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Author Topic: Reduce Percentage of Human Banditry and Maybe Give Other Races Banditry  (Read 237 times)

rico6822

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In real life medieval Europe I don't think that this percentage of people were outlaws. If for some reason this is accurate than reducing banditry would help preventing the player from getting legendary slayer too fast as they are easy targets.

Maybe instead of percentage on banditry people with specific personalities or special reasons should become outlaws. Lazy characters, drunkards or somebody who made a murder.
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Shonai_Dweller

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Re: Reduce Percentage of Human Banditry and Maybe Give Other Races Banditry
« Reply #1 on: January 13, 2021, 05:15:31 pm »

Or make bandits fight like bandits.
Dwarf Fortress isn't a medieval Europe simulator.

Besides, percentage of bandits is already an option you can set in the entity raws. Set it to whatever you feel is more representative of "Europe". No need for Toady to do anything here.

Having groups break away from civilisations to form bandit camps for various reasons in worldgen would be good though. Same as refugee camps right now.
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Azerty

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Re: Reduce Percentage of Human Banditry and Maybe Give Other Races Banditry
« Reply #2 on: January 13, 2021, 07:24:34 pm »

Should the banditry percentage be changed to probability of becoming bandits, with the amount of bandits being related to political instability (more wars means more armed groups having to fund themselves by banditry), wealth (more trade routes means more wealth ro rob) and the aforementioned percentage?
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"Just tell me about the bits with the forest-defending part, the sociopath part is pretty normal dwarf behavior."

Shonai_Dweller

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Re: Reduce Percentage of Human Banditry and Maybe Give Other Races Banditry
« Reply #3 on: January 14, 2021, 12:43:30 am »

Should the banditry percentage be changed to probability of becoming bandits, with the amount of bandits being related to political instability (more wars means more armed groups having to fund themselves by banditry), wealth (more trade routes means more wealth ro rob) and the aforementioned percentage?
There shouldn't be a set probability of becoming a bandit at all, it should be part of procedurally generated world history. With maybe a cap (max percentage of pop that can be bandits) for some measure of player control.
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rico6822

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Re: Reduce Percentage of Human Banditry and Maybe Give Other Races Banditry
« Reply #4 on: January 14, 2021, 06:07:13 am »

Should the banditry percentage be changed to probability of becoming bandits, with the amount of bandits being related to political instability (more wars means more armed groups having to fund themselves by banditry), wealth (more trade routes means more wealth ro rob) and the aforementioned percentage?
There shouldn't be a set probability of becoming a bandit at all, it should be part of procedurally generated world history. With maybe a cap (max percentage of pop that can be bandits) for some measure of player control.

Sounds great. That's what I was trying to say.
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FantasticDorf

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Re: Reduce Percentage of Human Banditry and Maybe Give Other Races Banditry
« Reply #5 on: January 14, 2021, 06:48:25 pm »

The bandit by provision doesn't really work. It culminates too many problems with them seemingly regenerating out of thin air without the player personally intevening to stop it from happening, like armies getting caught up slaughtering 5 people at bandit forts, inescapable patrols of bandit harrassers, and bandits vanishing the moment you recieve a quest to kill some of them because they're perpetually squashed by everyone else who should have dealt with them in the first place.
 
Its like someone in the site coming up to you-
Quote
its your birthday as one of the non-historical populations in the world, and now in your race's culture you are considered a adult and ask for a task. Maybe you will lead armies, quietly toll away at a craft, find love, start a family, maybe one of the lucky few who will define this brutal age...

"No, you are a bandit, please line up with the other volunteers so you can sing rowdy songs in taverns, bully adventurers and look menacing so we have someone to send quests towards"

Deflated, you arrive at your fort, and within a week are stabbed very forefully through the chest seven times by a screaming elf soldier with a wood sword who's only just managed to break your rib cage by shattering it with their blunt weapon. Only to respawn, and do the whole thing again, and again, aaand again. With the pillagings of your fort just crawling up a higher number in legends mode.
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