Taverns
"A tavern is a place where madness is sold by the bottle" -Jonathan Swift
A tavern would be a late-game source of income for your colonists and an opportunity to increase relationships with neighboring colonies. It would also be a viable way for socialites to gain experience points, and it would provide an actual monetary benefit for growing hops. Due to the lack of supply on the Rimworld, the beer would be more expensive to tavern customers than traders.
Mechanics of Taverns
A tavern would consist of three main mechanics:
1. Bar - A place to store beer.
2. Tavern Table - Functions like tables, however instead of colonists hanging around it, it would be visitors.
3. Bartender - Essential for a tavern to work. A visitor would que up at the bar, and the game will log a request for a nearby colonist with the "Bartender" job ticked to come and give a visitor a beer from the bar. The visitor would leave silver($10-$25), and a hauler colonist will take the silver to a stockpile.
Consequences
As with anything, there would be a few consequences with this system:
1. Occasional Drunkenness - Some of the tavern's customers would be prone to getting drunk if they order too much. They'll vomit everywhere.
2. Barfights - A random event, sometimes a visitor will get a little too tipsy and decide it would be a good idea to attack some of his clan-members. You could wait it out, or step in and take him down. If he is put down by your colonists and is still alive, you can Rescue him with no long-run consequences or Arrest him with long-run repercussions (However, the clan would not become outright hostile immediately, it'd just be like -20 relations). If he's put down by his clan-members, they'll leave and carry him with them.
TL;DR: Mattorious wants to sell beer. Let Mattorious sell beer. Thanks.
-Mattorious
"A tavern is a place where madness is sold by the bottle" -Jonathan Swift
A tavern would be a late-game source of income for your colonists and an opportunity to increase relationships with neighboring colonies. It would also be a viable way for socialites to gain experience points, and it would provide an actual monetary benefit for growing hops. Due to the lack of supply on the Rimworld, the beer would be more expensive to tavern customers than traders.
Mechanics of Taverns
A tavern would consist of three main mechanics:
1. Bar - A place to store beer.
2. Tavern Table - Functions like tables, however instead of colonists hanging around it, it would be visitors.
3. Bartender - Essential for a tavern to work. A visitor would que up at the bar, and the game will log a request for a nearby colonist with the "Bartender" job ticked to come and give a visitor a beer from the bar. The visitor would leave silver($10-$25), and a hauler colonist will take the silver to a stockpile.
Consequences
As with anything, there would be a few consequences with this system:
1. Occasional Drunkenness - Some of the tavern's customers would be prone to getting drunk if they order too much. They'll vomit everywhere.
2. Barfights - A random event, sometimes a visitor will get a little too tipsy and decide it would be a good idea to attack some of his clan-members. You could wait it out, or step in and take him down. If he is put down by your colonists and is still alive, you can Rescue him with no long-run consequences or Arrest him with long-run repercussions (However, the clan would not become outright hostile immediately, it'd just be like -20 relations). If he's put down by his clan-members, they'll leave and carry him with them.
TL;DR: Mattorious wants to sell beer. Let Mattorious sell beer. Thanks.
-Mattorious