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Author Topic: Opt-in research settings for high primeval or unfinished mythgen  (Read 558 times)

FantasticDorf

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Opt-in research settings for high primeval or unfinished mythgen
« on: February 13, 2021, 01:49:18 pm »

I think the title summarises what my suggestion is, but i should explain more to what exactly i mean, and for people who didn't watch the livestream-talk with BlindIrl and ToadyOne so first a little bit of pretext:

Basically in the course of the community questions while this  section the subject of mammoths and such creatures (which as a sidenote exist as amalgamated generated creatures like clowns, FB and were-creatures, their body shapes exist but dont actually inhibit one single form.) toady talked about how he'd entertained the thought that the player joining in mythgen too early might significantly hinder world generation as it implements the details gradually, as well as in the future creating a community drive to create a large assortment of primeval beasts because (they can) and that it'd help split differences on eras of time through mythgen including options to have them persist to the ""modern day"" of worldgen startdate.

I do think following on from this state of thought suggestion coincides with a bunch of helpful things that could benefit scenarios, law, and other aspects of the game, as the gurantee of strategies and safety in the strength of metal weapons and armor, especially when faced with large wildlife.


Proposition for Research

A high mythgen primeval setting with primeval research set to ON(*), always sets civilized races back to a much more basic manner on w.g start date and its up to the player to go through nessecary accumulative knowledge steps either in the same sitting or though successive forts to bring knowledge back to the home-nation in extent not exactly 'subverting' but making use of the animal taming system after successive trader visits.

Quote from: primitive features
- Some primeval animals have 'domestication states' which convert them from one into another if enough requested examples of them are offered to the home civilization and knowledge gathered about them, including auroch, wolves, and wild birds to later become importable dogs, cattle etc.

- Mechanics and other fields are gathered gradually, with later game scholars serving to iron out any rough bumps in knowledge field for progress into a post-primitive, being a very rudimentary start based off trial and experience. You might have the general knowledge of mechanics to build a bridge to palisade yourself in safely with wood but not the knowledge of levers leading to primitive solutions like dwarves tugging long ropes manually for mechanical operation within a short working distance.

- Certain roles of nobility can only be accessed by a post-primitive government, making them governmentally and strategically stronger than primitive nations even if maybe not numerically, being broader in the tasks that can be delegated. Due to dwarves preference for mountains & strange moods they are likely to be one of the first nations to properly civilize, wheras elves might strengthen their bond with the natural force & knowledge of the woods but only move with the ages not technologically improving at all.

In a "normal game" the natural state of most animal-people societies can exist within this primeval state if founded individually (with some token inputs as opposed to being a offshoot of a civilized nation) and is easily noticed by their primitive form of settlements, camps (post civilization become cities), mound-halls (become detailed caves, little more than glorified hamlets) and inhibiting caves, as dark fortresses and forest retreats are both respectively timeless locations forged by powerful otherworldly hands.

Keeping in mind, all of the above threats, titans, monsters, clown leaders (being especially terrifying through the eyes of a caveman) and magic will be still very real (unless mythgen or worldgen says elsewise) for your brave warriors to defend themselves against. And whatever boons this world brings like more potency to raw magic, rich untapped resources, opportunity to make a headstart in the grand scheme of the world & wild beasts to tame.

(*)Setting primal research to OFF in init or other places simply places modern civilizations as they are now into the setting unless specifically specified, making tokenized primitives pernament (without player input).
« Last Edit: February 13, 2021, 01:52:12 pm by FantasticDorf »
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