After reading the thread
better weddings, the very complete
Funerary rites and the excellent
Holidays, observances, festivities, birthdays, I thought it would be a good idea to generzlise them to all significant events happening to a person or a group.
- Events describe things such as birth, the construction of a building, the elevation to someone to a noble title (coronation or adoubement) or, like in the threads I quoted earlier, weddings and funerals.
- Customs would be how these events would be celebrated; they would have, of course, tags on how to celebrate them (music, eating, dancing) and ethic codes. They would also have codes for relative importance.
- Together, they would make a Tradition.
WHY?I think giving civilizations more occasions to be different is good, and that it would give more life to culture to have different events differently celebrated.
Moreover, making spheres more relevant to the gameplay is a good idea; this could nicely tie up with religion.
They would be notable events, important enough they would be celebrated by an individual, a family, a settlement or even a civilization.
They would be defined in raws, to ensure a better modability of the concept and could have tags indicating their name, what exactly this event is, who would be concerned for the celebration (CREATURE, FAMILY, SETTLEMENT, ENTITY), its relative importance (VERY_LOW, LOW, MEDIUM, HIGH, VERY_HIGH) and the associated ethics and spheres.
At world gen, civilizations would chose to celebrate events, taking account their ethic values and their spheres.
The more someone is traditionalist, the more likely he is to celebrate events, or to made them celebrated if he is the head of a group concerned with them.
Exemple of event, this one for the Moon-worshipers:
[EVENT_CELEBRATED:NEW_MOON_FEAST]
[NAME:"New moon day"] Name of the event
[SPHERE:MOON] Part of the sphere of the moon
[PERIODIC:MOON_PHASE:27:0] It happens every new moon
[CELEBRATION_LEVEL:MEDIUM] It would have an average importance for those celebrating it.
[CELEBRANT:CREATURE] A creature might celebrate it in his corner.
[CELEBRANT:FAMILY] ...or with his family.
[CELEBRANT:SETTLEMENT] ...or celebrate it as a collective body.
This is the New Moon Feast, part of the sphere of the Moon, happening every new Moon with a MEDIUM level of festivities in civilizations where moon has a great deal of importence.
Another exemple, this one for those
celebrating and advocating the killing of sapients:
[EVENT_CELEBRATED:FIRST_SAPIENT_KILL]
[NAME:"First sapient-killing"]
[SPHERE:MURDER]
[CELEBRATION_LEVEL:HIGH]
[CELEBRANT:CREATURE]
[ACTION:KILL_SAPIENT_ENEMY]
[ACTION:KILL_SAPIENT_ENTITY_MEMBER]
[ACTION:KILL_SAPIENT_NEUTRAL]
[FIRST_TIME] Indicates this is the first time this action has been done by the agent
[ETHIC:KILL_ENEMY:REQUIRED]
[ETHIC:KILL_ENTITY_MEMBER:REQUIRED]
[ETHIC:KILL_NEUTRAL:REQUIRED]
As you might see, it is the celebration of the first killing made by the creature. It is an important celebration and requires ethics ordering the killing either of an ennemy, a neutral or another entity member.
Finally, let's see the following:
[EVENT_CELEBRATED:BUILT_FORTRESS]
[NAME:"Built a fortress"]
[SPHERE:FORTRESSES]
[BUILT_SITE:FORTRESS]
[CELEBRATION_LEVEL:VERY_HIGH]
[CELEBRANT:SETTLEMENT]
This is the celebration of the building of a fortress by its builders and inhabitants.
These are only basic exemples of what could be done with a system of raws for such events: they could be used to simulate the events of the life of a creature, of a community or diverse acts such as the coronation of kings, victories against siegers, learning a secret or someone gaining the rank Legendary (or any other) in a skill.
And this is only with the current version: further versions might add more events and consequently more traditions: building a boat, forming armies or the founding of a school might also be events to be celebrated by the player, whether as adventurer or as overseer.
CUSTOMSThey would be how is celebrated an event.
As with events, they would be defined in raws, to ensure further modability.
Processions, games, praying, visites to temples and erecting statues should be able to be included as means to celebrate events; of course they would be scaled relative to the celebrating body: given the same tradition, a civilization wanting to commemorate a victory over enemies would give a bigger gift to a temple than a citizen wanting to celebrate the birth of his child.
Here's an exemple of how it would be done:
[CUSTOM:GIFT_CRAFTS_TEMPLE]
[NAME:"Build a statue"] Name of the tradition
[ITEM:item:ANY_CRAFT] "item" is the item to be gifted
[GIFT_ITEM:item:TEMPLE] "item" is to be gifted to a temple
[IMPORTANCE:MEDIUM] "item" is to be gifted to a temple
Here, a crafted item (FIGURINE, AMULET, SCEPTER, CROWN, RING, EARRING, or BRACELET) will be given to a temple.
Of course, other tags could be added, such as ethics - for exemple, a civilization where TORTURE_ANIMALS is set to PUNISH_CAPITAL wouldn't organise animal fights to celebrate an event -, race and/or civilization, and possibly spheres to steer some traditions - a temple consecrated to a deity of peace would not be the best place to gift weapons; however, for a more perfect implementation, I think economy should be put back in the game.
This template could also be used to generate rituals and liturgies for temples.
HOW WOULD IT WORK DURING GENERATION?During world gen, civilizations would receive an initial list of events to celebrate, based on their ethics and their favourite spheres and then these events would receive appropriate customs based on their importance and eventual ethics restrictions and sphere steering, creating the traditions of the civilization.
A civilization could take a tradition from its neighbours, such as an human civilization taking the celebration of the spring from elves.
A major historical event could also create a tradition, such as a victorious defense of a settlement against a dragon. It could then, if significant enough, became a recurrent and periodic celebration.
Finally, less traditionalist beings could choose to
not practice a tradition or otherwise change the custom used, for exemple replacing the building of a statue for a birth with the gift of an item to a temple).
The repression of a tradition, whether by occupiers (see the Books of the Maccabees) or by a ruler, or conversely a specially traditionalist ruler enforcing long forgotten traditions could cause revolts.
A civilization could invade another if they find some of its traditions barbaric, such as an human civilization organising dogfights to celebrate the new moon getting invaded by elves.
Some Geographers and Pholosphers could redact books on traditions in a civilization, listing them either all ("The Traditions of [X]") or in part, related to the spheres ("The Traditions of [X] related to [X]"); they could also list traditions in several civilizations, listing them all ("The Traditions of [X], [X] and [X]"), by sphere ("The Traditions of [X], [X] and [X] related to [X]") or by event ("[X] in [X], [X] and [X]").
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HOW THE PLAYER WOULD INTERACT WITH THEM?:
During Fortress Mode, dwarves would practise their traditions, taking account their work assignements. The more the TRADITION belief is high, the most likely a dwarf is to practise a tradition, or to order it practised if he hold a position with the LAW_MAKING token - after all, criminal law, womething I hope I will write about, is the way a society enforces a subset of very important traditions.
Less traditionalist dwarves could not celebrate a tradition if they find it too much cumberstone or otherwise change the custom used, which could cause conflicts with more traditionalist dwarves, especially if, as a law-maker, they change or even stop organising a custom, such as the mayor not celebrating the founding of his fortress with the sacrifice of a sheep, either stopping the celebration outright or otherwise replacing it with a party.
In order to prevent players to buy "The Worthlessness of Tradition" and making their dwarves read it so as to not be bothered with them, dwarves could get good thoughts when practising traditions and, if the traditions was especially important, bad thoughts; both would be related to the TRADITION belief.
Scholars could themselves write books related to traditions based on what they read or they heard about.
Adventurers could find books related to traditions, pracice them (for exemple, gifting a crown to a temple of a deity of valour after fighting a megabeast) or, in places where the ruler is very traditionailstic, be punished for disrespecting the local traditions, such as not assisting to the festivities for Summer at the temple while a prayer is sung.
They could write themselves books on the traditions of the civilizations they went in or read about.
The player might be able to see the different traditions by civilizations if he choose to reveal all, else he might have to do some adventuring by himself.
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BILANI hope my proposition, while raw in parts, presents well my suggestion and will bring useful ideas for future discussions, and that other posters will be able to ameliorate it.
Of course, I'm sure we all will be satisfacted to see Toady will implement cultures and traditions.
SEE ALSOThe following threads can be read to speak about the topic: