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Author Topic: Organisation Affiliation Rewards  (Read 810 times)

FantasticDorf

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Organisation Affiliation Rewards
« on: November 30, 2018, 12:24:02 pm »

The premise is terribly gamey but a nessecity to have them meaningfully interact with the player without being a annoyance infringement with no recompensation or simply never having them appear at all. With any such organisation that can interact with your site, topical demands and certain activities would be able to increase your reputation as the accompanying representatives will meet with your leadership and output missions.

Crafting Guilds - Send away materials and artifacts on topical request and have dwarves sign on to join the guilds personally when they become skilled enough, making them demand better living standards and regular work.
  • Reward: A special prototype of a dwarven Arquebus with the weight of a crossbow and the velocity of a blowgun can be commissioned in fortress with its ammunition, and only sites affiliated heavily with guilds may be granted this weapon with the defenders.
Merchant Companies - Trade with multiple races and have a high level of offered and sold goods, the less incidents you have with attacking traders the better your reputation will be. They may topically demand a certain level of valuable goods as a 'loan' due to low stock, repaying with reputation.
  • Reward: - Merchant affiliates will contact races you are at peace with (in trading range) and allow you to book goods in trade agreements with them by proxy, they will send +1 extra caravan (even elves) of goods when you are visited and passively increase the rate of tribute from conquered sites with their ferrying services.
Religious Organisations - Donate artifacts on topical request and have organisation type priests around your fortress constantly set into handling prayers and writing about religion (otherwise waste space)
  • Reward: - donations of holy artifacts, fanatic pilgrims (mercenary) visitors and protection from night creatures entering the map after sactifying your site's ground as holy (more relevant with magic arc maybe to rebuke curses.)

All of the above rewards take place where nessecary and availible in world generation with the right mixture of influencial people present and often in the guilds home-city, before the eventual scenarios of how being-yourself/working within a branch of the existing organisations can happen in the site-scenario's arc.
  • Holy cities unblemished by dark creatures with crazed defenders of the cause flocking to them, merchants guilds bringing lots of wealth and resources & craft guilds raising the quality of the goods and soldiers of the town with the peak technology of the newest 15th century inventions.
« Last Edit: November 30, 2018, 12:31:47 pm by FantasticDorf »
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therahedwig

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Re: Organisation Affiliation Rewards
« Reply #1 on: November 30, 2018, 12:52:33 pm »

There was a previous thread(that was also on the eternal suggestion voting) on the topic of guilds which worked out quite a few of them:

http://www.bay12forums.com/smf/index.php?topic=23965.msg265949#msg265949

And then there's someone having a ramble here:

http://www.bay12forums.com/smf/index.php?topic=161527.msg7265273#msg7265273

I agree guilds, when they return properly, should probably have some benefits. I am somewhat lost people really want the old guilds back, those were basically just another flavour of mandating nobles.
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FantasticDorf

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Re: Organisation Affiliation Rewards
« Reply #2 on: November 30, 2018, 01:01:47 pm »

Thats fair, but i placed mine relative to the organisations Toady has been working on already and simply make them fit into the framework through topical demands and background presence to your actions with a obvious carrot on the stick to make players go along.

Othob Ritol's take on guilds is interesting but very fixed position to dwarven culture, written 10 years proceeding the progress we have at the minute (not exactly 'recent' thread theaheadwig) and I've acknowledged @AceSV's point and been partially mindfully aware of how guilds and other powerful groups might be easy to antagonise to the player's detriment.

Treating protected groups unfairly (religious visitors, your tradedwarves, merchants), raiding affiliated cities and not meeting demands in agreements are obvious ways to ruin these good links. Though to say if you pick fights with civs/organisations, of course they're going to hit you back.
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