Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Fugitives and refugees  (Read 1169 times)

Golbolco

  • Bay Watcher
    • View Profile
Fugitives and refugees
« on: October 11, 2017, 10:39:58 am »

Let's say that a visitor comes to your fortress for a tavern, library, or temple. A few months later, the military of a foreign civilization comes to your land, not for war, but to retrieve this visitor for his/her crimes. They might send a diplomat to negotiate the situation with your fort (allowing you to get some compensation for your troubles) or they might simply force their way in. Alternatively, adventurers might turn up searching for them.

With disguises coming next update, you could also get fugitives from your own civilization under fake names, as part of migrant waves or as visitors, and in addition you'd receive wanted posters for this dwarf.

Refugees from both your own civilization or others might come to your land in semi-migrant waves. They might benefit your fortress with their service, but the armies of other civilizations might still be chasing them down.

Also, if someone in your fortress is exposed for a crime but not yet captured, they might try to make a run for it and escape the site. This might prompt you to get together a squad to go find him/her just like retrieving stolen goods.
Logged

ShinyandKittens

  • Bay Watcher
  • Armok can’t really be much different from Arceus..
    • View Profile
Re: Fugitives and refugees
« Reply #1 on: October 14, 2017, 10:55:12 pm »

I have another idea, what if you can also confront criminals in adventure mode like with night creatures?
Logged
No amount of mods is too much