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Dwarf Fortress => DF General Discussion => Topic started by: MachinaMandala on February 01, 2018, 06:12:52 am

Title: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: MachinaMandala on February 01, 2018, 06:12:52 am
Whilst I'm all sure we're aware of Dwarf Fortress' negative representation of migrants (swarms of people with useless skills entering into your fortress, eating your food and demanding stuff whilst not providing anything in return), I think the relatively new residency stuff is much, much worse.

Since a lot of visitors cum residents tend to have fled an oppressive regime, it's not unfair to characterise them, in my opinion, as refugees. The problem is that, after they apply for residency, it takes two years to get them to do anything useful. Essentially, for two full years they just hang around your fortress eating food, drinking and using resources that could go to another, more productive and dwarven, member of society. This mirrors right-wing rhetoric that refugees are nothing more than burdens on a productive society.

In addition, certain civilisations can have different ideological viewpoints to dwarven civilisation. The main problem here is that you can have goblins who are hyper violent. This is actually what motivated my complaint as, today, I found a goblin citizen murdered (for no reason) a visitor. Again, this is mirroring right-wing rhetoric that migrants / refugees are violent murderers (and worse).

Also, citizens / residents side with their parent civilisation if they get invaded by you. This is unrealistic and a very negative idea that these people haven't integrated into dwarven society at all. Again, mirroring right-wing rhetoric.

Altogether, this paints a very negative picture of migrants and refugees. Whilst I have no doubt that Toady didn't intend for this to happen, I feel it's a problem in terms of representation of migrants and refugees in popular media.

In the interests of fixing this, I recommend:
Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: KittyTac on February 01, 2018, 06:17:51 am
Let this wait until Laws and Customs, 5-6 years into the future. It'll be more appropriate. And we should spend time on fixing bugs for now. And we have a magic release to do 1.5 years from now.
Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: MarcAFK on February 01, 2018, 06:46:36 am
I have alternative proposals, but like the way this is going.
1. Visitors should apply for residency immediately, but chance of it being granted depends on their assimilation, and skillset, if theres a shortage of soap makers goblin legendary soapmaker is highly likely to be accepted. They should assimilate gradually but much faster if they become resident and faster again when employed.
2. Residents should have a chance of siding with their civilization depending on their assimilation level, religion (matching with parent civs majority religion raises chance, matching with fortress lowers chance).
3. Residents should learn the forts laws immediately and only break them if desperate or mistreated (by racists?). As they assimilate they pick up the forts values and morals.
4. Yes
5. Yes, but the reverse should apply too, untill assimilated they should have much lower experience.

Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: Rockeater on February 01, 2018, 07:59:20 am
I agree with KittyTac on this, But I feel like this might be solved in the Laws and Customs arc by having sentient choose if and where to move with a few parameters one of which will be his and the civ values and the rest with other arcs:
1.Will probably have similar ones if they move to your fort in the first place.
2.I don't think it make much sense that everyone support their civ on every war but should be some major modifier in favor of current civ.
3.Major value ,make sense to have it as a make or break for where to live.
4.Probably will come up at the Economy arc.
5.Maybe have them come with some skill,they needed some way to get money to move

Edit:You can add this to suggestions
Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: KittyTac on February 01, 2018, 08:20:12 am
And economy is coming in 20 years.
Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: thvaz on February 01, 2018, 10:38:52 am
Let this wait until Laws and Customs, 5-6 years into the future. It'll be more appropriate. And we should spend time on fixing bugs for now. And we have a magic release to do 1.5 years from now.

Joke------------------>
                    you

At least I hope it is a joke.

Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: DoktaYut on February 02, 2018, 08:45:34 am
While the system could well use some alterations and fine-tuning because technically it's rather simplistic compared to reality, and such additions would present a better image, having "it makes immigrants/refugees look bad" as a driving force for it is not something I agree with. There's been worse, much worse, than this in the game more or less entirely by accident, let alone what players do. Representation of real groups and Dwarf Fortress shouldn't even be trying to go together, because DF is a game whose purpose is to simulate worlds that aren't even trying to represent this one in any terms beyond physics and biology; cultural and political terms being directly left out. Even in high-realism worlds it'd be just interpreting something a machine made up.

Basically, improving the system is alright, but not for these reasons; they are entirely irrelevant for the case at hand.
Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: Nydan on February 02, 2018, 09:45:21 pm
It's impossible to escape the politics isn't it?

The current system at least allows full integration within two years. Something that many times does not happen in real life. You want to make migrants better than natives with your skill boost. Left wing idoicy.
Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: Salmeuk on February 03, 2018, 02:53:16 am
I mean, I see your point, but I have yet to see any casual discussion of that point, even in a joking manner. I think you are welcome to argue that if and when it arises.

Two things:

1. DF is already a poor representation of human societies, due to a number of factors not limited to incomplete features like the one you have highlighted. To suggest that we change the game in accordance with political sensibility is a bit silly when, in the same breath, we are taking about 'dirty elf genocide' or whatever the memes are these days.
Spoiler (click to show/hide)

2. Even if a large percentage of DF users were taking away political lessons from the game, that 'large percentage of DF users' would translate to 'an infinitesimally small percentage of politically-active members of society' and it would be hardly a blip compared to the sway of modern sources of status-quo reinforcing media.

Have you been around the forum very long? This place rarely gets heated, and when it does the fights are limited to a few extremely vocal players and eventually end up corralled and/or frozen by The Toad Himself. I believe general discussion is a relevant forum for political discussion, and you might be better off exploring this issue in a new thread in that section. I imagine that some sort of 'political lessons, as taken from DF gameplay' would prove interesting.

I don't mean to censor discussion, it's just that I hate seeing people start the inevitable and I think your method of introduction won't work for everyone.

Spoiler (click to show/hide)
Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: GoblinCookie on February 03, 2018, 12:23:05 pm
This is a very strange post in that it appears to depict what is in effect the opposite of the truth and obviously so.  Integration of foreigners is really far, far too easy and basically effortless.  No representation of the difficulties that would reasonably exist in integrating a creature that has a completely different psychology and a totally foreign language into a society.

Whilst I'm all sure we're aware of Dwarf Fortress' negative representation of migrants (swarms of people with useless skills entering into your fortress, eating your food and demanding stuff whilst not providing anything in return), I think the relatively new residency stuff is much, much worse.

That is actually the delusional beliefs of certain dwarf fortress players speaking not the mechanics, representing their hatred of actual real-life immigrants and nothing else, along with their ignorance of economics to a large degree.  In reality the actual dwarf fortress economy runs on hauling, which everyone can do however unskilled.  There basically can be no useless immigrants since anyone that can walk and carry stuff adds to the wealth of the fortress.

They live in the delusional world where all wealth is made by a few highly skilled master craftsmen, ignoring the fact that they would have to spend all the time hauling if it was not for those 'useless immigrants'. 

Also, citizens / residents side with their parent civilisation if they get invaded by you. This is unrealistic and a very negative idea that these people haven't integrated into dwarven society at all. Again, mirroring right-wing rhetoric.

That is just not true.  All immigrants to your fortress leave their own civilization when they migrate to your fortress, so the situation you are describing will never happen. 

It could happen if we are talking about resident visitors, but those people are not immigrants are they?  They aren't part of your fortress because they have no desire to be tied down in that way, they essentially chose not to be migrants because as far as I am aware there are no barriers to migration in the game at all.  As an adventurer you can actually go to a goblin dark fortress as a dwarf and then become a part of goblin civilization by retiring there.

2. Even if a large percentage of DF users were taking away political lessons from the game, that 'large percentage of DF users' would translate to 'an infinitesimally small percentage of politically-active members of society' and it would be hardly a blip compared to the sway of modern sources of status-quo reinforcing media.

The players are applying their own political lessons to understand the actual game mechanics.  The result is threads like this one, as players complain about a situation that does not even exist, since the players understanding of the actual mechanics is warped by their own beliefs that run counter to them. 
Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: Bortness on February 03, 2018, 01:41:33 pm
... That is actually the delusional beliefs of certain dwarf fortress players speaking ... representing their hatred of actual real-life immigrants and nothing else ... their ignorance of economics ... The players are applying their own political lessons to understand ... the players understanding of the actual mechanics is warped by their own beliefs that run counter to them.

Dude, the vast majority of what you're doing here is harshly judging people different from yourself.  That's almost... prejudiced.  You might have heard of that word somewhere before.

Pot, meet kettle.  Sigh.
Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: el Indio on February 03, 2018, 05:56:12 pm
That is actually the delusional beliefs of certain dwarf fortress players speaking not the mechanics, representing their hatred of actual real-life immigrants and nothing else,

In the early game migrants literally are useless, there is hardly anything that needs hauling in my forts early on because the miners and crafters are low skilled, so everything takes much longer.  You get swamped with massive migration waves whilst still trying to set up a basic fortress.  If migration waves were much smaller, or started happening later in the fortress' life, this angst probably wouldn't exist in the forum.  To suggest that players frustrated by this game mechanic are racists is naive, or you are simply a troll (an internet troll, not a DF troll).

Altogether, this paints a very negative picture of migrants and refugees. Whilst I have no doubt that Toady didn't intend for this to happen, I feel it's a problem in terms of representation of migrants and refugees in popular media.

There will eventually be starting scenarios that will alter what types of migrants will come to your fort, and the conditions under which they will do so.  Maybe one scenario will be refugees from a megabeast attack, or goblins taking over a site.  Your fort will receive a massive migration wave and the challenge will be to get them all clothed and fed before a tantrum spiral starts.

As for representation in popular media, perhaps violence should be removed from the game as well.  Instead of a forgotten beast bringing ruin, they could bring cake instead.
Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: KittyTac on February 03, 2018, 09:34:02 pm
Knowing that all DF creatures are not sentient, or even alive, you're literally applying politics to a bunch of zeroes and ones, plus a letter. :P
Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: Vivalas on February 03, 2018, 11:56:31 pm
Pretty sure the feature is somewhat incomplete and an artifact of DF's weird release cycle, and any poliical intent you try to discern out of DF is almost certainly an artifact of faulty human pattern recognition, given the fact that Toady has never been political, at least to my knowledge.

I mean, someone could make a point about how elves are made to mock hippies and environmentalists
Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: Devast on February 04, 2018, 12:45:15 am
Whilst I'm all sure we're aware of Dwarf Fortress' negative representation of migrants (swarms of people with useless skills entering into your fortress, eating your food and demanding stuff whilst not providing anything in return), I think the relatively new residency stuff is much, much worse.

Since a lot of visitors cum residents tend to have fled an oppressive regime, it's not unfair to characterise them, in my opinion, as refugees. The problem is that, after they apply for residency, it takes two years to get them to do anything useful. Essentially, for two full years they just hang around your fortress eating food, drinking and using resources that could go to another, more productive and dwarven, member of society. This mirrors right-wing rhetoric that refugees are nothing more than burdens on a productive society.

In addition, certain civilisations can have different ideological viewpoints to dwarven civilisation. The main problem here is that you can have goblins who are hyper violent. This is actually what motivated my complaint as, today, I found a goblin citizen murdered (for no reason) a visitor. Again, this is mirroring right-wing rhetoric that migrants / refugees are violent murderers (and worse).

Also, citizens / residents side with their parent civilisation if they get invaded by you. This is unrealistic and a very negative idea that these people haven't integrated into dwarven society at all. Again, mirroring right-wing rhetoric.

Altogether, this paints a very negative picture of migrants and refugees. Whilst I have no doubt that Toady didn't intend for this to happen, I feel it's a problem in terms of representation of migrants and refugees in popular media.

In the interests of fixing this, I recommend:
  • Visitors automatically take on dwarven viewpoints and cultural opinions as soon as they apply for residency.
  • Residents do not side with their original civilisation.
  • Residents do not kill people randomly.
  • Residents can work as soon as they apply for residency.
  • Residents get an experience learning boost (the "Migrant Economic Effect") as soon as they apply.

We're play a game/simulation we don't need real life politics imposed on fictitious World(s?).
Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: GoblinCookie on February 04, 2018, 08:26:42 am
In the early game migrants literally are useless, there is hardly anything that needs hauling in my forts early on because the miners and crafters are low skilled, so everything takes much longer.  You get swamped with massive migration waves whilst still trying to set up a basic fortress.  If migration waves were much smaller, or started happening later in the fortress' life, this angst probably wouldn't exist in the forum.  To suggest that players frustrated by this game mechanic are racists is naive, or you are simply a troll (an internet troll, not a DF troll).

The game mechanics do not actually exist, so nobody is complaining about them.  Nothing stops you from doing more stuff resulting in more for your migrants to do, they are only useless because you do not do anything with them. 
Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: Lord_lemonpie on February 04, 2018, 09:16:35 am
Honestly, this isn't some sort of ethical simulation of real life. A fortress can't run without migrants, and residents do exactly what they're coming to do. They're not migrating, they're just working abroad.

I find it odd you complain about this, yet not about the actual unspeakable horrors hardcoded within the game, such as oppression, genocide and slavery, let alone the unspeakable horrors the players can inflict themselves.

The residency mechanic could indeed use some tweaking, but on purely mechanical grounds, not because it doesn't suit the political or ethical views of people. A lot of things in the game are as far from my political views as they could be, yet I still enjoy it greatly.
Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: GoblinCookie on February 04, 2018, 02:40:02 pm
Honestly, this isn't some sort of ethical simulation of real life. A fortress can't run without migrants, and residents do exactly what they're coming to do. They're not migrating, they're just working abroad.

I find it odd you complain about this, yet not about the actual unspeakable horrors hardcoded within the game, such as oppression, genocide and slavery, let alone the unspeakable horrors the players can inflict themselves.

The residency mechanic could indeed use some tweaking, but on purely mechanical grounds, not because it doesn't suit the political or ethical views of people. A lot of things in the game are as far from my political views as they could be, yet I still enjoy it greatly.

To be honest I find this thread odd, it seems to have been written by a person who either has only the most rudimentary understanding of the game or is just being a troll.
Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: xaldin on February 04, 2018, 02:44:57 pm

To be honest I find this thread odd, it seems to have been written by a person who either has only the most rudimentary understanding of the game or is just being a troll.

Or someone who never has been desperate for dwarves and only got 2 in the first migration waves. Seriously, I stay at 0 idlers, please show up I have 10x tasks to dwarf ratio here. It's happened to me for the last several games and I'm really tired of it. Please send me your dwarves. I don't care if they're potash makers, I will on the job train.
Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: el Indio on February 04, 2018, 05:12:50 pm
The game mechanics do not actually exist, so nobody is complaining about them.  Nothing stops you from doing more stuff resulting in more for your migrants to do, they are only useless because you do not do anything with them.

Massive migration waves don't exist?  I only make goods the fortress requires, any additional items bring me closer to FPS death.  But I need 80 dwarfs to get goblins to attack, so most migrants are indeed useless, I don't need that many but the game mechanics require that I must have them.  And don't say game mechanics don't exist, migration waves and minimum population size to access game features are game mechanics.
Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: Eschar on February 04, 2018, 10:26:01 pm
DF is its own world, created by Tarn and Adam. Political effects desired for our own world should not be forced onto a world where they are extraneous, merely for the sake of reinforcing them in the minds of DF players. DF should remain inviolate.
Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: KittyTac on February 04, 2018, 10:32:37 pm
The game mechanics do not actually exist, so nobody is complaining about them.  Nothing stops you from doing more stuff resulting in more for your migrants to do, they are only useless because you do not do anything with them.

Massive migration waves don't exist?  I only make goods the fortress requires, any additional items bring me closer to FPS death.  But I need 80 dwarfs to get goblins to attack, so most migrants are indeed useless, I don't need that many but the game mechanics require that I must have them.  And don't say game mechanics don't exist, migration waves and minimum population size to access game features are game mechanics.

You can change the siege trigger in one of the init files.
Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: funkydwarf on February 04, 2018, 10:38:45 pm
lol. I must be doing it wrong cause I love huge migration waves. Every migrant is a gift, I am at 0 idlers always and there is always plenty of work to do. You can have a no skill miner mine and they get better faster and stuff gets dug. Smooth your whole fortress, then let the good ones engrave. If anything, this game teaches labor is the basis of an economy. Thats pretty anti-right wouldnt you say?
Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: Vivalas on February 04, 2018, 11:27:32 pm
On the subject of migrant waves, I find larger waves annoying because it is a lot of work even with utilities like labor manager ot DF therapist to find a place for them all, so I prefer smaller waves that take less time away from whatever I was doing before hand, which can be life-or-death if I was working on something that required precise timing (like digging into a magma tube) when a migrant wave comes.

That's about the only annoyance I've had with migrants though. As others have said, there is almost always a job you can find for a dwarf, even if just as a test subject for your medical residency program
Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: GoblinCookie on February 05, 2018, 02:51:34 pm
Massive migration waves don't exist?  I only make goods the fortress requires, any additional items bring me closer to FPS death.  But I need 80 dwarfs to get goblins to attack, so most migrants are indeed useless, I don't need that many but the game mechanics require that I must have them.  And don't say game mechanics don't exist, migration waves and minimum population size to access game features are game mechanics.

I am interested in what you mean by 'needing that many'.  If you want to play with a smaller ending fortress you reduce the population cap, if you want to access features that are population locked you mod the entity files or world-gen settings that control those things but still he says they are depicted badly.  How can they be depicted badly when unless you have been playing the game for a very long time everyone in the game is a migrant?

Massive migration waves don't cause any problems is what I was saying.  This is why I think the OP is a troll, since the migrants in the game are depicted the same as everyone else (who in most cases is also a migrant). 

DF is its own world, created by Tarn and Adam. Political effects desired for our own world should not be forced onto a world where they are extraneous, merely for the sake of reinforcing them in the minds of DF players. DF should remain inviolate.

You seem to be living under the illusion that there is such a thing as the a-political.
Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: el Indio on February 05, 2018, 05:24:00 pm
I am interested in what you mean by 'needing that many'.  If you want to play with a smaller ending fortress you reduce the population cap, if you want to access features that are population locked you mod the entity files or world-gen settings that control those things but still he says they are depicted badly.  How can they be depicted badly when unless you have been playing the game for a very long time everyone in the game is a migrant?

Massive migration waves don't cause any problems is what I was saying.  This is why I think the OP is a troll, since the migrants in the game are depicted the same as everyone else (who in most cases is also a migrant). 

I didn't know that population required for sieges could be changed.  I do change the pop cap.  I played the game about 5 years ago (0.31/0.34), I only just started again with the release of 0.44.  Back then there was a lot of angst on the forums about the size of migration waves, it wasn't uncommon to receive more than 40 dwarfs at a time.  I thought the negative representation OP was on about was from the forum. 

As for not needing that many dwarfs, the more there are the lower the FPS, usually.  So that it why massive migration waves cause problems, along with assigning labours for them all.  In previous versions large populations would also lead to epic tantrum spirals, but this doesn't seem to be the case anymore.
Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: Bumber on February 06, 2018, 01:28:09 am
AFAIK, players only hate migrant waves for the burden of setting up labors and living space.
To a lesser extent they are annoyed by fishery workers in a desert fort, but these are quickly repurposed.

The real menaces are book-stealing visitor scholars. IDK if that's been fully fixed.
Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: GoblinCookie on February 06, 2018, 10:02:02 am
I didn't know that population required for sieges could be changed.  I do change the pop cap.  I played the game about 5 years ago (0.31/0.34), I only just started again with the release of 0.44.  Back then there was a lot of angst on the forums about the size of migration waves, it wasn't uncommon to receive more than 40 dwarfs at a time.  I thought the negative representation OP was on about was from the forum. 

As for not needing that many dwarfs, the more there are the lower the FPS, usually.  So that it why massive migration waves cause problems, along with assigning labours for them all.  In previous versions large populations would also lead to epic tantrum spirals, but this doesn't seem to be the case anymore.

The population required for sieges to arrive is written in the entity file of the entity you are doing the invading.  The population cap is written in the ini file.  The population/wealth caps for megabeasts to attack is written in the world-gen settings. 

At the moment the migrant waves respond to fortress wealth, this means that migrants are never a problem because you can always afford to accommodate them if they arrive.  Once capital requirements are more patchy, migrants could become a problem, in that if we needed say saws to make beds then migrants could be a problem because the number of our saws would not instantly increase as our population does. 
Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: SmileyMan on February 06, 2018, 10:37:34 am
Joke------------------>
                    you

At least I hope it is a joke.
Jokes were outlawed three years ago.
Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: Bortness on February 06, 2018, 03:55:22 pm
For what it's worth, re: keeping things apolitical -

A couple days ago after many go-arounds over several days about inserting politics into DF migrant discussions, which seems to be GoblinCookie's passion, I caught, quoted, and commented strongly on a blindingly hypocritical post of his which was absolutely bleeding with hatred and judgmentalism against people who have different political views than his.  The things he wrote were really quite hideous, to be honest.

The next day the entire set of quotes and replies was gone, deleted from the boards.  And now he's back, baiting more people with garbage political nonsense that has no place in a DF discussion.

Don't bother getting baited by his trashy replies.  If you are ever able to find his hypocrisies and illustrate them using his own words, he'll simply complain to the admins and get the discussion memory-holed.

And then he'll come right back and continue flinging feces around the room.
Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: Vivalas on February 06, 2018, 04:57:37 pm
For what it's worth, re: keeping things apolitical -

A couple days ago after many go-arounds over several days about inserting politics into DF migrant discussions, which seems to be GoblinCookie's passion, I caught, quoted, and commented strongly on a blindingly hypocritical post of his which was absolutely bleeding with hatred and judgmentalism against people who have different political views than his.  The things he wrote were really quite hideous, to be honest.

The next day the entire set of quotes and replies was gone, deleted from the boards.  And now he's back, baiting more people with garbage political nonsense that has no place in a DF discussion.

Don't bother getting baited by his trashy replies.  If you are ever able to find his hypocrisies and illustrate them using his own words, he'll simply complain to the admins and get the discussion memory-holed.

And then he'll come right back and continue flinging feces around the room.

Why do people have to degrade Bay 12 with troll antics, it's like the nicest most drama-free community on the internet
Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: Lord_lemonpie on February 06, 2018, 06:02:51 pm
If you are ever able to find his hypocrisies and illustrate them using his own words, he'll simply complain to the admins and get the discussion memory-holed.
If things get too politically messy, toady tends to remove them himself, and usually warns the person/people causing them. He likes keeping the controversy of the forum to a minimum, and I'm glad he does because if things gets too messy, no one (but the trolls) get happy.

After all, this is a forum dedicated to games and fun, not politics.
Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: Iamblichus on February 07, 2018, 05:01:44 pm
I can understand wanting to impose your political views on a AAA video game, one that is going to be played by countless numbers of impressionable young people, but worrying about the politics of DF?  Come on- DF has a small, mature player base and while DF is influential with game developers that influence is solely due to mechanics not content.   What is the point of making political changes to the content of DF?  I would bet that less than 1% of DF's small player base has had their politics influenced by this game.   The only two reasons I can think of to inject politics in to DF is to troll or if someone suffers from an uncontrollable compulsion and has to inject politics in to every aspect of their lives. 
Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: Bortness on February 07, 2018, 07:58:56 pm
The only two reasons I can think of to inject politics in to DF is to troll or if someone suffers from an uncontrollable compulsion and has to inject politics in to every aspect of their lives.

Seems to me we've seen a little bit of both in the two threads dedicated to this type of stuff.
Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: Putnam on February 07, 2018, 08:21:03 pm
speaking of which, i got into an argument somewhere else with the OP where they accused toady of virtue signaling for including gay dwarves

this topic smacks of weirdness given that fact; I've avoided commenting that due to the fact that there was discussion going on, but now that it's gone meta I feel like I have to say that. The exact weirdness is, in descending order of good faith:
1. The OP had a change of heart regarding politics in this game;
2. The OP here doesn't realize the irony in this thread given previous overtures against virtue signaling;
3. The OP is trolling.

Those are the only reasonings I can imagine for this topic being made. I'd personally assume 1 unless further information came up.
Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: GoblinCookie on February 08, 2018, 07:29:45 am
For what it's worth, re: keeping things apolitical -

A couple days ago after many go-arounds over several days about inserting politics into DF migrant discussions, which seems to be GoblinCookie's passion, I caught, quoted, and commented strongly on a blindingly hypocritical post of his which was absolutely bleeding with hatred and judgmentalism against people who have different political views than his.  The things he wrote were really quite hideous, to be honest.

The next day the entire set of quotes and replies was gone, deleted from the boards.  And now he's back, baiting more people with garbage political nonsense that has no place in a DF discussion.

Don't bother getting baited by his trashy replies.  If you are ever able to find his hypocrisies and illustrate them using his own words, he'll simply complain to the admins and get the discussion memory-holed.

And then he'll come right back and continue flinging feces around the room.

Oh yes, I direct personal attack on me.  I have now reported you. 

There is no such thing as the apolitical; the apolitical is just covert politics.
Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: jecowa on February 08, 2018, 08:38:04 am
Has there always been gay dwarves? I'm wondering if gay dwarves were added to help curb the number of children in fortresses.

Maybe he made some dwarves gay to reduce the number of children, but there were still too many children, so then he made some dwarves uninterested in relationships, but it still wasn't enough. So he gave up and made a setting for max children.
Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: Bumber on February 08, 2018, 11:46:31 am
Has there always been gay dwarves? I'm wondering if gay dwarves were added to help curb the number of children in fortresses.

Maybe he made some dwarves gay to reduce the number of children, but there were still too many children, so then he made some dwarves uninterested in relationships, but it still wasn't enough. So he gave up and made a setting for max children.
Child cap existed long before gay dwarves. Dwarven sexual revolution occurred somewhat recently, around 2014. The wiki page for d_init.txt, created back in 2010, shows a child cap.
Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: Putnam on February 08, 2018, 01:36:23 pm
Child cap's been around since as long as I remember, sexual orientation was added in 0.40.01.
Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: Pancakes on February 08, 2018, 09:08:50 pm
If I'm not mistaken, gay dwarves were originally an unintentional bug, where dwarves would form lover relationships with the same gender. Toady opted to simply make it a feature, and added the appropriate tags to the game.
Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: Putnam on February 08, 2018, 09:35:31 pm
Nope. Added in the longest dev cycle the game has ever had, where no such bug existed during it. The ORIENTATION token which can be used to affect sexual orientation statistics on a caste level was introduced alongside sexual orientation.
Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: Nihilich on February 09, 2018, 04:18:37 pm
bruh it's just a shitty simulation game, why are you bringing "right-wing rhetoric" into this? stop, don't do that. stop. please stop.
Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: Putnam on February 09, 2018, 04:57:40 pm
Oh, I didn't see that.

Well, in that case, bump up "trolling" to the most likely candidate, considering that OP has previously complained about the game supporting left-wing rhetoric (addition-of-sexual-orientation-being-virtue-signaling usually being complaints of that type).
Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: wierd on February 10, 2018, 04:03:13 am
Goodness, who left this flaming bag of poo on the porch?


Dwarf fortress is what you make of it-- nothing more, nothing less.  It's good to get out of the respective echo chambers every now and again. Also, need I remind that it has been consistently shown that videogame violence does (https://www.sciencedaily.com/releases/2017/03/170308081057.htm) not (https://www.sciencedaily.com/releases/2018/01/180116131317.htm) translate (https://www.huffingtonpost.com/entry/violent-video-games-dont-cause-later-aggression_us_5962389fe4b08f5c97d06a7f) into real world violence, and so railing against a video game depiction of some slight or other is absolute absurdity from the get go?  No?

Ok then.
Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: GoblinCookie on February 10, 2018, 09:42:21 am
Goodness, who left this flaming bag of poo on the porch?


Dwarf fortress is what you make of it-- nothing more, nothing less.  It's good to get out of the respective echo chambers every now and again. Also, need I remind that it has been consistently shown that videogame violence does (https://www.sciencedaily.com/releases/2017/03/170308081057.htm) not (https://www.sciencedaily.com/releases/2018/01/180116131317.htm) translate (https://www.huffingtonpost.com/entry/violent-video-games-dont-cause-later-aggression_us_5962389fe4b08f5c97d06a7f) into real world violence, and so railing against a video game depiction of some slight or other is absolute absurdity from the get go?  No?

Ok then.

The evidence for the connection is contradictory.
Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: Eschar on February 10, 2018, 01:31:05 pm
The civilizations of DF are not America. The rationale given by the OP is based on the conflict about migrants entering America, a conflict local to the culture of a few countries of one planets of one universe. DF's world is a fully independent universe, and so the migrants in it are not the migrants coming to America. Disliking DF's treatment of its own migrants because of your thoughts on our (this universe's) own migrants is absurd. DF's world does not carry over into our own, and so there is no flaw in its treatment of its own refugees.

TLDR: DF does not have a negative representation of migrants and refugees that are coming to America; it has a justified and internally consistent negative representation of its own migrants and refugees.

It is often difficult for me to clearly articulate my arguments in writing. If you see any way this post can be more clearly written, please tell me.
Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: Bortness on February 10, 2018, 01:34:02 pm
For what it's worth, re: keeping things apolitical -

A couple days ago after many go-arounds over several days about inserting politics into DF migrant discussions, which seems to be GoblinCookie's passion, I caught, quoted, and commented strongly on a blindingly hypocritical post of his which was absolutely bleeding with hatred and judgmentalism against people who have different political views than his.  The things he wrote were really quite hideous, to be honest.

The next day the entire set of quotes and replies was gone, deleted from the boards.  And now he's back, baiting more people with garbage political nonsense that has no place in a DF discussion.

Don't bother getting baited by his trashy replies.  If you are ever able to find his hypocrisies and illustrate them using his own words, he'll simply complain to the admins and get the discussion memory-holed.

And then he'll come right back and continue flinging feces around the room.

Oh yes, I direct personal attack on me.  I have now reported you. 

There is no such thing as the apolitical; the apolitical is just covert politics.

Embarrassing.  If you read what I wrote with any level of care, you will find a very important distinction between what you and I write.  I am labeling your BEHAVIOR, whereas you label the IDENTITIES of other people.

For example, to me, your behavior is childish, embarrassing, pathetic, lame, laughable, poorly thought out, and narrow-minded.  Notice that I am not calling YOU those things, but instead your BEHAVIOR.  If someone else is behaving in a way I find abhorrent, I reserve absolutely every single right in the world to call out that other person's behavior in the clearest possible terms, without being accused of ad-hominem attacks or direct personal attacks, because I am NOT in ANY WAY directly attacking your personhood in the least.

On the other hand, through the course of our interactions on here, you have directly called ME, not my behavior, "stupid", "idiotic", and many other things, including your direct accusation that I myself am "a fascist", which could not be further from the truth.  These are all directly quoted words from your own keyboard.  In fact, in your since-deleted post which I referred to above, I excerpted at least five or six distinct lines which were undeniably direct personal attacks against those with whom you disagree.  Without being able to recall the exact words you used in the memory-holed post, I recall something along the lines of "unsophisticated redneck farmers" as well.

Your behavior is cringe-inducing.  Literally every other person on this forum appears to think so as well.

I'm done with this nonsense.  I sincerely hope, and trust, that Toady or whoever reads over the forum reports can differentiate between your unbelievably poor behavior, and the behavior of those who would call you out on your childish actions.
Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: Eschar on February 10, 2018, 01:41:33 pm
For example, to me, your behavior is childish, embarrassing, pathetic, lame, laughable, poorly thought out, and narrow-minded.  Notice that I am not calling YOU those things, but instead your BEHAVIOR.  If someone else is behaving in a way I find abhorrent, I reserve absolutely every single right in the world to call out that other person's behavior in the clearest possible terms, without being accused of ad-hominem attacks or direct personal attacks, because I am NOT in ANY WAY directly attacking your personhood in the least.

Ah, good point.

The narrow medium of language has no means for me to express my appreciation of someone actually supporting their position with rational arguments. Contrary to popular thought, B12 has only a few more of them than the rest of the Internet.
Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: GoblinCookie on February 11, 2018, 07:42:54 am
Embarrassing.  If you read what I wrote with any level of care, you will find a very important distinction between what you and I write.  I am labeling your BEHAVIOR, whereas you label the IDENTITIES of other people.

For example, to me, your behavior is childish, embarrassing, pathetic, lame, laughable, poorly thought out, and narrow-minded.  Notice that I am not calling YOU those things, but instead your BEHAVIOR.  If someone else is behaving in a way I find abhorrent, I reserve absolutely every single right in the world to call out that other person's behavior in the clearest possible terms, without being accused of ad-hominem attacks or direct personal attacks, because I am NOT in ANY WAY directly attacking your personhood in the least.

On the other hand, through the course of our interactions on here, you have directly called ME, not my behavior, "stupid", "idiotic", and many other things, including your direct accusation that I myself am "a fascist", which could not be further from the truth.  These are all directly quoted words from your own keyboard.  In fact, in your since-deleted post which I referred to above, I excerpted at least five or six distinct lines which were undeniably direct personal attacks against those with whom you disagree.  Without being able to recall the exact words you used in the memory-holed post, I recall something along the lines of "unsophisticated redneck farmers" as well.

Your behavior is cringe-inducing.  Literally every other person on this forum appears to think so as well.

I'm done with this nonsense.  I sincerely hope, and trust, that Toady or whoever reads over the forum reports can differentiate between your unbelievably poor behavior, and the behavior of those who would call you out on your childish actions.

Toady One deleted your post, I am happy to be reminded of that.   :D :D :D

The rest of it is just a provocation full of lies and slander. 
Title: Re: Dwarf Fortress' Negative Representation of Migrants and Refugees
Post by: Lord Snow on February 11, 2018, 02:03:14 pm
I've been out of the game for too long to determine if this is poking fun or social justice warrioring.
either way, rest assured i will boot up a game and atom-smash the next migrant waves in your honor.