coins to the bank until they go on break.

The other beauty of this is, banks have never really moved money around. They simply shift numbers on ledgers. This means that if you do not appoint a banker noble, dwarves are going to keep using a "broken" economy- they'll keep splitting coins up and create so many hauling jobs that nothing gets done. But, when you appoint a banker noble, they only have to pay for a few things, like trinkets and (maybe?) food or drink, and we could probably have them carry some coins on their possession like they might wear a silk sock. For things like rent, why have the dwarves themselves pay? The banker can just subtract some cash from their account. Wages can work the same way. Food and drink could work as a bill that gets subtracted at the end of the month.


199
DF Dwarf Mode Discussion / Dwarven Incest
« on: February 08, 2011, 08:03:58 am »
I am aware that two dwarves who are brother and sister will not marry.

What about cousins, or aunts/uncles and nephews/nieces? How far apart do two dwarves need to be?

200
DF Modding / Druggie Dwarf Mod
« on: January 31, 2011, 09:21:17 pm »
I'm thinking about making a mod where dwarves need drugs as well as food and booze. I'd like to be able to grow pot and opium (easy enough), but also make a workshop entitled "Meth Lab".
1. How do I make them drug-dependent?
2. Can I make the Meth Lab occasionally blow up?

201
Other Games / Gem Tower Defense
« on: January 31, 2011, 12:33:29 pm »
Can be found here.

Stupid? Yes. Awesome? Also yes.

Try and get some silver as quickly as you can: it requires one chipped diamond, one chipped sapphire, and one chipped topaz, and it'll knock off lots of enemies while you upgrade. Malachite's weaker, but also useful, since it deals damage to multiple targets.

Also remember that you can use rocks to build walls.

Careful with flying invaders, though- make sure you have defenses away from the path of death you create for the ground invaders so they don't get through.

202
We must patronise http://www.uristcosmetics.com/. Because the name is awesome.

203
Creative Projects / My new novel, "Beganningmyth"
« on: January 29, 2011, 05:30:22 pm »
I am starting a new novel, a love story in a sort of Finnegans Wake-esque style. I provide you with the first two sentences as a taste.

Quote
Hcetsel, far thor's even existed, pfast fore the streaming byond wall living, tim beganth slháli swíyeque. Beganningmyth, bourne two sealand h1estesmi, we erreve bigenning circeler to berthing-place where you'd see t'hie'thim.

204
DF Dwarf Mode Discussion / Getting a Good Manager
« on: January 25, 2011, 12:15:55 pm »
At present, I'm thinking about training a manager. Because the population will grow, I'm going to need a manager who can validate work orders fast. So, my idea is to have him validate orders to extract 1 cotton candy- I have none at the moment- and then cancel them. This will train him.

Will this work?

205
DF Dwarf Mode Discussion / Kadol Mengborik, the Second Morul
« on: January 24, 2011, 04:05:12 pm »
I am attempting to bring Morul Cattenmat up to speed. Today, I started Channelpage, in which the sprightly 55yo female Kadol Mengborik attempts to become the Second Most Interesting Dwarf in the World by becoming legendary in everything (except just maybe healthcare- I can use suggestions for that), but now in DF 2010.

We started on 1st Granite 1055. It's now 22nd Galena, 1055, and she's working on woodcutting- she got Mining down on 4th Galena.
I have disabled invasions. Later on I'll mod granite to produce strands for extraction and other fish for dissection, but we'll cross that bridge when we come to it.

Done
4th Galena, 1055- Miner
Current
Woodcutter
Future
Carpenter
Mason
Engraver
Stonecrafter
Weaver
Clothesmaker
Gem Cutter
Gem Setter
Weaver
Grower
Brewer
Butcher, Tanner (at the same time)
Leatherworker
Bone Carver
Thresher
Miller
Milker
Cheese Maker
Cook
Fisherdwarf
Fish Cleaner
(Fish Dissector?)
Hunter
Trapper
Animal Caretaker
Animal Trainer
Animal Dissector
Wood Burner
Lye Maker
Potash Maker
Soap Maker
Mechanic
Pump Operator
Woodcrafter
Siege Engineer
Siege Operator
Furnace Operator
Weaponsmithing
Armoring
Blacksmithing
Metalcrafting
(Strand Extractor?)

Further along I'll do the military. Healthcare will be a bitch, suggestions appreciated.

206
DF Dwarf Mode Discussion / Dwarf in cage?
« on: January 20, 2011, 10:03:32 am »
Some dwarves passed out in a cage trap. They're in the animal stockpile. There won't be traders for months and I can't build their cages to deconstruct them. Help!

207
DF Dwarf Mode Discussion / Magma u-bend question
« on: January 19, 2011, 08:06:34 pm »
I know that pressurized magma will travel up a u-bend. How far up will it go?

208
DF Dwarf Mode Discussion / Quick pressure plate question
« on: January 19, 2011, 07:55:34 pm »
If I want pressure plates to be triggered by creatures, will caravans trigger them? I need to know because I'm making a water trap.

209
DF Dwarf Mode Discussion / An idea for !!evil!!
« on: January 19, 2011, 12:07:17 pm »
Would it be possible to catch an elf in a cage and sell it to elves?

210
DF Dwarf Mode Discussion / Unfreeze a river?
« on: January 18, 2011, 10:51:35 am »
So, I'm building my new dining room in a waterfall. I want the waterfall to keep going all year, but the river freezes. If - is a floor, ~ magma, and = the frozen river, will
===========
-----------------
~~~~~~~~~~~

melt my river?

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