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Difference between revisions of "User:Nicoliver/History and Mod Suggestions"

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Other types include the ''Aethronic Golems'', which have an Aethronic Brain which allows a little more complex reasoning, and Remote Guided Golems, which can be guided by a Tabulating Workshop with a Aetherwave Trasmitter installed, and act almost as having a will. Alternatively, any type of Golem can be fitted a cabin and become mountable by a Dwarf, becoming a Mech-golem. It´s not know what happens when a Dwarf ''mounts'' a Mech-Golem with a R. Tape made from a loved one or an eldritch being.
 
Other types include the ''Aethronic Golems'', which have an Aethronic Brain which allows a little more complex reasoning, and Remote Guided Golems, which can be guided by a Tabulating Workshop with a Aetherwave Trasmitter installed, and act almost as having a will. Alternatively, any type of Golem can be fitted a cabin and become mountable by a Dwarf, becoming a Mech-golem. It´s not know what happens when a Dwarf ''mounts'' a Mech-Golem with a R. Tape made from a loved one or an eldritch being.
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== '''New Sites- ''International'' Sites''' ==
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'''Colleges, University, Academy'''
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A site which is not aligned with any specific faction. A College may emerge after some time in the World, and generally takes the name of some nearby settlement. After a time, emissaries from the College will ask you to provide Scholars for then. Scholars who go to University may get further levels on skills and even some knowledge they couldn´t find home, and also some aleatory effects. Skilled Scholars may compete for Degrees in the University, which will make them even more skilled at the cost of some animosity with the people/factions they best at the competition. A Degree-holding Scholar may host or participate in Symposiums which are fame-boosting for your civilization. When a cluster of Colleges form around a place, they may become a University, almost a town by itself. Presence in Colleges and Universities may allow Student Exchanges, where members of other civilized races stay at the fortress during a given period of time. A massive University would be dubbed an Academy.
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''Stadiums, Arenas and Colliseums''
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Built nominally by some faction, Stadiums would allow competitions between teams of two civilizations, or individuals from many ones in non-fighting sports. Carnivals allow the same, but for Performers. Arenas are for fighters. A complex of Stadium, Arena and Carnival would be dubbed a Collisseum, allowing all types of competition at once. An even more massive Colisseum would be an Circus.
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''Advanced Post, Garrison , Hegemony''
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A fortress manned by one or more civs, generally against another civ or for civilizing a dangerous place. A present site of this type will make the place less savage within time, if not getting destroyed by the locals or abandoned. A source of some commerce when manned, and raw materials when abbandoned. Some commerce routes will pass by them. A player can be asked to send soldiers for a friendly garrison as part of an alliance, and also can ask allies to do the same for a garrison he owns. A post can grow in importance not just by the size of its garrison, but also the presence of diplomats and nobles in it. A Garrison becomes an Hegemony when one civ predominates on it, evolving in a fortified city controlled by it if not contested. A civ which sucessfully achieves many hegemonic encroachments against other ones, may become an Empire capable of fielding multi-national, multi-racial forces.
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''Archology or Landmark''
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An mega-project build by an civ or group of friendly civs using common resources. The Landmark will be an Historical event with great effects in the building civs as well in the world.
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''Volunteer Camps''
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Can be used by civs to provide manpower for Landmarks. ''Volunteers'' are people captured by civs in wars or outrightly bought up from raiders or kidnapped. Volunteer camps are a source of disease and criminality, as they will produce raiders who will try to snatch your citizens or passing caravans in ''volunteering.'' Also, there will appear from time to time volunteer refugees asking shelter, and volunteer foremen looking for the escaped, both through bounties and through salvage raids. As the ages progresses, use of volunteers or participation in their trade becomes more and more stigmatized, and will considered a sign of evil civs. At a cost, however, is possible to send problematic nobles, scholars and justice offenders to ''Character Building Camps'', private institutions where they work raw resources until becoming literally new persons.
  
 
== New Ages ==
 
== New Ages ==

Revision as of 13:37, 9 May 2016

Scenarios

Rage Against the Heavens

As is possible to find Demons if digging long enough, there could also be sky layers where the Gods themselves or possible celestial entities thrive. There should be possible to get into the layers by climbing the highest mountains(if existent), building a Babel Tower, or somehow through a portal.

Variations

Ubercivilizations: Heaven/Hell could be civilizations just like the others, but in dormant war against each other, just waiting the right conditions for unleashing a Apocalipse/Ragnarok.

Hell and Heaven for Real: Souls of deceased sentient beings should go to Heaven or Hell: almost everyone to Hell, and some lucky ones to Heaven/a lesser worse part of Hell.

Holy Quest: In a even more extreme variation: your race is in a quest to save the world by preventing the triggering of Ragnarok. Ragnarok happens when Heaven gets enough warriors to fight Hell(enough soldiers of any race dying in wars, specially holy ones). When Ragnarok starts, Heaven starts a preemptive strike against Hell that potentially lays half the inhabited world in a wasteland where even undead don´t thrive. The player can prevent that souls go both to Heaven or Hell by dispatching them through special Void Pits, were they can turn in valuable Aether, or Dark Matter. Souls could both be snatched inside them, rightly robbed from Heaven or Hell, or convinced on going them through proselitism. The number of souls sent into the Void maybe should cause, however, the awakening of other forces...

Golam Wing

Civs make use of mountable mega-beasts operated by special people known as pilots. They use these beasts in their wars against each other.

Variations

Golamgelion You has a collection of beasts and pilots, and a extraordinarily well-built fortress, but also are attacked by a consistent collection of Angels who try to lay wast to your base.

Rise of the Machine-People

There are another Civilization, which lives in sites know as Assembly Lines. They want to purge the world from all impurity. For them, the most impure are the undead, hybrid creatures and other great creatures, which they hunt actively. After that, they want to purge the very source of evil: sentient creatures who generate the undead and mutants, either by destroying them, or reassembling them as machine people also. Is rumoured that the Machine-People are controlled by a Great Technician who has the codes which made machines controllable.

Variants Technowar Machine-People exists, but no such Machine Civilization. In place of that, there are various Technolords who demand that people give Raw Power or aethricity to them, so that they can fight their competitors. The Technolords Spires cause great enviromental destruction around where are, causing even the undead to flee them. Within time, any place around their influence is rendered a grey area full of pollution, espefically aether radiation.

New Buildings

Steam Mill Burns Fuel or magma into Power. Expensive to build and even more to maintain, is a little better than a mill, or water wheel, but produces steadier raw power. Can blow or cause a fire if poorly maintained, and also makes heavy pollution.

Void Pits A kind of supernatural structure which turns raw souls into what is called Aether by proponents or Dark Matter by detractors. It´s operation won´t cause NO accidents or random supernatural events.

Aether Reactor: Turns Dark Matter Rods into aethricity a special kind of energy used for a variety of things- channel Power almost without losses through aethric wires and also power modern machinery that run just on it.

Battery Workshop: Produces and recharges batteries which can be used, for example, in the production of Aethric Minecarts. Power can be also charged inside batteries for exporting as Raw Power. An Overcharged Battery can explode and may cause an Aethric Creature to spawn, or infect the affected creatures with Aethric Radiation.

Tabulating Workshop A room containing the pinnacle of Dwarven tech: an analogical steampunk calculator. After being built and wasting away a whole bunch of resources, it can be used to speed up research, research even more advanced tech, and even helping to enhance a little the admnistration of the colony. It can be upgraded by building specific advancement and through the reading of sufficient Aethergnetic Tapes provided by a Record Shop.

Record Shops: Can record your singer, performer or politician performances in Talkograms in which their performing can be sold as Raw Fun or Raw Inspiration, copy Artwork into Mass Reproductions of dubious value but widespread selling, and by similar ways produce Raw Knowledge, etc... Also produces Aethergnetic Tapes which are renditions of books in machine format. May be a legend, but a dead or heavily aether-radiated creature can be turned by it in a Personality Tape, an item of the most evil, eldritch lore.


Automagolem Assembly Create Special creatures, the Automagolems or simply Autolems made to obey and serve. Can be pre-programmed with Aethergnetic Tapes made by Recorder Shops, and a Personality Tape may be used to create an Mark V Automagolem, the most advanced, yet less controlable type. Its not known what happens if one programs excessive A. Tapes in just one Golem or try to place more than one P. Tape in one Autolem CPU.

Autolems can be made with a Routine Tape instead, which makes them just follow some pre-set orders and routines, like killing any being in sight, any being not Dwarf, any being not humanoid, etc..., being named in this case Routine Golems. The danger in this is that they can be hacked by enemies who simply manage to put another tape on them, or have their tape displaced or erased by some kind of attacks and become berserk or idle.

Other types include the Aethronic Golems, which have an Aethronic Brain which allows a little more complex reasoning, and Remote Guided Golems, which can be guided by a Tabulating Workshop with a Aetherwave Trasmitter installed, and act almost as having a will. Alternatively, any type of Golem can be fitted a cabin and become mountable by a Dwarf, becoming a Mech-golem. It´s not know what happens when a Dwarf mounts a Mech-Golem with a R. Tape made from a loved one or an eldritch being.


New Sites- International Sites

Colleges, University, Academy A site which is not aligned with any specific faction. A College may emerge after some time in the World, and generally takes the name of some nearby settlement. After a time, emissaries from the College will ask you to provide Scholars for then. Scholars who go to University may get further levels on skills and even some knowledge they couldn´t find home, and also some aleatory effects. Skilled Scholars may compete for Degrees in the University, which will make them even more skilled at the cost of some animosity with the people/factions they best at the competition. A Degree-holding Scholar may host or participate in Symposiums which are fame-boosting for your civilization. When a cluster of Colleges form around a place, they may become a University, almost a town by itself. Presence in Colleges and Universities may allow Student Exchanges, where members of other civilized races stay at the fortress during a given period of time. A massive University would be dubbed an Academy.

Stadiums, Arenas and Colliseums Built nominally by some faction, Stadiums would allow competitions between teams of two civilizations, or individuals from many ones in non-fighting sports. Carnivals allow the same, but for Performers. Arenas are for fighters. A complex of Stadium, Arena and Carnival would be dubbed a Collisseum, allowing all types of competition at once. An even more massive Colisseum would be an Circus.

Advanced Post, Garrison , Hegemony A fortress manned by one or more civs, generally against another civ or for civilizing a dangerous place. A present site of this type will make the place less savage within time, if not getting destroyed by the locals or abandoned. A source of some commerce when manned, and raw materials when abbandoned. Some commerce routes will pass by them. A player can be asked to send soldiers for a friendly garrison as part of an alliance, and also can ask allies to do the same for a garrison he owns. A post can grow in importance not just by the size of its garrison, but also the presence of diplomats and nobles in it. A Garrison becomes an Hegemony when one civ predominates on it, evolving in a fortified city controlled by it if not contested. A civ which sucessfully achieves many hegemonic encroachments against other ones, may become an Empire capable of fielding multi-national, multi-racial forces.

Archology or Landmark An mega-project build by an civ or group of friendly civs using common resources. The Landmark will be an Historical event with great effects in the building civs as well in the world.

Volunteer Camps Can be used by civs to provide manpower for Landmarks. Volunteers are people captured by civs in wars or outrightly bought up from raiders or kidnapped. Volunteer camps are a source of disease and criminality, as they will produce raiders who will try to snatch your citizens or passing caravans in volunteering. Also, there will appear from time to time volunteer refugees asking shelter, and volunteer foremen looking for the escaped, both through bounties and through salvage raids. As the ages progresses, use of volunteers or participation in their trade becomes more and more stigmatized, and will considered a sign of evil civs. At a cost, however, is possible to send problematic nobles, scholars and justice offenders to Character Building Camps, private institutions where they work raw resources until becoming literally new persons.

New Ages

Post-Civilization Ages

Age of Power The Dwarves have sucessfully developed the Steam Mill tech in a source of Power, more steady and reliable than the former ones. Soon other formes of obtaining it appeared: from burning Oil and other Fuels at Oil and Gas Pits. Factories using this Power for efficiently producing items started to appear. It was an epoch were fire weapons also developed, leading to much convoluted wars and the effective hunting of the last great creatures.

Age of Aethricity Although Void Pits already existed, it was in this Age that someone discovered how to use Refined Aether Rods to produce Power in Void Reactors. There appeared the first Tabulating Workshops, used to control bureaucratic data and research knowledge, and after, to program and control a new emerging technology: The dreaded autolems, capable of tiressly doing repetitive and stressing work, and fearlessly and ruthlessly eliminating opposition to its masters. This and the developing of Aetheric Weapons and Plagues by governamental Arch-Sages and independent Techlords lead to an arms race in the world, where even deadlier Autolems and A-Weapons were developed, with the potential of aniquilating the entire world and both otherworlds in the process.

Netherspace Age The humanoid empires actually come to war, firing all their A-Weapons, or solve their diferences and start a Netherspace Exploration Program. Either way, they cause the opening of a portal which brings forth creatures made from pure Aether, which is radioactive to every sentient or semi-sentient creature, and causes some malfunctions on the P. Tapes of Mark IV Golems.

Creatures killed by the Aetherians let behind neither corpses nor items, but become raw aether, which is not so much valuable anymore as growing parts of Earth, Heaven and Hell been almost swapped over with the aether-laced terrain of the Netherworld. Most of the creatures of our Universe must ally to survive the voidfolk incursions. The water and magma of our planet are being sucked away to power the Great Void Unbeing, an creature that makes Ctulhu and Lavos looks like krill spawnings. Is possible, anyway, to upload most your people in Autolem bodies and depart to Netherworld as the rest of the World is sucked away.

The GVU

All is known is that it exerts the function of Autolem for some creature or host of creatures which inhabits within it, which sowehow helps in the creation and after just a few eons then sucks away a miriad of living worlds in the Universe.