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Author Topic: Fortress Alignment System  (Read 308 times)

FantasticDorf

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Fortress Alignment System
« on: September 30, 2023, 09:02:45 am »

Nothing so over-arching in the immediate term for players, but one that could be intertwined with magic and also some villiany goals.

Good Acts

- Extending mercy and a pardon to prisoners, capturing a entire squad and letting them go bloodlessly
  • This is a difference to simply pitting and releasing, as unattended cages can have inhabitants free themselves counting as a individual escape and shouldn't be regarded as a deliberate act of the player. it is a suggested additional function of the "Convict" sub-screen for prisoners, who have been transferred to your jail, or had their metal cages built there.
- Adhering to foreign political agreements
- Offering and returning artifacts you had not stole yourself
- Freeing foriegn citizens held in sites
- Embarking on a good site
- Playing as a [GOOD] race.

"Good Fortresses", attract praise from merchants and diplomats as symbols of peace, more similarly minded creatures will be attracted to your site like gorlaks and elves.

Evil Acts

- Death of dwarves to dwarven machinery (bridges mainly)
- Killing visitors and diplomats with the military (counted as innocents)
- Breaking oaths
- Attacking your allies.
- A starting boost to evil alignment by embarking on a evil-biome or a continous flow from spreading evil biomes.
- Playing with a main race who is innately [EVIL]
- Excessive amounts of villiany such as assassination plots against non-evil targets

"Evil Fortresses", inspire much the opposite effect, of respect and fear,  likewise more similarly minded creatures will be attracted to your site such as serpent-men from beneath the ground and goblins.

Influencing people and animals with your alignment

Ontop of the three "faction lines" ([BABYSNATCHER], [ITEM_THEIF] and everyone else) and spheres, alignment would be another layer of diplomacy, as in equal measure they repulse and attract one another. It would not be possible to recruit agents of a opposite alignment to your current, but typically in a world dwarves, humans and most animal-people sit as neutral parties by default.

Some new and reworked changes to tokens could include
Quote
- [PET] & [PET_EXOTIC] - Now responds solely to present fortress alignment, with currently untamable creatures such as evil-eyes and frost wolves, alongside normally tamable creatures like beak-dogs and unicorns being alignment locked until a later stage in the fortress, unless you steal them or recieve them as tribute from another nation.

- [RECRUITABLE] replacing, the [USES_EVIL_ANIMALS] and [USES_GOOD_ANIMALS] respectively with the changes to pet animals too affecting, trolls, ogres, blizzardmen and all other minions of evil forces.

- Dungeon Masters [RESPONSIBILITY:MANAGE_ANIMALS] within an evil aligned fortress can coerce recruitable wild creatures like trolls to their will to voluntarily join the fortress, while [RESPONSIBILITY:ESPIONAGE] recruits intelligents, by passing a check against persuasion and schemer to recruit them as a agent and later let them apply for citizenship.

- [ALIGNMENT_VARIABLE] for humans, to add ontop of their variable values, allowing them to colonize all biomes and reflect its alignment for themselves in turn.

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