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Dwarf Fortress => DF Suggestions => Topic started by: Detoxicated on March 26, 2012, 01:33:12 am

Title: Semi-Sapiants
Post by: Detoxicated on March 26, 2012, 01:33:12 am
With the introduction of the new (much improved and very fun) taming system, I came to the conclusion that some creatures, for instance troglodytes, should be considered Semi-Sapient. With the care of your animal trainers, they are beaten into valuable haulers, and possibly wall builders. When you have trained a Semi-Sapients, their grandchildren could become fully Sapient, if you kept your fortress that long (well it could happen at World Creation). This would make civilizations more interesting, and could also be the source of new ethics tags, as this would not be slavery per se but a form of colonization.

You could go as far that there would be a new preference in character: Xeno-Integration. So if a dwarven king is Xeno-Phobic, he would pass laws that would forbid integration, thus making non-dwarven citizens illegal, which would create an apartheid situation. On the other hand, a Xenophile would allow them to become full citizens, and with their new personality traits, the ethics could change a bit around, or could lead to !!FUN!!. This would make the new humanoid species more interesting, as it would be nice to eventually have sparrowman troops, in shiny armour, fighting on your side.

Regarding the armor, if an integrated sparrowman would become a smith, and reach an attainable high level, he would eventually become inventive and create an armor template for his race. So it would become possible for the player to create new armor for the new humanoids in the civilization.  (This could be the system to gradually make the weapons of other civs available, as well). I mean the taming system shows that the dwarves are actually able to learn new stuff and advance, as they are able to become adept at taming more varieties of animals during gameplay. 

So any thoughts?
Title: Re: Semi-Sapiants
Post by: Splint on March 26, 2012, 02:47:17 am
I fully support this. Idea on integration:
Some kind of variable or ethic regarding non-dwarves in s settlement, with say Xenophobia and Xenophilia having 25% chance of occuring in a civ, and the remaing being indifference (as in so long as you keep it to yourself, the monarchs won't give two shits if you got badgermen bushrangers and tigerman auxilla)

Adding in a symbol for xenophobia/philia would also help figure out who would be most accomadting, with potential for badgerman/sparrowman/whateverman migrants showing up from time to time in xenophilic civs, while only those you tame yourself would be present in xenophobic ones.
Title: Re: Semi-Sapiants
Post by: Sus on March 26, 2012, 04:39:55 am
Erm,
Code: [Select]
[ETHIC:SLAVERY:UNTHINKABLE], anyone?
Title: Re: Semi-Sapiants
Post by: Ultimuh on March 26, 2012, 04:41:50 am
Erm,
Code: [Select]
[ETHIC:SLAVERY:UNTHINKABLE], anyone?

Why must you guys always bash an exellent idea with that stupid tag every single time?
Title: Re: Semi-Sapiants
Post by: Detoxicated on March 26, 2012, 05:05:13 am
Also, if you had read the post, you would have noted that there is a difference between slaves and these sub-sapients. You see a slave is already a member of one civ, who was imprisoned by another civ. These integrated tribesmen are basically in a different position, as a dwarf might feel that he needs to beat civilization into a tribalist. Also i don't see why dwarves wouldn't enslave somebody. Isn't putting a forgotten beast in a chamber to produce limitless silk also a form of slavery, if you consider that forgotten beasts are sapient? The game does not recognize it as such, but if you think about it...

Also, even if the dwarves wouldn't do it, I could totally see the humans do it.
Title: Re: Semi-Sapiants
Post by: Bytyan on March 26, 2012, 06:13:58 pm
http://www1.assumption.edu/users/lknoles/douglassproslaveryargs.html
Detoxicated, read the exert from William greyson's "The hireling and the slave". Your argument walks a dangerous line.
Title: Re: Semi-Sapiants
Post by: stabbymcstabstab on March 26, 2012, 08:40:59 pm
Well, the differnece between slavery and using Them as cheap labor is if they have something to gain. First generation of them would be little more then babies your taking care of and teachinhg with little more then food and shelter being given, 2nd would likly be more like children learning skills for life and earning a few coins and trinkets here and there, and 3rd would be when they are adults, Able to carry their weight by Building, Defending, and Supplying the fortress and getting paid like any other dorf or Non dorf in the fort.
Title: Re: Semi-Sapiants
Post by: Splint on March 26, 2012, 08:46:38 pm
It is true both parties have things to gain from such an arrangment. The animal tribes can gain a stable home and food supply, the dwarves gain the extra muscle and an overland fighting force who can cross the sunlit ground more quickly than a vomit encrusted dorf.
Title: Re: Semi-Sapiants
Post by: NW_Kohaku on March 26, 2012, 08:58:22 pm
http://www1.assumption.edu/users/lknoles/douglassproslaveryargs.html
Detoxicated, read the exert from William greyson's "The hireling and the slave". Your argument walks a dangerous line.

We've had this sort of thread and this sort of argument before...

The thing is, when there is "racism" in DF against a goblin as being a little sociopath, it's because they literally are hard-wired to enjoy hurting other people.  A troglodyte really is a slow learner.  You can tell, because there's a [SLOW_LEARNER] token in its creature raws.

Likewise, it's not really racism to say that a modded caste of dwarves that have stone skin and breath fire might be better suited to front-line combat duty, while the smaller, squishier mushroom guys who have a magical bonus to farming might be better off left on the farm.
Title: Re: Semi-Sapiants
Post by: Splint on March 26, 2012, 09:09:34 pm
So trogs are a little slow..... No reason not to give them food, a home where spiders don't want to kill them and make them haul junk in exchange.

I'd honestly like to have animalman auxilliaries to fight on the surface while dwarves fought threats that got past them/come from the caverns....
Title: Re: Semi-Sapiants
Post by: Bytyan on March 26, 2012, 10:44:02 pm
There is a difference, I think, between saying that some individuals are suited to certain tasks and that a tribal group of people is better off in a forced labor camp so they can learn proper culture. A large part of why the theory of evolution was rejected so vehemently in victorian england was because it clearly stated that blacks were of the same approximate makeup as everyone else, as apposed to being a lesser being created to serve man, like dogs and oxen. Do I think it is necessarily a bad idea to have foomen folded into culture in a bigger way then they are now? No. Do I think that the proposed mechanism unsuitable for randomly generated fantasy anarchy? Not at all. But it is exactly slavery, right down to the moral justifications.
Title: Re: Semi-Sapiants
Post by: Helgoland on March 27, 2012, 02:15:20 am
+1 from me-as long as you don't force them into service (as in slavery) but let them agree to it on their own. Might even tie in nicely with religious cults/cultural traditions that Toady will at some point be implementing...
Title: Re: Semi-Sapiants
Post by: Ultimuh on March 27, 2012, 02:54:50 am
An idea just occured to me..
What would happen if a Dwarven civ has a tiger as Deity.
And they started intergrating Tigermen into their society?
Title: Re: Semi-Sapiants
Post by: Siverix on March 27, 2012, 10:38:46 am
They would welcome their new tiger overlords.
Title: Re: Semi-Sapiants
Post by: NW_Kohaku on March 27, 2012, 10:52:53 am
The same thing they do when they get elven kings/queens: nothing much different at all.
Title: Re: Semi-Sapiants
Post by: Owlbread on March 27, 2012, 12:48:20 pm
It will eventually be possible to have some sort of "first contact" type interaction with animalmen. Their integration into your fortress to create a multi-racial society is quite reasonable, especially since we will have the power to invade Goblin fortresses, conquer them and install our own forced administrators to keep them under our control - hence, Goblin subjects in a Dwarfish empire. If I was a trog or another kind of semi-sapient being, I'd be quite happy to pull rocks around and make walls as long as it means I would have something to eat and somewhere to sleep. That's not slavery, provided I'm willing. Perhaps I could make myself useful by being physically stronger than the Dwarves and haul many items at once.

The humans are going to even have half-Dwarves and half Elves and such, judging by Threetoe's stories. Why can't we have Trog helpers?
Title: Re: Semi-Sapiants
Post by: NW_Kohaku on March 27, 2012, 01:22:45 pm
I would agree with the notion that we need to have a better way to deal with non-dwarves in the game, and hopefully the Tavern stuff will help give us a better way to start dealing with that.

In fact, I've argued most of the things argued (on every side of the argument) before, in a more tongue-in-cheek thread (http://www.bay12forums.com/smf/index.php?topic=76487.0) that cast dwarves as the villains for trying to grace the "primitives" with "civilization", as it would almost certainly lead to completely amoral player behavior mirroring the worst of Imperialistic tradition.

Still, I am somewhat hesitant to bring it back up, because there were some... troublingly enthusiastic supporters of slavery and segregation. 

A major part of the problem with the idea of slavery in particular, however, is that there simply are none of the internal social complexities in DF required to make slavery make any sense.  There is no social stratification between a dwarven hauler and a dwarven gem cutter.  There is no mechanic for the very real impacts that slavery had upon society, like the fear of slave revolts. 

What is the difference between a tigerman woodcutter and a dwarven woodcutter in a free society?  Right now, there is no particular way to segregate out different races at all, except for the fact that non-dwarven units simply cannot have their labors directly meddled with.  If an elven immigrant walks on the map with the "cooking" labor enabled, however, they'll start using a kitchen.

The problem is a fundamental lack of underlying components that such systems would need to be built upon.  We need the basics of internal cultural strife to start dealing with integration into a culture in a meaningful way.
Title: Re: Semi-Sapiants
Post by: Avo on March 27, 2012, 05:49:59 pm
It should be up to the player to decide how they play the game. The moment you start to remove major idea's because they might support "Amoral behavior" is the moment your game changes from a game into a tool for political indoctrination. Some people might see killing and eating animals as Amoral, would you remove that to?
Title: Re: Semi-Sapiants
Post by: NW_Kohaku on March 27, 2012, 05:57:39 pm
It should be up to the player to decide how they play the game. The moment you start to remove major idea's because they might support "Amoral behavior" is the moment your game changes from a game into a tool for political indoctrination. Some people might see killing and eating animals as Amoral, would you remove that to?

Glad to hear it.  You can help by voting for urine and fecesbeing added into the game (http://www.bay12forums.com/smf/index.php?topic=52643.msg1131907#msg1131907), or voting for the number 18 ESV suggestion thread version (http://www.bay12forums.com/smf/index.php?topic=25070.0).

Anyway, it's not about "removing major ideas because they might support amoral behavior", it's about representing them in a manner that is realistic.

It's fine to have a game where you can run a slave-holding society, provided slavery actually means something in the game, and isn't just another worker.  Again, how would a slave be different from any other dwarf at this point in the game?  Without there being things like slave revolts or internal political dissent, there is no meaning in putting such things into the game.
Title: Re: Semi-Sapiants
Post by: Splint on March 27, 2012, 05:59:55 pm
Hey now, this is about making animal people members of your civ you can order around the same as dorfs. No need to get all huffy. And let's face it. In thew grand scheme the poor dorfs are all our slaves! See? it's equal already!

Come on Badgerman Assault Squads! Let's go Badgerman Assault Squads!
And if Dfusion and Runesmith has taught us anything, it proves it works. I've had tigerman miners, antmen woodcutters, and moosepeople working in crafts shops while the dwarves slept ate and drank, and vice versa. Plus Tigermen make great haulers. I imagine them knocking eveyone out of thier way as they haul stuff; they friggen cook down halls when they haul stuff. And from what it looks like, most animalmen are human sized so you can just buy stuff for them off human caravans.

Plus the animal men can compensate for the dwarves lack of aboveground effectivness. Plus, some players would segregate them regardless. Personally I'd keep all my woodcutters and carpenters in a topside complex with the animalmen from above while antmen and the like lived in the main complex with the cave-adapted dorfs.
Title: Re: Semi-Sapiants
Post by: Neonivek on March 27, 2012, 06:13:07 pm
Actually I'd consider all Non-semi-megabeast sentients to be what I call "Minor Races" not semi-sapiants. Races that arn't defaulted to form civilisations.

Semi-sapiant is what I'd consider the trolls for example. A halfway between animal and person.
Title: Re: Semi-Sapiants
Post by: Detoxicated on March 27, 2012, 06:57:44 pm
Well, maybe the terminology was a bit off, but I would also fully support the technique to make trolls full members of a civ.
Title: Re: Semi-Sapiants
Post by: Courtesy Arloban on March 27, 2012, 09:02:01 pm
There is a difference, I think, between saying that some individuals are suited to certain tasks and that a tribal group of people is better off in a forced labor camp so they can learn proper culture. A large part of why the theory of evolution was rejected so vehemently in victorian england was because it clearly stated that blacks were of the same approximate makeup as everyone else, as apposed to being a lesser being created to serve man, like dogs and oxen. Do I think it is necessarily a bad idea to have foomen folded into culture in a bigger way then they are now? No. Do I think that the proposed mechanism unsuitable for randomly generated fantasy anarchy? Not at all. But it is exactly slavery, right down to the moral justifications.

Actually Darwin held the beleif that africans were the "missing" link.  Missing is in quotes because darwin did not know about extinction, or continental drift, or anything else in modern evolutionary theory.  He made a drawing of the humanoid family tree that puts africans between chimpanzees and europeans.

If troglodytes and animalpeople were real, then forcing them to work for you would indeed be slavery, but then so would forcing dwarves to work for you without pay as well.
Title: Re: Semi-Sapiants
Post by: Splint on March 27, 2012, 09:06:59 pm
Seems even with the economy the dwarves suffer more than anything....
Title: Re: Semi-Sapiants
Post by: Courtesy Arloban on March 27, 2012, 09:18:08 pm
Are they paid in the economy?  I mean Civilization and its clones like to claim they model different governments by giving you some (not based on reality) bonuses and penalties to having different government, but when it comes down to the simulation, your always playing a despotic ruler than micromanages his citizens life, sets production levels, and taxes irrespective of what civilians would actually have(where do citizens get the gold to pay their taxes), and invents new technologies by throwing money at them.

I actually typed this already, but i felt I was getting a little off topic and deleted it before posting my last post.
Title: Re: Semi-Sapiants
Post by: Splint on March 27, 2012, 09:26:03 pm
True enough, but some games make you pay for being a complete dick ruler. And DF does in its own way: Berserkers, fell mood murders, tantrums, and neglegence of a temporary opening bieng your punishment later.

And They seem to have magic credit lines or something....
Title: Re: Semi-Sapiants
Post by: NW_Kohaku on March 27, 2012, 09:34:08 pm
Are they paid in the economy?  I mean Civilization and its clones like to claim they model different governments by giving you some (not based on reality) bonuses and penalties to having different government, but when it comes down to the simulation, your always playing a despotic ruler than micromanages his citizens life, sets production levels, and taxes irrespective of what civilians would actually have(where do citizens get the gold to pay their taxes), and invents new technologies by throwing money at them.

I actually typed this already, but i felt I was getting a little off topic and deleted it before posting my last post.

Yes, but the way the economy worked was just silly.

For starters, the government (you) control who can do what work and own all materials from when they are mined/grown/harvested to crafting to something useful until and unless some dwarf buys it for their own (like clothing or trade goods).  Functionally, you own the bed and door to their room, and they have to pay rent for the privilege of that door. 

Dwarves only got paid for the work they did... but they work they did was functionally based upon a collection of things under the government's control, not theirs.  So, if they are carpenters, if the wood stockpile was efficiently placed just a few tiles away from their workshop, and plenty of woodworkers were running around cutting down plenty of trees, and haulers were working at peak efficiency, they could generate tons of cash in exchange for their work.  If there was only one woodcutter, and no haulers, the carpenter would have to go out and get his logs himself, and that would result in much less actual items being made, and hence, less pay. 

Then there are the haulers, they get paid by the item they move, not how far they moved it.  Since they had to pay for their food and the rooms they slept in, they often went broke, and were forced into either debt or eating bugs to survive.

Then there was the money... because money was a physical object, thanks to Toady liking the notion of coins with specific art images on them, they were stacks of objects in a game where stacks cannot be re-merged, meaning that eventually your whole fort would be flooded with individual coins.  They were also physical objects that had to be carried, so dwarves would run to their rooms to get their coins to buy something, spend them on their food, and then drop them off in their rooms when they were done before they could go back to work.

In short, just stripping it completely out and declaring total communism was basically an upgrade from the old economy, since it just didn't really make sense without the internal social structures it takes for a mercantile or capitalist system to make sense.
Title: Re: Semi-Sapiants
Post by: Splint on March 27, 2012, 09:37:23 pm
Screw slavery and all that.... I just want bushrangers to assist my soldiers.....
Title: Re: Semi-Sapiants
Post by: Courtesy Arloban on March 27, 2012, 09:47:47 pm
Quote
In short, just stripping it completely out and declaring total communism was basically an upgrade from the old economy, since it just didn't really make sense without the internal social structures it takes for a mercantile or capitalist system to make sense.

It does sound easier, but I would like to be able to put a price on a forgotton beasts head, and watch as every able bodied dwarf went after it with the enthusiasm that they go after a sock.
Title: Re: Semi-Sapiants
Post by: Splint on March 27, 2012, 09:52:28 pm
This place is great. From slavery to placing bounties on invaders to give dorfs incentive to kill them. Which is a pretty damn good idea itself.
Title: Re: Semi-Sapiants
Post by: NW_Kohaku on March 27, 2012, 10:02:55 pm
Quote
In short, just stripping it completely out and declaring total communism was basically an upgrade from the old economy, since it just didn't really make sense without the internal social structures it takes for a mercantile or capitalist system to make sense.

It does sound easier, but I would like to be able to put a price on a forgotton beasts head, and watch as every able bodied dwarf went after it with the enthusiasm that they go after a sock.

I would too, but that falls under the "Majesty style of gameplay" that Toady doesn't seem to want.  Which is a pity, because that's how a more realistic version of feudalism would work.
Title: Re: Semi-Sapiants
Post by: Courtesy Arloban on March 27, 2012, 10:16:16 pm
Quote
I would too, but that falls under the "Majesty style of gameplay" that Toady doesn't seem to want.  Which is a pity, because that's how a more realistic version of feudalism would work.

That is where I got the idea from, too bad as I did like that part of the game. I wonder why Toady doesn't like Majesty?

Quote
Screw slavery and all that.... I just want bushrangers to assist my soldiers.....

I too would like a multiracial fort, as long as I'm ordering my dwarves to labor till they die I might as well order humans/goblins/elves as well.  Has anyone tried retiring humans, elves or anything else in a mountainhome to see if they come with the migrants?  And if they do is it as migrants themselves or humoid pets?
Title: Re: Semi-Sapiants
Post by: NW_Kohaku on March 27, 2012, 10:30:59 pm
http://www.bay12forums.com/smf/index.php?topic=60554.msg1457383#msg1457383
Quote from: Toady One
Quote from: NW_Kohaku
Would you even consider changing the relationship that the player has with the dwarves right now (as unquestioned overlord and direct allower and denier of all things dwarves can and cannot do), so that dwarves can become more autonomous and individual, and possibly create a better simulation, while on the other hand, potentially dramatically upping the potential for Fun because dwarves are stupid and very likely to hurt themselves unless continually babysat, or perhaps more importantly, if it meant that the player had less direct control over his fortress, and had to rely more on coaxing the ants in his/her antfarm to do his/her bidding?

Our eventual goal is to have the player's role be the embodiment of positions of power within the fortress, performing actions in their official capacity, to the point that in an ideal world each command you give would be linked to some noble, official or commander.  I don't think coaxing is the way I'm thinking of it though, as with a game like Majesty which somebody brought up, because your orders would also carry the weight of being assumed to be for survival for the most part, not as bounties or a similar system.  Once your fortress is larger, you might have to work a little harder to keep people around, but your dwarves in the first year would be more like crew taking orders from the captain of a ship out to sea or something, where you'd have difficulty getting them to do what you want only if you've totally flopped and they are ready to defy the expedition leader.



They basically can't be ordered if a friendly non-dwarf visits your fort, at least, unless something changed in the last few versions I wasn't aware of.
Title: Re: Semi-Sapiants
Post by: Neonivek on March 27, 2012, 10:56:23 pm
One issue is that the game needs a mechanic to prevent minorities from becoming the majority so easily.

The game is almost made of "Slave race becomes master race". Since it happens so often it is almost nothing special (mind you it happens all the time in history)

a mechanic such as poverty could be the mechanic in keeping their numbers down.
Title: Re: Semi-Sapiants
Post by: Splint on March 27, 2012, 10:58:03 pm
Wouldn't that depend on how quickly they breed anyway? Seems animal people don't breed very fast, so having them living as specialists within the fort seems feasible, as they usually only come in smallish numbers.
Title: Re: Semi-Sapiants
Post by: Neonivek on March 28, 2012, 12:09:46 am
Wouldn't that depend on how quickly they breed anyway? Seems animal people don't breed very fast, so having them living as specialists within the fort seems feasible, as they usually only come in smallish numbers.

It has more to do with how they breed and how the game functions currently.

But still lets say a pair of animalmen who have 12 babies at once joined a civilisation we will call them Rabbitmen... Soon Rabbitmen would pretty much take over the world.

Even with normal reproduction it isn't abnormal for one race to overtake the other.
Title: Re: Semi-Sapiants
Post by: Splint on March 28, 2012, 12:15:19 am
yeah, but given the high mortality rate in DF worlds... Seems living to reproductive age would be difficult.
Title: Re: Semi-Sapiants
Post by: Neonivek on March 28, 2012, 12:19:52 am
yeah, but given the high mortality rate in DF worlds... Seems living to reproductive age would be difficult.

One issue is that simply speaking the ONLY cause of mortality is one on one combat (or War with soldiers a very VERY small fraction of the population). I think Toady also added starvation but it doesn't affect Non-historical characters.

Disease, poverty, accident rates, and all that yeah COULD stop the rabbitman invasion. but we don't have any of that.
Title: Re: Semi-Sapiants
Post by: Splint on March 28, 2012, 12:44:51 am
Yeah.... But why is it that a simple concept such as this has to raise so much crap. Animal men as civ members.

Good: Severe cave adaptated dorfs can send the animalmen to fight on the surface with those dorfs who won't leave a trail of vomit. They also have the size that dorfs don't have to make hunting easier for them, so they'd probably make good hunters. Animalmen benefit from the tools, food, and shelter they get from the dwarves. In turn, the dwarves also keep the bad stuff underground where it belongs.... usually...

Bad: Of course they'd be a hamper on resources, and you'd need to cater to their needs for housing and such too, making capturing/integrating trogs, animalmen and such an optional choice. But if someone wants more hands, and they accidently picked a dead civ, and new workers are N years away from adulthood, these individuals can provide a base to work with, taking up the slack for the lack of dwarves, and still retaining the benefits.

There's also (potentially in the future) To simply tell them to piss off or they may choose to leave on thier own if things go to shit, deciding the relationship isn't working. And the mortality rate was more based off player actions, as I was assuming this all under fortress mode play with say, civ possesing no -men to dump on your head. Cause there's still the xenophobia/philia/player decides option to the raws, if that's possible.

I'm still drawing from my own cheaty way of accomplishing this that showed animal men can be extremly useful to a fortress. Antmen for example, will defend the fortress with thier lives regardless if they're soldiers or not. Had one keep on choppin' trees till the giant badger actually went to tear her apart. No cancelation, just that they died. Found a giant badger foot, tow teeth and a decapitated antman. tigermen make great soldiers, due to thier size and strength compared to a dorf and haulers. And best of all, as civ members if the dwarves are killed, you can use the animal men to hold the fort until more arrive, if the civ isn't dead. And in terms of connections, they segregat themselves anyway, only socializing among themselves, reducing the tantrum impact: Dwarves don't care if the antmen die, antmen don't care if tigermen die, tigermen don't care if dorfs die. And yet they all work for the betterment of the fortress (or more the insane overseer running it's amusment.) They will get upset as thier fellows fall however.

And thus there are my view. Likely to be countered with matters of ethics, heirarchy and other crap when this is simply something players would like to have if they want to have the option to put a nusiance/threat to direct use for the fortress. Since many a DF players blatently disregard morality anyway cause they wanna have fun. Remeber those merperson concentration camps? Rabbitman population problem? Send'em here! We'll take good care of that little issue...... [AKA if there are still dorfs, they'll be happy to do as the overseer says: Magam sauna for all visiting rabbitmen.]

Sorry if I ruffled any feathers, Just wanted to get that rambling/justification out. I doubt strongly Toady will ever implement this anyway. But we all want to at least be heard.
Title: Re: Semi-Sapiants
Post by: Bytyan on March 28, 2012, 12:45:59 am
There is a difference, I think, between saying that some individuals are suited to certain tasks and that a tribal group of people is better off in a forced labor camp so they can learn proper culture. A large part of why the theory of evolution was rejected so vehemently in victorian england was because it clearly stated that blacks were of the same approximate makeup as everyone else, as apposed to being a lesser being created to serve man, like dogs and oxen. Do I think it is necessarily a bad idea to have foomen folded into culture in a bigger way then they are now? No. Do I think that the proposed mechanism unsuitable for randomly generated fantasy anarchy? Not at all. But it is exactly slavery, right down to the moral justifications.

Actually Darwin held the beleif that africans were the "missing" link.  Missing is in quotes because darwin did not know about extinction, or continental drift, or anything else in modern evolutionary theory.  He made a drawing of the humanoid family tree that puts africans between chimpanzees and europeans.

If troglodytes and animalpeople were real, then forcing them to work for you would indeed be slavery, but then so would forcing dwarves to work for you without pay as well.

As I said earlier, I have no problem the suggestion, I have a problem with not calling it slavery. Darwin was adamantly apposed to slavery, as any person with modern commonly accepted morals would be, and his theory of evolution was in part fueled by the desire to prove that blacks were human, and not "the highest of the work animals", as was the common belief. His theory wasn't perfect, but it did make that point. Once again, the suggestion is fine, but to justify forcibly assimilating tribal cultures into a larger one as described previously for their own good is slavery by definition.
Title: Re: Semi-Sapiants
Post by: Ravenkana on March 28, 2012, 05:23:22 am


As I said earlier, I have no problem the suggestion, I have a problem with not calling it slavery. Darwin was adamantly apposed to slavery, as any person with modern commonly accepted morals would be, and his theory of evolution was in part fueled by the desire to prove that blacks were human, and not "the highest of the work animals", as was the common belief. His theory wasn't perfect, but it did make that point. Once again, the suggestion is fine, but to justify forcibly assimilating tribal cultures into a larger one as described previously for their own good is slavery by definition.
Actually, no. Look up Social and Racial Darwinism. Evolution, during both the Gilded Age and Progressive Era, was used to prove that there was a hierarchy of races with Anglos (i.e., Brits) on top and with other groups (Africans, Jews, Asians) at the bottom. The backlash against evolution would not occur until at least the 1910s due mostly to the conflict between it and the literal interpretation of the book of Genesis.
Title: Re: Semi-Sapiants
Post by: Detoxicated on March 28, 2012, 05:50:08 am
Well maybe you could add a feature, that tribes of animalmen exchange warriors and workers for goods. These animalmen would be slaves for seven years. After this period they would be freemen and could either decide to stay or leave. If you happen to have a member of any animalmen tribe you could make him a "Tigerman Negotiator" for instance. This noble would be able to negotiate with closeby tribes of his kind, to engage in trade and possibly immigration of said race (this would give the player some control if they wanted more of that race or not). I personally would love to see a society with many races, as the human cities are often depicted in fantasy novels.

While I do see that training animalmen into members of society could be considered slavery, I don't see why having animalmen in your society necessarily has to be slavory. I mean the French, for example, traded with native american tribes and built missions, but they didn't enslave people in that area of the world. I mean if you were for an approach to really integrate them, would it be slaves.
Title: Re: Semi-Sapiants
Post by: NW_Kohaku on March 28, 2012, 10:08:14 am
One issue is that simply speaking the ONLY cause of mortality is one on one combat (or War with soldiers a very VERY small fraction of the population). I think Toady also added starvation but it doesn't affect Non-historical characters.

Disease, poverty, accident rates, and all that yeah COULD stop the rabbitman invasion. but we don't have any of that.

Actually, that's backwards.

The two biggest killers in DF worldgen currently are starvation followed by old age, with violence coming in third. 

Animalmen have a very low age limit - sometimes hardly any older than adulthood, and generally nothing more than around 25 or 30 years old.  If they reproduce quickly as well, then that starvation rate is going to be big.

Toady had to exempt historical figures from starvation, because so many kings were starving to death, and he figured that if anyone would survive starvation, it should be the historicals. 

With that said, there IS a big problem with goblins and sometimes elves taking over human civilizations... but that's mainly because goblins don't eat and don't die of old age, which are the two major caps on population.  As such, goblins are the perfect population explosion race, as they ONLY die of violence, and the more of them there are, the more adventurers they send out to wipe out the megabeasts and werecritters that do cause them problems.
Title: Re: Semi-Sapiants
Post by: Owlbread on March 28, 2012, 12:05:52 pm
One issue is that simply speaking the ONLY cause of mortality is one on one combat (or War with soldiers a very VERY small fraction of the population). I think Toady also added starvation but it doesn't affect Non-historical characters.

Disease, poverty, accident rates, and all that yeah COULD stop the rabbitman invasion. but we don't have any of that.

Actually, that's backwards.

The two biggest killers in DF worldgen currently are starvation followed by old age, with violence coming in third. 

Animalmen have a very low age limit - sometimes hardly any older than adulthood, and generally nothing more than around 25 or 30 years old.  If they reproduce quickly as well, then that starvation rate is going to be big.

Toady had to exempt historical figures from starvation, because so many kings were starving to death, and he figured that if anyone would survive starvation, it should be the historicals. 

With that said, there IS a big problem with goblins and sometimes elves taking over human civilizations... but that's mainly because goblins don't eat and don't die of old age, which are the two major caps on population.  As such, goblins are the perfect population explosion race, as they ONLY die of violence, and the more of them there are, the more adventurers they send out to wipe out the megabeasts and werecritters that do cause them problems.

Indeed. Thanks heavens the goblins are such savages, otherwise there'd be too many of them. Elves are also good at that population-explosion thing, seeing as they live forever (but they do eat).

But come on guys, does this really have to be a debate about slavery? Were all the Native Americans that fought for both sides during the American Revolution enslaved? If an animal man decides to live in your fortress, he can theoretically leave at any time and just abandon you. I agree with one of the earlier propositions in this thread about the animal men suddenly deciding they didn't like the way your fortress was going, so they'd just leave. I don't see what's wrong with having a multi-racial fortress; remember, although Cacame may have proved me wrong, the royal families of Dwarven civilisations are almost always Dwarven (without fail, unless bugs are involved). I don't see what's wrong with having a mayor from another race, just as long as your civilisation is clearly Dwarven.

The only problems here are with the animal men's short lifespans and the obvious need for them to have lots of babies, which would create a population explosion and so forth. Perhaps you could make agreements with the animal men that they can only stay if they keep their population under control etc. As for human or elf immigrants, I don't see what's wrong with that either. Again though, although all this would make sense in a human town (as shown by Threetoe's story about the half-Dwarf, or the power goal about the adventurer who goes to evict the gnome population from the slums and brains one of them with his sword etc), it doesn't quite fit the Dwarves. Maybe xenophobia could be a trait of the Dwarven race, so they will only allow new immigrants from other races or civilisations to join if they adopt that civilisation's customs and so on. I suppose Elves would never come to your fortress if you chop down trees and so on. Why would an Elf want to go and live in a smelly dark cave full of alcoholic midgets? Indeed, why would a human, except to trade? Maybe that's the answer. Immigrants would be very small in number and even if they did come, seeing as they've got the cojones to want to live in the dark halls of Murdertrampled they'd be good enough to be honorary Dwarves anyway.

I see animal men and semi-sapient beings in this context as being much more independent of your fortress than these "sentient" immigrants; they can choose to leave at any time, are not under your full control as a player, live near or in your fortress as a result of treaties and agreements made by your diplomat/expedition leader/mayor etc. Perhaps you could have an agreement with a tribe of Troglodytes (for example) that would request that they perform hauling duties and basic construction in exchange for your protection and food. You could also set an agreement with them that they would live in a particular area of your fortress. If you make unreasonable demands (like giving them 1 square-sized accomodation and no food or protection), they may refuse. If you decide to break their agreements they may simply leave or even turn on you. If they are evil, they could just turn on you anyway, forcing you to pick your friends carefully. If they break the agreements on the other hand, you may have to evict them forcibly, leading to conflict.
Title: Re: Semi-Sapiants
Post by: NW_Kohaku on March 28, 2012, 12:42:55 pm
But come on guys, does this really have to be a debate about slavery? Were all the Native Americans that fought for both sides during the American Revolution enslaved?

No, nearly 90% of them died of the waves of diseases that followed European contact.  The fatality rates were so devastating that the overwhelming majority of villages were simply abandoned by the few survivors who had to flee to other villages or tribes just to survive. 

Part of the reason that there are so many towns with names like "Springfield" is because when the first European settlers were looking for a place to set up their homestead, they found an abandoned Native American farm already plowed and planted, and simply moved into the old village where the hard work had already been done for them, and said, "Nobody was using the land, so it's perfectly fine for us to just take it."

Still, it's not like slavery of the natives didn't take place - it's just those slaves died too frequently.  In the islands where Columbus first landed and enslaved the native peoples, the entire island was depopulated of its native population.  The reason the African slave trade was started was to get slaves that would survive.

Oh, wait, we were talking about something else...

I suppose Elves would never come to your fortress if you chop down trees and so on. Why would an Elf want to go and live in a smelly dark cave full of alcoholic midgets? Indeed, why would a human, except to trade?

Current migrants are culturally dwarves who just have strange attributes right now.  Elves that live in your caves would have dwarven mentalities, not be cannibals, and not give a darn about the trees.  They might also have a good appreciation for stonework, and their artistic inclinations might lead them to be engravers rather than rope reed weavers.  They adopt all the religions and ethics of their adopted culture, rather than having it be an innate aspect of their race, which is a big part of the Cacame-style integration.  Cacame was an elf in body, but dwarf in soul, because he had adopted the dwarven way of life.  I also once had an elven queen named Asmel (dwarven name) who spent the early portion of her life as a plump helmet farmer because she was born in dwarven lands, and spent her whole life as a dwarven subject.

It's not a bug if a non-dwarven king or queen rises up, it just means that there is a shortage of adult dwarves to take the throne.  That's just much rarer in the current versions of the game where there are so much greater population totals, and more people die of starvation than violence, so the wars that tended to depopulate dwarven mountainhomes of all adult dwarves don't take place as often.  But they still happen - a dwarven civ that takes a serious pounding and faces existential crisis might still put a non-dwarf up if there are only non-dwarf adults left.

Plus, there are plenty of occasions where there are vampire tyrants that become king - and those include the lizardman vampires.
Title: Re: Semi-Sapiants
Post by: Owlbread on March 28, 2012, 01:12:39 pm
But come on guys, does this really have to be a debate about slavery? Were all the Native Americans that fought for both sides during the American Revolution enslaved?

No, nearly 90% of them died of the waves of diseases that followed European contact.  The fatality rates were so devastating that the overwhelming majority of villages were simply abandoned by the few survivors who had to flee to other villages or tribes just to survive. 

Part of the reason that there are so many towns with names like "Springfield" is because when the first European settlers were looking for a place to set up their homestead, they found an abandoned Native American farm already plowed and planted, and simply moved into the old village where the hard work had already been done for them, and said, "Nobody was using the land, so it's perfectly fine for us to just take it."

Still, it's not like slavery of the natives didn't take place - it's just those slaves died too frequently.  In the islands where Columbus first landed and enslaved the native peoples, the entire island was depopulated of its native population.  The reason the African slave trade was started was to get slaves that would survive.

Oh, wait, we were talking about something else...


Yes, we were. The important thing is that many Native Americans, regardless of why they weren't enslaved, fought on both sides during the American Revolution out of loyalty, choice, money and so on, not by slavery. Why can't animal men do the same in DF?

Perhaps we could add a few extra things in as well - animal men will refuse to live in conditions that are the opposite to their natural habitat, so you may be expected to build or provide some sort of open-air camp outside for the tigermen (for them to live in, at least), or a dark cave for the troglodytes. If you break that agreement, they may break off their relationship with your fortress. I think your diplomat could also use broker skills like judge of intent, comedian, pacifier etc in dealings with animal men representatives; surely at least 1 would speak a human or Dwarven tongue due to historical exposure to these civilisations. This animal man representative would be the interpreter between your civilisations. If not, you could always find other ways of communicating until mutual intelligibility is established, or send in an Elf immigrant as your diplomat.

Animal men would also respond to your fortress "alerts", so that would mean they don't all suddenly get torn to shreds by goblins if you tell everyone to stay inside. Of course, if they have to stay inside for too long, they may become restless and fight your Dwarves. Perhaps you could, as part of the "alerts" system, exempt the animal men of any kind, or particular kinds, from this alert and so on. There wouldn't be a problem if you decide to hire some tigermen as soldiers, give them armour and weapons but also promise to protect their families and give them a camp in the open air to stay in. Even if the tigermen are inside a lot and can be controlled like Dwarven squads in your army, they would go to sleep in their camp, so they would be satisfied. Of course, they may become depressed if they have to stay inside and underground for too long (bad thoughts), a bit like the opposite of cave adaptation. It would make more sense to have cave creatures like lizard men as guards in your fortress rather than tigermen, who would be excellent rangers and ambushers who patrol your woodlands, flatlands and so on, hunting and stalking stealthed intruders and potential threats by scent. It'd be great having a squad of lizard men patrol your underground fortress and the caverns, biting the christ out of any goblin child snatcher or hostile humanoid that's brave enough. Same for the amphibian men, who would prefer to stay in water and guard your waterways. Flying creatures would be excellent watchmen.


Current migrants are culturally dwarves who just have strange attributes right now.  Elves that live in your caves would have dwarven mentalities, not be cannibals, and not give a darn about the trees.  They might also have a good appreciation for stonework, and their artistic inclinations might lead them to be engravers rather than rope reed weavers.  They adopt all the religions and ethics of their adopted culture, rather than having it be an innate aspect of their race, which is a big part of the Cacame-style integration.  Cacame was an elf in body, but dwarf in soul, because he had adopted the dwarven way of life.  I also once had an elven queen named Asmel (dwarven name) who spent the early portion of her life as a plump helmet farmer because she was born in dwarven lands, and spent her whole life as a dwarven subject.

It's not a bug if a non-dwarven king or queen rises up, it just means that there is a shortage of adult dwarves to take the throne.  That's just much rarer in the current versions of the game where there are so much greater population totals, and more people die of starvation than violence, so the wars that tended to depopulate dwarven mountainhomes of all adult dwarves don't take place as often.  But they still happen - a dwarven civ that takes a serious pounding and faces existential crisis might still put a non-dwarf up if there are only non-dwarf adults left.

Plus, there are plenty of occasions where there are vampire tyrants that become king - and those include the lizardman vampires.

In that case, even better. I don't see anything wrong with animal men, elven or human members of a Dwarven civilisation taking control in the absence of all the Dwarven adults. If they've been there long enough, it's logical that they would be culturally Dwarven. Think of the British tribes across the southern and central parts of the isles that took on Roman qualities after the Romans left, or indeed the development of romance languages on the continent.
Title: Re: Semi-Sapiants
Post by: NW_Kohaku on March 28, 2012, 01:37:47 pm
Well, that causes problems, though.

What's "aboveground" when it comes to a building, anyway?  I mean, any sort of home is going to have a roof, right? 

If I completely construct a building aboveground that includes a warehouse and workshops and dining hall, and those tigermen carpenters are working with the tigermen woodcutters and haulers only ever see the insides of your facility... what's the difference between that and being underground, as far as the game can tell? 

I can dig a giant pit into the ground, and then construct walls all over the place to build a fortress that is "below ground", yet has been considered "outdoors" for the purposes that farming would care about. 

Does that make tigermen happy?  Or do they have to get direct sunlight in a way that would make cave-adapted dwarves nauseous?  If so, does that mean including Tigermen specifically means making my fortress highly vulnerable to flying creatures?

If so, I think I'll keep the serpentmen and antmen, but screw the tigermen.
Title: Re: Semi-Sapiants
Post by: Owlbread on March 28, 2012, 02:06:37 pm
Well, that causes problems, though.

What's "aboveground" when it comes to a building, anyway?  I mean, any sort of home is going to have a roof, right? 

If I completely construct a building aboveground that includes a warehouse and workshops and dining hall, and those tigermen carpenters are working with the tigermen woodcutters and haulers only ever see the insides of your facility... what's the difference between that and being underground, as far as the game can tell? 

I can dig a giant pit into the ground, and then construct walls all over the place to build a fortress that is "below ground", yet has been considered "outdoors" for the purposes that farming would care about. 

Does that make tigermen happy?  Or do they have to get direct sunlight in a way that would make cave-adapted dwarves nauseous?  If so, does that mean including Tigermen specifically means making my fortress highly vulnerable to flying creatures?

If so, I think I'll keep the serpentmen and antmen, but screw the tigermen.

It would mean making your tigermen (or any other similar aboveground creature) vulnerable to flying creatures, yes, unless they can shoot them with crossbows, fend them off with other means or with the help of an allied tribe of flying humanoids that you've recently become acquainted with. I think the game actually has distinctions like "above ground, inside, dark" or something like that, and "underground, dark" and so on. Check your K thing next time you're in a fortress. If your workshops are indoors and you have tigermen carpenters (which may be unwise, as you could have another race for that job), then it would be fine if they go and sleep in the camp in the open air, provided they aren't indoors for too long. If you had lizardmen outside, the same problems would appear in reverse.
Title: Re: Semi-Sapiants
Post by: NW_Kohaku on March 28, 2012, 02:14:29 pm
Yes, of course I know about the inside designations - that's why I was comparing it to the aboveground/underground farming, where something is marked as "outside" forever if it has ever seen daylight.

The problem is that the system you are talking about essentially punishes the construction of roofs of any sort, except maybe to get around the problems of not being able to build a bedroom without a roof.

But seriously, talking about this is kind of pointless - why have anything other than dwarves at all for efficiency purposes?  There is no efficiency to be gained in having to set up completely separate quarters unless those tigermen can literally do something dwarves cannot.  Even lizardman and serpentmen, who are shorter-lived and more likely to wind up dying on you of age, are perhaps more hassle than efficiency, although serpentmen at least have the decency to come with a venomous bite that dwarves can't do themselves.

Multi-racial forts make sense only as far as their interactions and the presence or absence of racial tensions exists for flavor, and so it has to come back to those arguments.

Further, as someone who has made a multi-racial fort through the use/abuse of castes to make radically different sentient beings possible, including making minotaurs, spider-people, and serpent-people all live together with dwarves... guess what, those serpent people are going to be wearing pants.  If you make tail-warmers, elves that come to visit are going to be wearing tail-warmers instead of socks, in spite of the fact that tail warmers are basically the size of an elf's torso.
Title: Re: Semi-Sapiants
Post by: Neonivek on March 28, 2012, 02:21:10 pm
Quote
Animalmen have a very low age limit - sometimes hardly any older than adulthood

Which is frankly one thing I sort of want to change. Especially since the vast majority of insect Animalmen live only a single year (admittingly I would understand if Toady made all insect animalmen mindless)

Mind you I was always speaking on a World Gen + Adventurer perspective..

I still hate the term "Semi-sentients" for creatures who arn't programmed to create civs but who have intelligence. I would understand it for the slow learner intelligent races like trolls.
Title: Re: Fully Sapient non-civilized creatures
Post by: NW_Kohaku on March 28, 2012, 02:31:56 pm
Well, that's for Detoxicated to change. :P

That little "Subject" line, you can edit that, too.
Title: Re: Semi-Sapiants
Post by: Owlbread on March 28, 2012, 02:33:06 pm
Yes, of course I know about the inside designations - that's why I was comparing it to the aboveground/underground farming, where something is marked as "outside" forever if it has ever seen daylight.

The problem is that the system you are talking about essentially punishes the construction of roofs of any sort, except maybe to get around the problems of not being able to build a bedroom without a roof.

But seriously, talking about this is kind of pointless - why have anything other than dwarves at all for efficiency purposes?  There is no efficiency to be gained in having to set up completely separate quarters unless those tigermen can literally do something dwarves cannot.  Even lizardman and serpentmen, who are shorter-lived and more likely to wind up dying on you of age, are perhaps more hassle than efficiency, although serpentmen at least have the decency to come with a venomous bite that dwarves can't do themselves.

Multi-racial forts make sense only as far as their interactions and the presence or absence of racial tensions exists for flavor, and so it has to come back to those arguments.

Further, as someone who has made a multi-racial fort through the use/abuse of castes to make radically different sentient beings possible, including making minotaurs, spider-people, and serpent-people all live together with dwarves... guess what, those serpent people are going to be wearing pants.  If you make tail-warmers, elves that come to visit are going to be wearing tail-warmers instead of socks, in spite of the fact that tail warmers are basically the size of an elf's torso.

That can be sorted though, I reckon. Maybe not now, but it's not impossible for creatures to be programmed to choose their clothes based on their physical needs. The idea is that the tigermen and other such creatures would somehow be better at ambushing and doing ranger-type activities than Dwarves, and creatures like troglodytes would be good for manual labour while your dwarves are more preoccupied with useful, higher-brow stuff - crafting, stoneworking, training, talking, writing books, woodworking, smithing etc. Stronger creatures could haul heavy items like platinum ore much faster than Dwarves can, and without the use of pack animals, wheelbarrows and so on. Dwarves are also unable to fly - some animal men can. Racial tensions can exist, yes, but they don't have to be the only decisive factor in this; I think if we can find animal men with unique talents (or create them) that our fortress could use, then that's good enough for me. Racial tensions are just interesting flavour that can add a lot to the game.

Also, the system doesn't punish the construction of roofs of any sort - only if you want to use animal men that prefer to live in the great outdoors for labour indoors (for extended periods of time), which is unwise. Just use troglodytes or an animal men that doesn't really give a damn about their environment as carpenters - the tigermen can be woodcutters if need be, but they'd be far better trackers and ambushers than your dwarves can ever be, even at legendary. Maybe not better fighters, but certainly better at "hunting". Not every tigerman would be a better tracker/ranger/ambusher than your legendary rangers, but legendary tigermen would be. I reckon creatures like lizardmen would be able to find their way around in the dark a lot better than dwarves could too.

Perhaps antmen could be effective miners/diggers - maybe in a different way to dwarves so they don't cancel each-other out. I think we could work something out, e.g. antmen could dig in a faster but less precise/productive manner (i.e. doesn't give as much stone, and can't dig intricate designs, but can dig very quickly. If you have a really big, simple room like a big square, get your antmen in to do the job. Whether or not the antmen actually do the job is dictated by a setting on the work order that you can set manually via the manager). This could get interesting. What do you fellows think should be the strengths and uses of certain animal men and savages, like the antmen for example?
Title: Re: Semi-Sapiants
Post by: NW_Kohaku on March 28, 2012, 02:41:38 pm
Oh, I know exactly what it takes to make clothing fit the proper castes - you need to make clothing based upon caste-level tags (although for efficiency, it might be useful to put it on the body part templates, as well).

Because right now, you have one-size-fits-your-whole-species clothing, regardless of if your females are 8 times the size of the males. 

Right now, you have no capacity to make clothing for sizes other than your primary race, so tigermen that might have different clothing sizes would not be covered at all - you'd need to have a menu option that lets you select what species or caste you are building your clothing for.

This has already been made fairly clear, I think, but hey, we can make another suggestion thread if we have to, I guess.

Flight and swimming make no difference, because pathfinding.  But then, we have to talk about pathfinding optimizations again.

The thing is... no, trogs are not better at that "low-brow" stuff than dwarves are.  In fact, given enough training, trogs would be as good as dwarves at the book-writing.  A dwarven miner and a tigerman miner are basically the same thing.  In fact, the tigerman might be better, since dwarves have an agility penalty.  Tigermen should then be better at darn near everything, since agility and speed are generally the only truly relevant stats in most work.

If you really want specialized races, then modding castes is your friend. 

Otherwise, the only point to this is the interracial relations.
Title: Re: Semi-Sapiants
Post by: Owlbread on March 28, 2012, 02:52:34 pm
Oh, I know exactly what it takes to make clothing fit the proper castes - you need to make clothing based upon caste-level tags (although for efficiency, it might be useful to put it on the body part templates, as well).

Because right now, you have one-size-fits-your-whole-species clothing, regardless of if your females are 8 times the size of the males. 

Right now, you have no capacity to make clothing for sizes other than your primary race, so tigermen that might have different clothing sizes would not be covered at all - you'd need to have a menu option that lets you select what species or caste you are building your clothing for.

This has already been made fairly clear, I think, but hey, we can make another suggestion thread if we have to, I guess.

Flight and swimming make no difference, because pathfinding.  But then, we have to talk about pathfinding optimizations again.

The thing is... no, trogs are not better at that "low-brow" stuff than dwarves are.  In fact, given enough training, trogs would be as good as dwarves at the book-writing.  A dwarven miner and a tigerman miner are basically the same thing.  In fact, the tigerman might be better, since dwarves have an agility penalty.  Tigermen should then be better at darn near everything, since agility and speed are generally the only truly relevant stats in most work.

If you really want specialized races, then modding castes is your friend. 

Otherwise, the only point to this is the interracial relations.

I know you want to reduce this thread to interracial relations, but it can actually cover any matter of things concerning "semi-sapient" creatures i.e. savages as part of your fortress. Modding is all fine and well but it's nice if it's an actual feature in the game. Technically, we could just mod in a lot of these suggestions from many threads and not really bother. Indeed, we don't have the capacity to make clothing for sizes other than your race, but I don't see why that couldn't be added. Also, trogs aren't as good as Dwarves at "high brow stuff" because they can't bloody read at all, and are slow learners. They're not better at the "low brow stuff" either, I'm just using them as an example of a slow-witted creature that could be handy doing basic jobs in your fortress while your dwarves do better stuff. Indeed, the tigermen would be faster than Dwarves (but perhaps they can't dig complicated designs) but remember - they can't stay underground. You need lizardmen for something like that, and even then they're not as good as Dwarves because of their inability to dig complicated things. Antmen could also do that job much better than any tigerman or lizardman could, but they run into similar problems - hence where your dwarves come in.
Title: Re: Semi-Sapiants
Post by: Splint on March 28, 2012, 03:34:18 pm
Wow I missed alot while I was at school. I'm impressed with the spirited debate I see here!

Just tosing this out there, Tigermen are too big to wear dwarf gear, except weapons and shields. If I recall They either only had those, or I bought gear for them from the humans; i don't recall exactly, as I had the tigermen working as  sort of shock corps I set upon goblins while the dwarves distracted them. Boy was that messy... I personally like the open air camp deal, like a sort of nobles screen thing showing requirments for the camp as a whole: Dining/meetinghall, watersource, dormitory, and for more savage races like trogs and tigermen, a barracks.

As far as interactions go, I liked that negotiations thing, and having to keep them content or they say screw off and abandon you (probably at the worst moment for the dwarves) or flat out give you the finger while scrotum stomping you legendary crafters cause you broke the agreement made with the tribe.your dwarves due to.... accidents... discourages dwarves, keeping the non-dorf population down.

As far as modding this... I'd do it myself but the last time I tried I wound up as a race of antenna'd fire breathing monitor lizard FBs and moose people.
Title: Re: Semi-Sapiants
Post by: NW_Kohaku on March 28, 2012, 03:45:12 pm
I know you want to reduce this thread to interracial relations, but it can actually cover any matter of things concerning "semi-sapient" creatures i.e. savages as part of your fortress. Modding is all fine and well but it's nice if it's an actual feature in the game. Technically, we could just mod in a lot of these suggestions from many threads and not really bother. Indeed, we don't have the capacity to make clothing for sizes other than your race, but I don't see why that couldn't be added. Also, trogs aren't as good as Dwarves at "high brow stuff" because they can't bloody read at all, and are slow learners. They're not better at the "low brow stuff" either, I'm just using them as an example of a slow-witted creature that could be handy doing basic jobs in your fortress while your dwarves do better stuff. Indeed, the tigermen would be faster than Dwarves (but perhaps they can't dig complicated designs) but remember - they can't stay underground. You need lizardmen for something like that, and even then they're not as good as Dwarves because of their inability to dig complicated things. Antmen could also do that job much better than any tigerman or lizardman could, but they run into similar problems - hence where your dwarves come in.

Actually, no, you can't mod that into clothing.  There is NO way to change how clothing is handled, and let your dwarves produce any sort of clothing other than clothing sized specifically for dwarves, and which dwarves will wear.  You can make "wing protectors" if you really want for your dwarves to give to owl creatures, but they're going to see those as "gloves", and wear them like gloves, and they aren't going to be sized for owl creatures.

Also, when something moddable comes into a suggestion thread, it is usually mentioned rather quickly.

Further, no, you can't dictate that troglodytes can't read or that lizardmen can't dig.  Not from the way the raws are right now, at least, because that isn't a part of their creature definitions, and what jobs they can claim are determined by what civ they are in.

A whateverman in a dwarf civ will be just as good a metalsmith or engraver as a dwarf is right now, because there are no relevant modifications to their skills.

And really, why should there be?  Unless you want to make some sort of personality-based conflict with the job itself (which is Personality Rewrite stuff), why should a tigerman NOT be as good as a dwarven metalsmith? 

Again, the game is just not built to currently meaningfully convey differences between races, which is partially both because of and why so many of the current races are just so plain similar when you get right down to it. 

Only making interactions between different races meaningful and more fundamental changes to the game mechanics to allow for more meaningful differences will change that, and it isn't some sort of personal insult to accuse me of saying that.
Title: Re: Semi-Sapiants
Post by: Owlbread on March 28, 2012, 04:01:33 pm
I know you want to reduce this thread to interracial relations, but it can actually cover any matter of things concerning "semi-sapient" creatures i.e. savages as part of your fortress. Modding is all fine and well but it's nice if it's an actual feature in the game. Technically, we could just mod in a lot of these suggestions from many threads and not really bother. Indeed, we don't have the capacity to make clothing for sizes other than your race, but I don't see why that couldn't be added. Also, trogs aren't as good as Dwarves at "high brow stuff" because they can't bloody read at all, and are slow learners. They're not better at the "low brow stuff" either, I'm just using them as an example of a slow-witted creature that could be handy doing basic jobs in your fortress while your dwarves do better stuff. Indeed, the tigermen would be faster than Dwarves (but perhaps they can't dig complicated designs) but remember - they can't stay underground. You need lizardmen for something like that, and even then they're not as good as Dwarves because of their inability to dig complicated things. Antmen could also do that job much better than any tigerman or lizardman could, but they run into similar problems - hence where your dwarves come in.

Actually, no, you can't mod that into clothing.  There is NO way to change how clothing is handled, and let your dwarves produce any sort of clothing other than clothing sized specifically for dwarves, and which dwarves will wear.  You can make "wing protectors" if you really want for your dwarves to give to owl creatures, but they're going to see those as "gloves", and wear them like gloves, and they aren't going to be sized for owl creatures.

Also, when something moddable comes into a suggestion thread, it is usually mentioned rather quickly.

Further, no, you can't dictate that troglodytes can't read or that lizardmen can't dig.  Not from the way the raws are right now, at least, because that isn't a part of their creature definitions, and what jobs they can claim are determined by what civ they are in.

A whateverman in a dwarf civ will be just as good a metalsmith or engraver as a dwarf is right now, because there are no relevant modifications to their skills.

And really, why should there be?  Unless you want to make some sort of personality-based conflict with the job itself (which is Personality Rewrite stuff), why should a tigerman NOT be as good as a dwarven metalsmith? 

Again, the game is just not built to currently meaningfully convey differences between races, which is partially both because of and why so many of the current races are just so plain similar when you get right down to it. 

Only making interactions between different races meaningful and more fundamental changes to the game mechanics to allow for more meaningful differences will change that, and it isn't some sort of personal insult to accuse me of saying that.

We may not be able to mod it in, but we can just get Toady to change it. Because Dwarves can have special traits that make them unique. They were created by Armok as the chosen race, why can they not be the best smiths, the most skilled miners and the finest masons in the universe? The reason why there should be special purposes (what's happening to my special purpose?) for animal men in fortresses is that it makes the game more interesting. Why can dwarves go into a martial trance and humans can't? Why can Elves talk to animal men and Dwarves/Humans can't? This is about making the current wealth of animal men more interesting by adding this fortress/native agreement, allowing them to shine in their own ways. And no, really, trogs can't read. They don't have the CAN_READ tag in their raws right now. Perhaps we could add it, but then they'd be a bit more advanced than just basic cavemen-like creatures. Lizardmen should also be able to dig (I'm not going by their current raws, I'm just suggesting that), but not as well as Dwarves or Antmen should be able to (as in, Dwarves could cut very intricate designs out of the rock with their picks and dig very fanciful rooms, but antmen can dig very fast, but only under simple instructions). I'm just saying that regardless of the current raws, this is what I think we could set up. Elves could be the best carpenters and hunters in the land, humans the best merchants or something.

We can get down to the more delicate cultural stuff after we lay this basic framework. I mean, it can't be any worse than it is now; right now, we can buy tigermen off the Elves and just let them run about in the fortress like labourless Dwarves. They can even make friends. I'm not suggesting we ignore the racial relations stuff, I'm just saying that goes on top of this idea like a layer cake. There are other ways to make races different to one-another in a meaningful way (which could be implemented alongside the race relations stuff), and I'm suggesting that we can do it through innate skills and abilities that make them better at certain things than other creatures. The problem with the race relations thing is that it seems to be a really deep concept that requires a lot of thought, so we would be best to take a lot of time on that. It would most likely come a lot later in the game as well because we barely have any meaningful inter-dwarf relations/interactions, let alone international relations between civilisations of the same race or seperate ones.

I personally like the open air camp deal, like a sort of nobles screen thing showing requirments for the camp as a whole: Dining/meetinghall, watersource, dormitory, and for more savage races like trogs and tigermen, a barracks.

That's an excellent idea, Splint. I really the idea of a nobles-screen like thing that you can go into to see what the tribes need. I suppose that brings you closer to the tribes, so they'd feel like more of a part of your fortress, but not too much so that you would forget they're there by agreements and treaties, not by birth or something like your dwarves.  I'd use tigermen as shock troops too, but maybe something more durable like a troll would be in order. That's a good point; are sasquatches, trolls and yetis of the same classification as trogs? Or indeed, animal men? Maybe they are, they're just a lot slower in the mind. I think the biggest issue is that trolls, yetis etc seem to be solitary creatures. I wonder how we could integrate them into the fortress. It should be possible - the goblins do it after all. Trolls are also evil, something we need to keep in mind.
Title: Re: Semi-Sapiants
Post by: NW_Kohaku on March 28, 2012, 04:34:35 pm
Well, for starters, Armok doesn't exist.  You must be thinking of [ADJECTIVE][NO_ART_NOUN], the creator deity of [NOUN][PHRASE]. 

Anyway, the only thing unique about dwarves, aside from some attributes and a few personality things that don't make much difference until after the Personality Rewrite, the only thing that really matters is that they have TRANCES (which also makes them mood), and 60k size. 

Attributes unfortunately don't matter nearly as much as skills do right now, and since most animalmen don't even have any attributes given to them at all (or rather, all of them have default attributes), then the differences between the animalmen are essentially restricted to maxage and size. 



Sure, we could ask Toady for caste-level body-templatable clothing tokens... but that's another suggestion entirely, and I fully support making it (if it hasn't already been made). 

Which was my whole point - these sorts of things rely upon other suggestions to be implemented beforehand.



CAN_READ is not a token, by the way.  Reading is a skill, and while it might be possible to make creatures innately read or possibly even theoretically impossible to read through use of the caste-level skill tokens, those aren't being used in such a way right now. 



Digging is not a creature-level concept right now, either (barring skill tokens being used in a way they aren't right now, again), it's a civ-level token, so again, anyone who joins a dwarf civ is going to immediately become capable of dwarven steel manufacture, and have access to all other civ-level knowledge.

To get onto the "well that's how it should be", with lizardmen not being able to "dig as well"... once again, you're not answering the important question: Why shouldn't they?

Why can't a lizardman dig as well as a dwarf can dig if they are members of a dwarf civilization?  Unless there is some sort of physiological or deeply ingrained psychological problem with them not being able to swing a pick in a way like how a dwarf does if a dwarf taught him how to do that digging, why wouldn't a lizardman learn to dig just as well as a dwarf does?

Why shouldn't a lizardman know how to make steel if a dwarf shows him how?  Why shouldn't a lizardman start making =steel breastplates= with the best of them?

What you would have to justify is some sort of actual racial inferiority.  You need to explain why a lizardman will never be able to understand how to pound a bar of steel with a hammer to make it sharp the same way a dwarven weaponsmith will be able to understand it, no matter how tutored in the arts of weaponsmithing he/she may be by dwarves.  What justifies that?

The rest, after that, is all culture, and how cultures interact, and those are the very things that I am trying to say are the most important aspects.

So what if it takes a lot of thought?  This is the suggestions forums.  Anything that DOES get implemented is going to get implemented only after a few years and dozens of threads on the subject with hundreds or even thousands of posts.  THINKING or conversing are not the bottlenecks to ideas in DF.  If there's one thing we can do, it's hash out ideas as thoroughly as we need to before any action is taken upon them.
Title: Re: Semi-Sapiants
Post by: ApolloCVermouth on March 29, 2012, 02:30:30 am
But seriously, talking about this is kind of pointless - why have anything other than dwarves at all for efficiency purposes?  There is no efficiency to be gained in having to set up completely separate quarters unless those tigermen can literally do something dwarves cannot.  Even lizardman and serpentmen, who are shorter-lived and more likely to wind up dying on you of age, are perhaps more hassle than efficiency, although serpentmen at least have the decency to come with a venomous bite that dwarves can't do themselves.

Multi-racial forts make sense only as far as their interactions and the presence or absence of racial tensions exists for flavor, and so it has to come back to those arguments.

To me, this is an important point. I'm not sure how Toady plans to develop dwarven society, except that dwarf mode inns imply some sort of more substantial interaction with outside races--though building them will be optional. I probably won't build them. In my mind, dwarves are a secretive race that exists to make beautiful things and to gather wealth. They live to work. Why would dwarves want animal men building their walls or engraving them with their legends? Why would they teach others their secrets?
Title: Re: Semi-Sapiants
Post by: stabbymcstabstab on March 29, 2012, 09:53:54 am
Because they need some one to reach the booze on the top self.
Title: Re: Semi-Sapiants
Post by: Owlbread on March 29, 2012, 11:21:19 am
Well, for starters, Armok doesn't exist.  You must be thinking of [ADJECTIVE][NO_ART_NOUN], the creator deity of [NOUN][PHRASE]. 

Anyway, the only thing unique about dwarves, aside from some attributes and a few personality things that don't make much difference until after the Personality Rewrite, the only thing that really matters is that they have TRANCES (which also makes them mood), and 60k size. 

Attributes unfortunately don't matter nearly as much as skills do right now, and since most animalmen don't even have any attributes given to them at all (or rather, all of them have default attributes), then the differences between the animalmen are essentially restricted to maxage and size. 



Sure, we could ask Toady for caste-level body-templatable clothing tokens... but that's another suggestion entirely, and I fully support making it (if it hasn't already been made). 

Which was my whole point - these sorts of things rely upon other suggestions to be implemented beforehand.



CAN_READ is not a token, by the way.  Reading is a skill, and while it might be possible to make creatures innately read or possibly even theoretically impossible to read through use of the caste-level skill tokens, those aren't being used in such a way right now. 



Digging is not a creature-level concept right now, either (barring skill tokens being used in a way they aren't right now, again), it's a civ-level token, so again, anyone who joins a dwarf civ is going to immediately become capable of dwarven steel manufacture, and have access to all other civ-level knowledge.

To get onto the "well that's how it should be", with lizardmen not being able to "dig as well"... once again, you're not answering the important question: Why shouldn't they?

Why can't a lizardman dig as well as a dwarf can dig if they are members of a dwarf civilization?  Unless there is some sort of physiological or deeply ingrained psychological problem with them not being able to swing a pick in a way like how a dwarf does if a dwarf taught him how to do that digging, why wouldn't a lizardman learn to dig just as well as a dwarf does?

Why shouldn't a lizardman know how to make steel if a dwarf shows him how?  Why shouldn't a lizardman start making =steel breastplates= with the best of them?

What you would have to justify is some sort of actual racial inferiority.  You need to explain why a lizardman will never be able to understand how to pound a bar of steel with a hammer to make it sharp the same way a dwarven weaponsmith will be able to understand it, no matter how tutored in the arts of weaponsmithing he/she may be by dwarves.  What justifies that?

The rest, after that, is all culture, and how cultures interact, and those are the very things that I am trying to say are the most important aspects.

So what if it takes a lot of thought?  This is the suggestions forums.  Anything that DOES get implemented is going to get implemented only after a few years and dozens of threads on the subject with hundreds or even thousands of posts.  THINKING or conversing are not the bottlenecks to ideas in DF.  If there's one thing we can do, it's hash out ideas as thoroughly as we need to before any action is taken upon them.

Firstly, I know Armok doesn't exist, I was trying to appeal to your inner dwarf as you seemed to be doing the same thing earlier on with Cacame. To be honest, most of these ideas from all of us rely on other suggestions to be made beforehand, which can be done. We're just having a brainstorm here, really. Even if attributes don't matter as much now, that's not to say that they can't in the future. Maybe that needs to be suggested beforehand, like you said.

As for lizardmen not being able to dig as well as a dwarf, yes. I believe there should be physiological powers and limitations in every race; even Cacame could never be as good a smith as a biological dwarf, nor could Morul or Tholtig ever be as good merchants as humans are or druids as Elves etc. It could just be innate within dwarves to be skilled in certain areas that others aren't, as with every race. As for the "should" argument here, I think it adds more dept to the races as things stand. If the creator wanted all the races to be equal in every way, why did he bother creating seperate races other than for cosmetic reasons or for roleplay, as race relations may be oriented towards? I really like the idea of inter-racial diplomacy, dealing with racism etc, but there's only so many times you can be called "pondscum" before you realise you're exactly the same as that human guard only you weren't born and raised in the same town as him. That just makes it all seem a bit silly, doesn't it? Like real life racism; but this isn't real life.

I'm getting carried away here, but one of the conclusions of the "Biological powers" thing is that if an elf marries a dwarf and they have kids, the child would be a better smith than any elf but never as good as a true blooded dwarf, but also a better druid than any dwarf. If that dwarf had children the power would be lost, or it could lie dormant like a recessive gene. Again, that's genetics getting involved there - another suggestion? We could make a list.
Title: Re: Semi-Sapiants
Post by: miauw62 on March 29, 2012, 11:32:49 am
I want this to the above:
the [TRANCES] is NOT related to moods.
It makes them go into martial trances, nothing else.
And those martial trances are damn scary.
Title: Re: Semi-Sapiants
Post by: Owlbread on March 29, 2012, 11:35:57 am
I want this to the above:
the [TRANCES] is NOT related to moods.
It makes them go into martial trances, nothing else.
And those martial trances are damn scary.

There's another thing that Dwarves do and other races don't. They have strange moods.
Title: Re: Semi-Sapiants
Post by: NW_Kohaku on March 29, 2012, 12:21:56 pm
I want this to the above:
the [TRANCES] is NOT related to moods.
It makes them go into martial trances, nothing else.
And those martial trances are damn scary.

Nope, [TRANCES] causes strange moods as well as trances. 

It's like how all the behavior of cats were wrapped up in the [VERMIN_HUNTER] token until recently, and you couldn't make a creature that hunted vermin without also making them adopt owners instead of the other way around.  Likewise, most goblin-related stuff is related to being the child snatchers.

It's one of those annoyances to modders that many of the things you wish you could separate out are hard-coded onto tokens that are all-or-nothing they-behave-only-like-things-in-vanilla tokens.
Title: Re: Semi-Sapiants
Post by: NW_Kohaku on March 29, 2012, 12:30:01 pm
As for lizardmen not being able to dig as well as a dwarf, yes. I believe there should be physiological powers and limitations in every race; even Cacame could never be as good a smith as a biological dwarf, nor could Morul or Tholtig ever be as good merchants as humans are or druids as Elves etc. It could just be innate within dwarves to be skilled in certain areas that others aren't, as with every race. As for the "should" argument here, I think it adds more dept to the races as things stand. If the creator wanted all the races to be equal in every way, why did he bother creating seperate races other than for cosmetic reasons or for roleplay, as race relations may be oriented towards? I really like the idea of inter-racial diplomacy, dealing with racism etc, but there's only so many times you can be called "pondscum" before you realise you're exactly the same as that human guard only you weren't born and raised in the same town as him. That just makes it all seem a bit silly, doesn't it? Like real life racism; but this isn't real life.

I'm getting carried away here, but one of the conclusions of the "Biological powers" thing is that if an elf marries a dwarf and they have kids, the child would be a better smith than any elf but never as good as a true blooded dwarf, but also a better druid than any dwarf. If that dwarf had children the power would be lost, or it could lie dormant like a recessive gene. Again, that's genetics getting involved there - another suggestion? We could make a list.

Here's the thing: I've always really hated those sorts of assumptions. 

The games where elves are made to be wizards, because they have higher INT, and lower STR, so they have to take magic-based classes, and where there is no point in making your wizard anything but an elf?  It just crushes the RP when you stereotype and constrain race and class to mean the same thing.

I much preferred something more like 3rd ed D&D, where the difference between an Elf and a Human was +2 Dex, -2 Con.  Or, +5% evasion, +5% ranged attack accuracy, and -1 HP per level.  Put the skill and feat stuff plus those bonus weapon training aside for a second, and consider what classes you are allowed to take or are constrained to based upon race from just that...

You can play an elven pretty much anything and take functionally similar bonuses and penalties for doing so.  You aren't overly punished for being an elven fighter.  A human wizard was just as good as any other basic race (actually a little better because of the feat and skill, but again, that's going beside the point). 

What I don't want to see is a game where efficiency dictates type-casting dwarves as miners and smiths, tiger men as the warrior caste, and gnomes or whatever as your gem setters.

It just utterly cheapens the fantasy into nothing but stereotypes, which is the eternal pitfall of fantasy.
Title: Re: Semi-Sapiants
Post by: Owlbread on March 29, 2012, 01:46:16 pm
As for lizardmen not being able to dig as well as a dwarf, yes. I believe there should be physiological powers and limitations in every race; even Cacame could never be as good a smith as a biological dwarf, nor could Morul or Tholtig ever be as good merchants as humans are or druids as Elves etc. It could just be innate within dwarves to be skilled in certain areas that others aren't, as with every race. As for the "should" argument here, I think it adds more dept to the races as things stand. If the creator wanted all the races to be equal in every way, why did he bother creating seperate races other than for cosmetic reasons or for roleplay, as race relations may be oriented towards? I really like the idea of inter-racial diplomacy, dealing with racism etc, but there's only so many times you can be called "pondscum" before you realise you're exactly the same as that human guard only you weren't born and raised in the same town as him. That just makes it all seem a bit silly, doesn't it? Like real life racism; but this isn't real life.

I'm getting carried away here, but one of the conclusions of the "Biological powers" thing is that if an elf marries a dwarf and they have kids, the child would be a better smith than any elf but never as good as a true blooded dwarf, but also a better druid than any dwarf. If that dwarf had children the power would be lost, or it could lie dormant like a recessive gene. Again, that's genetics getting involved there - another suggestion? We could make a list.

Here's the thing: I've always really hated those sorts of assumptions. 

The games where elves are made to be wizards, because they have higher INT, and lower STR, so they have to take magic-based classes, and where there is no point in making your wizard anything but an elf?  It just crushes the RP when you stereotype and constrain race and class to mean the same thing.

I much preferred something more like 3rd ed D&D, where the difference between an Elf and a Human was +2 Dex, -2 Con.  Or, +5% evasion, +5% ranged attack accuracy, and -1 HP per level.  Put the skill and feat stuff plus those bonus weapon training aside for a second, and consider what classes you are allowed to take or are constrained to based upon race from just that...

You can play an elven pretty much anything and take functionally similar bonuses and penalties for doing so.  You aren't overly punished for being an elven fighter.  A human wizard was just as good as any other basic race (actually a little better because of the feat and skill, but again, that's going beside the point). 

What I don't want to see is a game where efficiency dictates type-casting dwarves as miners and smiths, tiger men as the warrior caste, and gnomes or whatever as your gem setters.

It just utterly cheapens the fantasy into nothing but stereotypes, which is the eternal pitfall of fantasy.

It does, but DF is full of stereotypes. Dwarves like metal and do blacksmithing, they have beards and dig holes to hide their treasure in. Elves live in the woods and have floppy hair, no beards (yet) and try to protect nature. Humans are the most balanced of the two races, but they are also the most prolific. Goblins are evil and violent. Practically every creature in DF is a fantasy stereotype; and that's not a big problem. DF handles things differently to an extent, but not to the point that it abandons traditional fantasy conventions. Dwarves are already type cast as miners and smiths, elves are already type cast as tree huggers and humans are already type cast as... well, merchants and... humans I suppose.

Still, it won't be "overly punishing" you for trying to make an elf smith or a dwarven ranger if they just won't be as good (in specific ways) as the race that is "specialised" for that role. Remember what I said about antmen being more efficient miners than dwarves, but they can't dig intricate designs? The same principle can be applied across the board, meaning that if you decide to make an elf smith, he'll be a different sort of smith to a dwarven one; exactly how, I don't know yet. I know, for example, elven warriors may traditionally fight with a sword and bow, but what if you made a heavy armoured elf that uses druidical powers to cause trees to twist and tangle together in the path of his fleeing enemies, allowing him to cut the villains down where they stand? He won't be as good an axeman as a dwarf, but he will be able to use other powers that make him very interesting. I would like to find a way to allow these things to be up to the player to find out new combinations of innate skills and skills that can be learned to create very unusual characters; specialised to fit roles of our own creation. It encourages experimentation; if everyone can be anything, then why experiment? Just be "everything".
Title: Re: Semi-Sapiants
Post by: NW_Kohaku on March 29, 2012, 02:17:20 pm
You might want to correct your quote error.

Anyway, no, elves aren't just people that live in woods.  The Forest culture that is formed around the nature spirits, in which elves are by far the most populous species does that.  Elves as a species are not entirely defined by their culture, however.  Elves preferring bows are just what their culture does, but an elf raised in a different culture should not be incapable of wielding an axe - there is no reason they would be physiologically less capable of being an axelord if they were born to a dwarven culture.

I can find "humanized" or "dwarfified" elves, and they are defined only by the personality traits and physical differences they have, but those "dwarfified" elves are capable of becoming artisans and even metalsmiths of just as fine craftsdwarf/elfship as any other.  Why shouldn't an "elfified" dwarf be able to become a druid just like an elf?  Unless there is some reasoning that dwarves physiologically are incapable of that sort of magic, there shouldn't be such a thing, just as there is no reason an antman shouldn't be capable of learning to apply intricate designs to his engravings, so long as they have the eyesight, dexterity, and mental capacity for doing so.

Artificial limitations just to enforce a stereotype are not something that adds character to the game.  Personality-based or culture-based preferences add character, and that is why I guide this towards making culture and cultural interactions and tensions more meaningful.
Title: Re: Semi-Sapiants
Post by: Owlbread on March 29, 2012, 03:34:52 pm
You might want to correct your quote error.

Anyway, no, elves aren't just people that live in woods.  The Forest culture that is formed around the nature spirits, in which elves are by far the most populous species does that.  Elves as a species are not entirely defined by their culture, however.  Elves preferring bows are just what their culture does, but an elf raised in a different culture should not be incapable of wielding an axe - there is no reason they would be physiologically less capable of being an axelord if they were born to a dwarven culture.

I can find "humanized" or "dwarfified" elves, and they are defined only by the personality traits and physical differences they have, but those "dwarfified" elves are capable of becoming artisans and even metalsmiths of just as fine craftsdwarf/elfship as any other.  Why shouldn't an "elfified" dwarf be able to become a druid just like an elf?  Unless there is some reasoning that dwarves physiologically are incapable of that sort of magic, there shouldn't be such a thing, just as there is no reason an antman shouldn't be capable of learning to apply intricate designs to his engravings, so long as they have the eyesight, dexterity, and mental capacity for doing so.

Artificial limitations just to enforce a stereotype are not something that adds character to the game.  Personality-based or culture-based preferences add character, and that is why I guide this towards making culture and cultural interactions and tensions more meaningful.

You're not listening, so I'm going to have to repeat myself, and I can't fix the error because it doesn't seem to appear in the editor, same with yours above it. I've told you that the stereotypes are already there, and why an elfified dwarf shouldn't be able to become the best straight-up druid in the land. Elves are people that live in the woods, and that's an example of the stereotype I'm giving you - I'm not saying they're just people with floppy hair that live in the woods, and I'm not attacking the Elves and you don't need to defend them like that, I'm just saying they fit the bill set by lord of the rings, DnD and so forth because (for example) they have floppy hair and live in the woods. I was using the example of Elves using bows because it's a part of Elven culture to do that, and I think Elves could have developed that part of their culture because they are physiologically suited to it - tall, skinny, dextrous, able to hide well, good affinity for the woods. Otherwise, why did Elves do that and not dwarves? Because Armok/Toady made them that way?

I've also explained that I believe that limitations (it's not specifically artificial because everything in DF is artificial) do add character to the game because they encourage players, outside of RP, to choose their races and origins carefully, and to experiment in order to have different gameplay experiences. They don't mean that an elf can never be an axelord, they just can't be a better legendary axelord straight up than a dwarf could - but maybe they could be better in different ways, ways that we can work out. I don't think Dwarves should be able to have the same affinity with the woods if they were raised there as an elf because elves were presumably created by the gods in the wilderness whereas dwarves were created to live underground. If elves were created for the wilderness and created in the wilderness, why would dwarves be exactly the same if they were brought up there? If you are a god and you are creating a creature to live in the woods and one to live in caves, do you give the one that lives in the caves the same links with the forest as the forest creature? Or do you just have 1 creature, because it really doesn't matter what race they are that way besides roleplay.

We seem to have reached the point that we're repeating things to each-other, but we don't seem to be going anywhere. Is there anything we can do?
Title: Re: Semi-Sapiants
Post by: Captain Crazy on March 29, 2012, 07:20:31 pm
why does this have to devolve into some race debate

i want other non-dwarves to join my fort for strategic reasons. the undergrounders can innately swim and some animal-peoples can take to the skies. why does it have to be more complex than "send liason to animalman outpost. animalmen get shelter, you get extra workers."
Title: Re: Semi-Sapiants
Post by: Splint on March 29, 2012, 07:26:22 pm
why does this have to devolve into some race debate

i want other non-dwarves to join my fort for strategic reasons. the undergrounders can innately swim and some animal-peoples can take to the skies. why does it have to be more complex than "send liason to animalman outpost. animalmen get shelter, you get extra workers."

THANK YOU. Jeeze.
Title: Re: Semi-Sapiants
Post by: NW_Kohaku on March 29, 2012, 09:45:38 pm
It's about making the differences between species be actual differences of the species, not the culture they come from.

Elves have an innate artistic sense as part of their personalities (which are apparently species-based), and will decorate things like cloth or wood objects in their own culture, but not so much stone.  They have the dexterity, the physical and mental capacity to and inclination for such artwork.  Put an elf in dwarven culture, though, and why should they suddenly fail to understand engraving just because "stone" or "metal" is somehow something too difficult for an elf to grasp? 

The same goes for those tigermen smiths - unless there is some sort of physiological reason they cannot learn how to pound a steel rod into a sword, there is no reason they cannot be as good a smith as a dwarf can be, provided they have the proper training.

Now, if it is something like a druid, and there literally is some reason that a dwarf cannot cast magic the way that an elf can, because some fundamental magical makeup of their being is different, then it's something different from just "because that's what elves are good for".  If only elves and forest creatures are born with the nature-magicky-souls needed for nature magic, then it would make sense to say dwarves can either not learn that profession or that they can only advance up to a certain point and even then with great difficulty. 

Likewise, if you had an animal-man creature that had no sense of sight, and no concept of aesthetics, then it would make sense to say that they are incapable of almost any form of artwork, not just some specific material they choose to work with.

If it's something like fishing for muscles, and you have a race of water-breathers, then yes, that makes sense to say that the water-breathers are going to be more efficient about collecting muscles, but saying that a lizardman can't learn to dig in the same way as a dwarf does simply because dwarves are stereotypical miners doesn't make sense.

So again, saying just a blanket "dwarves are better axelords" does not make sense - it can make sense to say that dwarves will be stronger than elves, and elves will have more agility, on average, (where the way that attributes are distributed now is perfectly fine) but not that an elf is somehow fundamentally incapable of understanding a concept like "swing an axe" in the same way they understand "swing a sword". 

So yes, there's a difference between a physiological difference that provides a strength or weakness, and a totally arbitrary stereotype limitation.
Title: Re: Semi-Sapiants
Post by: GreatWyrmGold on March 29, 2012, 10:52:21 pm
why does this have to devolve into some race debate

i want other non-dwarves to join my fort for strategic reasons. the undergrounders can innately swim and some animal-peoples can take to the skies. why does it have to be more complex than "send liason to animalman outpost. animalmen get shelter, you get extra workers."

THANK YOU. Jeeze.

What about the whole "Dwarves seem xenophobic due to their tendancies to kill traders and even useless immigrants, and also the pre-existing stereotypes" thing, and the whole "Dwarves' unthinkability of slavery means the animalmen or whatever would be granted equal rights, even if the dwarves didn't like them?" Think about it: Would YOU want to live next door to a weird scaley person with a viper's head, or bump elbows with a race your kind has strongly disliked for centuries, or know that your first line of defense against the deadly outside world is a band of combat-hungry tigerpeople? Now add to that the issues of dwarven xenophobia, and you have a complex social situation on your hands. A multiracial fortress would need these social considerations to be interesting, aside from the possibility of various modifiers to skills/attributes/personality traits/etc as NW_Kohaku and Owlbread have been debating.
Title: Re: Semi-Sapiants
Post by: Splint on March 29, 2012, 10:57:57 pm
I've given up because all the debating makes this an obviously pointless thread to have gotten involved in.

I'd just like the option. If nothing else, figure a way to make them work as mercenaries. No slavery, both sides benefit, and not much consideration needs to be made for either side in such a situation. Tribe defends fort, fort pays them in tools or food or whatever. Pay insufficent, tribe leaves. Probably not possible/ this won't be implemented anyway.

Farewell thread. May your debate continue in peace.
Title: Re: Semi-Sapiants
Post by: GreatWyrmGold on March 29, 2012, 11:25:47 pm
Simplicity is nice but unrealistic. It would be more interesing if social complexity was added. That is all we're saying.
Title: Re: Semi-Sapiants
Post by: Owlbread on March 30, 2012, 10:37:46 am
It's about making the differences between species be actual differences of the species, not the culture they come from.

Elves have an innate artistic sense as part of their personalities (which are apparently species-based), and will decorate things like cloth or wood objects in their own culture, but not so much stone.  They have the dexterity, the physical and mental capacity to and inclination for such artwork.  Put an elf in dwarven culture, though, and why should they suddenly fail to understand engraving just because "stone" or "metal" is somehow something too difficult for an elf to grasp? 

The same goes for those tigermen smiths - unless there is some sort of physiological reason they cannot learn how to pound a steel rod into a sword, there is no reason they cannot be as good a smith as a dwarf can be, provided they have the proper training.

Now, if it is something like a druid, and there literally is some reason that a dwarf cannot cast magic the way that an elf can, because some fundamental magical makeup of their being is different, then it's something different from just "because that's what elves are good for".  If only elves and forest creatures are born with the nature-magicky-souls needed for nature magic, then it would make sense to say dwarves can either not learn that profession or that they can only advance up to a certain point and even then with great difficulty. 

Likewise, if you had an animal-man creature that had no sense of sight, and no concept of aesthetics, then it would make sense to say that they are incapable of almost any form of artwork, not just some specific material they choose to work with.

If it's something like fishing for muscles, and you have a race of water-breathers, then yes, that makes sense to say that the water-breathers are going to be more efficient about collecting muscles, but saying that a lizardman can't learn to dig in the same way as a dwarf does simply because dwarves are stereotypical miners doesn't make sense.

So again, saying just a blanket "dwarves are better axelords" does not make sense - it can make sense to say that dwarves will be stronger than elves, and elves will have more agility, on average, (where the way that attributes are distributed now is perfectly fine) but not that an elf is somehow fundamentally incapable of understanding a concept like "swing an axe" in the same way they understand "swing a sword". 

So yes, there's a difference between a physiological difference that provides a strength or weakness, and a totally arbitrary stereotype limitation.

Excellent point. I see what you mean now, I just had this idea in my head that Dwarves could have some sort of physiological reason for being good miners and such. We should probably cut it there and shake hands in celebration of a good debate, seeing as we've drifted a bit from the original proposals of the suggestion, as the other chaps are saying.

I've given up because all the debating makes this an obviously pointless thread to have gotten involved in.

I'd just like the option. If nothing else, figure a way to make them work as mercenaries. No slavery, both sides benefit, and not much consideration needs to be made for either side in such a situation. Tribe defends fort, fort pays them in tools or food or whatever. Pay insufficent, tribe leaves. Probably not possible/ this won't be implemented anyway.

Farewell thread. May your debate continue in peace.

Ah wait, don't go. I was debating with the intent of stopping at some point, dear Splint, as I have decided to do now. I thought that if we had a debate like that we might start creating more ideas and exposing problems with others, thus allowing us to build on that. The reason for us having a debate was the fact that Kohaku disagreed with me over things like creatures being innately better at things than others, as he is entitled to do. That argument has been explored in-depth now, which is handy because it relates to the whole idea of tribes becoming a part of your fortress - antmen miners, tigermen ambushers etc. By all means, keep posting. I just hope the debate was constructive in some way rather than killing the thread.
Title: Re: Semi-Sapiants
Post by: GreatWyrmGold on March 30, 2012, 01:48:52 pm
Of course, what physiological reason is it? Is it that dwarves have a greater muscle density, conferring greater strength and stamina? Wait...that could also explain their skill at forging metal and such (which I imagine is somewhat tiring), masonry (ditto), and why they prefer weapons like the axe and hammer...especially if their muscles don't allow for as fine of muscle control, explaining why they use bows and not crossbows! And elves are weaker and more fragile, but have more muscle control, so they can use swords and bows with great finesse, but not too much strength! Humans are in between, so they can use both kinds of weapons...Awesome! I just answered my own question and some others, too! Now we need to apply this logic to animalpeople to justify their strengths, and apply that logic to see what else they'd be good at.
Title: Re: Semi-Sapiants
Post by: Neonivek on March 30, 2012, 02:44:10 pm
One issue GreatWyrmGold is the scaling up of weapons.

We are not giants but how do weapons work when you are giant?

Do blades still work? Peircing weapons? Blunt weapons?

If Bows are out of the picture what about powerful slings?
Title: Re: Semi-Sapiants
Post by: NW_Kohaku on March 30, 2012, 03:41:12 pm
Weapons are scaled based upon who makes them, but there is a minimum size for each weapon. 

Hence, a "Short sword" made by dwarves is used by anyone above a minimum size, even if you're dragon-sized, but it's just smaller and less effective than a "short sword" made by a dragon.

Conversely, if you had a dragon-sized civ creature, they would be able to produce short swords that dwarves could wield, would take the same 1 bar of steel to make, but weigh something like a ton, and be obscenely valuable on a scale that makes Large Steel Serrated Discs look tame. 

... In short, the current weapon system is basically as nonsensical as the current clothing system.
Title: Re: Semi-Sapiants
Post by: Neonivek on March 30, 2012, 03:46:12 pm
I mean... in real life

I'd expect that once we actually get giant cultures and races (or really small ones like Rat sized) that the weapons would be adjusted for their size so that a Pixie isn't going to use a Club because that would be useless.
Title: Re: Semi-Sapiants
Post by: NW_Kohaku on March 30, 2012, 03:54:09 pm
Of course, what physiological reason is it? Is it that dwarves have a greater muscle density, conferring greater strength and stamina? Wait...that could also explain their skill at forging metal and such (which I imagine is somewhat tiring), masonry (ditto), and why they prefer weapons like the axe and hammer...especially if their muscles don't allow for as fine of muscle control, explaining why they use bows and not crossbows! And elves are weaker and more fragile, but have more muscle control, so they can use swords and bows with great finesse, but not too much strength! Humans are in between, so they can use both kinds of weapons...Awesome! I just answered my own question and some others, too! Now we need to apply this logic to animalpeople to justify their strengths, and apply that logic to see what else they'd be good at.

Actually, no. 

Masonry is not about muscle mass.  Sure, you need a certain amount of it, but how good a job you do in laying down brick work or carving a smooth stone has much more to do with fine-tuned dexterity, knowledge of the working material, and trained hand-eye-coordination than brute force.

In short, there's no reason an elf wouldn't be as good at that, provided they are bulked up enough to meet the minimum strength requirements.  In fact, elven dexterity would probably make them better at it.

The reason why dwarves are less capable of bowmanship is simply their height at play - a longbow is something like 6 feet tall.  They favor powerful upper body strength, but also a relatively tall warrior.  Strength would help more with crossbow reloading, though. 

Really, I remember making a few comparisons between Dwarves and Neanderthals - Neanderthals were also shorter, hairier, stronger people than the humans they lived near.  They were slower because of their shorter legs, and much less capable in grasslands or at long-distance running, but they were powerful in melee, and lived in forests where they could ambush prey from close range.  "Prey" in this case were things like wooly mammoths that they attacked by jumping on its back and stabbing with a spear repeatedly while trying not to be gored by a giant enraged elephant-like creature.  (The comparisons to dwarves are obvious.)

Humans, meanwhile, tried doing that silly little "stand away from the giant dangerous beast and shoot arrows at it" thing.  Cowards. 

Skeletal remains of Neanderthals showed they had an extremely high rate of injury, especially goring by mammoth tusks, including plenty of fractured skulls that were jammed through the brain because of their extremely risky hunting practices.

So, going back, don't think of swords as somehow more "finesse" so that suddenly strength doesn't matter.  Get right down to it, and a cleaving-type sword is not all that much different from an axe. 

Further, we are talking about very general trends - what this would better be represented by would be making different attributes have more overt play in the skills that are used.  An exceptionally strong but clumsy elf, then, should be much like a dwarf, if we are just basing this straight off of attributes, right?

For this to make sense, you need to actually put attributes in a visible profile when you are assigning labors, however. 
Title: Re: Semi-Sapiants
Post by: Splint on March 30, 2012, 03:56:36 pm
One issue GreatWyrmGold is the scaling up of weapons.

We are not giants but how do weapons work when you are giant?

Do blades still work? Peircing weapons? Blunt weapons?

If Bows are out of the picture what about powerful slings?

Alright, since I like talking about weapons and the combat utilities the animal men would provide and such I'll stick around. I do still commend the spirited debate that went down.
Most weapons work the same, so long as the creature has hands to use them and they're the right size. Dwarves can't use alot of larger human weapons like 2 handers and great axes, and some polearms if of human make. Anything goblins wield however will just be simply crap version of what dwarves make.
And slings do seem like they'd be a more common tribal weapon than blowguns....

I figure I'll point out what I did gather from my cheating methods of dfusion and runesmith:
Tigermen make great soldiers, but poor manual laborers. They could use the crap humans brought. While they learned just as well as dwarves did, they took twice as long moving about, save for hauling.
Antmen were by far the best thing I brought, thier fearlessness and needs of only food and drink allowing them to outstrip dwarves in bulk tasks of farming/plantcollecting, mining and woodcutting, with them effectivly doing double the work a dwarf ever could in such tasks, and best of all, enjoying it (aside from the ones who got mauled by giant badgers, they were always satisfied with work.) The downside is that they won't run from agressive creatures (or can't outrun them) and they seem to get attached to oneanother much more quickly than dwarves or tigermen do. Thier small size (around a dorf's as I recall, but slimmer) also makes them very vulnerable without any armor, requiring numbers to make them effective fighters without it.

I also like the concept of having flying men to take the fight to the enemy if you've buttoned up and have an above ground defensive position for archers to fire from. While they disrupt and distract agressors, xbowmen can shoot them up or the main army be assembled. Any flying men who survive providing a hardened core of airborn assault troops/skirmishers.

While I appreciate the discussion regarding racial interactions and whatnot, I'm personally not interested in that and more like the combat applications the animalmen provide as either highly valuable or conversly, depending on the player, highly expendable troops. (except the antmen. best woodcutters evar.) Besides, I treated them the same as dwarves even if they didn't need sleep. help keep the little buggers apart. And, if a player chooses to induct animalmen soldiers into the fortress, making sure they live would encourage more recruits to join the fortress while horrific attirtion rates (and by that I mean actual battle deaths) would yield something like a "No -men were foolish enough to offer thier services here this season." like migrants, with animal tribes you've inducted having kin arrive in the early part of the seaon while migrants usually arrive in the mid season time. But also, the number of these animalmen dying in battle can help curb the population if they've been puming out the little shits like crazy.
Title: Re: Semi-Sapiants
Post by: NW_Kohaku on March 30, 2012, 04:08:36 pm
Finally, going back to the Owlbread/Splint stuff...

Part of the problem of "rerailing" this back to talking about how these multi-racial forts would work is that it would necessarily require we go back to the subject of cultural diplomatic relations.

If we are to talk about this in terms similar to that of, say, Colonialism, one of the ways in which the Europeans time and again managed to get the help of the various tribes of native peoples (including the African coastal tribes that would help in the capture of slaves for the slave trade) was that the Europeans simply played the already-existing animosities of these tribes against one another. 

In the case of those African tribes, the Europeans gave those tribes guns, with which they could win their wars, and take slaves to sell in exchange for more guns. They had a powerful incentive to continue once they started - the other tribes that were left in the area had guns and were looking for slaves to sell, too...

If we are going to model the reticence and affability of a given animal-people to trade, we should model not just a number recording how positive past relations have been with that tribe of animal-people, but also one that models an "existential pressure" from outside forces.  If the ant-people are slammed with FBs and constant crundle attacks and maybe even a hostile serpentman tribe nearby, they're going to be much more appreciative of those bronze and steel weapons and armor you can trade them. 
Title: Re: Semi-Sapiants
Post by: Owlbread on March 30, 2012, 05:51:20 pm
I myself depart from this thread, but I will take the opportunity to declare Kohaku a shameless, filthy elf apologist and an elf admirer. If he were my dwarf I'd have him in the volcano by now. As a more constructive conclusion for myself, I will say thus: it would be fun if we could at least find some use for the animal men tribes in the general areas of our fortresses, or indeed underground. I think we could do a lot more than just simply trading with them or fighting them, as may be possible with the upcoming "first contact" stuff. Allowing them to work for you in exchange for your protection is a good idea in my opinion, one example of that could be them fighting for us in armies or helping us do basic work. That's all I want, really, same as a few before me.

I myself depart from this thread, but I will take the opportunity to declare Kohaku a shameless, filthy elf apologist and an elf admirer. If he were my dwarf I'd have him in the volcano by now.

I love you, too.

Well, it's kind of easier to talk about elves and dwarves, since those are creatures that have actually specified attributes and personalities and cultures to compare, whereas all the other creatures just go by default.

Yes, I agree. They're a good contrast too.
Title: Re: Semi-Sapiants
Post by: Splint on March 30, 2012, 05:53:52 pm
So someone doesn't think having animmen mercs without the cultural crap would be right. We're all entitled to our opinions.
Title: Re: Semi-Sapiants
Post by: NW_Kohaku on March 30, 2012, 05:56:44 pm
I myself depart from this thread, but I will take the opportunity to declare Kohaku a shameless, filthy elf apologist and an elf admirer. If he were my dwarf I'd have him in the volcano by now.

I love you, too.

Well, it's kind of easier to talk about elves and dwarves, since those are creatures that have actually specified attributes and personalities and cultures to compare, whereas all the other creatures just go by default. 
Title: Re: Semi-Sapiants
Post by: Splint on March 30, 2012, 06:01:06 pm
I'm kinda shocked animal people aren't prone to theft to be honest. You know, for food and tools and what not.
Title: Re: Semi-Sapiants
Post by: NW_Kohaku on March 30, 2012, 06:08:30 pm
Well, they basically have their ethics copy-pasted from kobolds as a place-holder, but they just don't have any sort of attention paid to them or individuality as a result.

The fact that there are now about a hundred extra flavors of crazy things like Peach-Faced Lovebird Men means that there is even less likelihood of there being serious individual characteristics to these cultures, barring some sort of modding campaign that we can show to Toady as a "please institute these changes in the raws" with personality traits and attributes and such.
Title: Re: Semi-Sapiants
Post by: Splint on March 30, 2012, 06:12:47 pm
Well they do have perrsonality traits and such, but no culture. regardless Istill find it odd that they wouldn't try to steal from at least early fortresses to try and get tools and such to give them an edge in the wild (Can you imagine being say, a mooseman having to fight a badgerman who got a hold of a pick or a sword when the most you got  was a crappy wooden training axe?)

I mean in all honesty, it's possible for anyone with some basic modding skills to make entities for all the individual animal men. Be a pain in the ass, but now that I think about it something like that sounds kinda cool... Damn you people made me wanna make a controllable animal man civ.
Title: Re: Semi-Sapiants
Post by: NW_Kohaku on March 30, 2012, 09:52:17 pm
Masked Lovebird Man Fortress Mode - Like dwarf fortress, but with many times more the romance and mystery.
Title: Re: Semi-Sapiants
Post by: GreatWyrmGold on March 31, 2012, 10:41:34 pm
Of course, what physiological reason is it? Is it that dwarves have a greater muscle density, conferring greater strength and stamina? Wait...that could also explain their skill at forging metal and such (which I imagine is somewhat tiring), masonry (ditto), and why they prefer weapons like the axe and hammer...especially if their muscles don't allow for as fine of muscle control, explaining why they use bows and not crossbows! And elves are weaker and more fragile, but have more muscle control, so they can use swords and bows with great finesse, but not too much strength! Humans are in between, so they can use both kinds of weapons...Awesome! I just answered my own question and some others, too! Now we need to apply this logic to animalpeople to justify their strengths, and apply that logic to see what else they'd be good at.

Actually, no. 
*snip*

The idea was to get some kind of logic for the stereotypes, not to try and use logic to figure out what the stereotypes would be. The logic is...more than a little shakey, but it's there, so the stereotypes aren't COMPLETELY arbitrary. And, speaking as someone who has never touched a real sword or used an axe as a weapon, although I've used axes in yardwork occasionally, axes don't require a lot of dexterity--if you get them swinging in the right direction, they'll go that wayno matter what you do afterwards--but swords are lighter, and could probably allow more use of a high amount of dexerity. So...swords don't neccisarily require more dexterity, nor axes more strength, but axes DO benifet more from strength than agility.

So someone doesn't think having animmen mercs without the cultural crap would be right. We're all entitled to our opinions.
It wouldn't be not right; it would merely lack much of the substance and vermilisitude such a topic could offer.
Title: Re: Semi-Sapiants
Post by: Bytyan on March 31, 2012, 11:14:53 pm
As someone who has dabbled in swordplay, I can say that it is almost never practical to change the path of a swing. The fine muscle control is not the source of your force; for the most part, it is the amount of weight that you can commit to the path, which is gained by moving your whole upper body in unison to transfer the force. That why many martial artists bob up and down while they fight- by dropping their center of gravity when they strike, they allow the weight of their bodies to transfer into their strike.
Title: Re: Semi-Sapiants
Post by: Splint on March 31, 2012, 11:30:08 pm
As someone who has dabbled in swordplay, I can say that it is almost never practical to change the path of a swing. The fine muscle control is not the source of your force; for the most part, it is the amount of weight that you can commit to the path, which is gained by moving your whole upper body in unison to transfer the force. That why many martial artists bob up and down while they fight- by dropping their center of gravity when they strike, they allow the weight of their bodies to transfer into their strike.

Then in that case a few animalmen would be able to mop the floor with dwarves, elves, goblins and humans with the right skill/training....
Title: Re: Semi-Sapiants
Post by: GreatWyrmGold on March 31, 2012, 11:59:54 pm
As someone who has dabbled in swordplay, I can say that it is almost never practical to change the path of a swing. The fine muscle control is not the source of your force; for the most part, it is the amount of weight that you can commit to the path, which is gained by moving your whole upper body in unison to transfer the force. That why many martial artists bob up and down while they fight- by dropping their center of gravity when they strike, they allow the weight of their bodies to transfer into their strike.
Ah, well, I was operating on my intuition. And when you assume something...

Then in that case a few animalmen would be able to mop the floor with dwarves, elves, goblins and humans with the right skill/training....
And if they have noninferior gear and aren't smaller and weaker, why not? Why are humanoids without traces of animal inherently superior to those with them?
Title: Re: Semi-Sapiants
Post by: Splint on April 01, 2012, 12:05:34 am
meant that as getting a lets say 500 pount tigerman punching you in the face would be alot worse than a 230 pound human or something like that. Esspecially if they knew how to put more thier weight into it. Makes me think of tigermen as some kind of badass mixed martial artists for some reason.

But anything I said has little weight regardless. And that isn't a "feel sorry for me" deal either. I know when I lose to a savage logic hammering.
Title: Re: Semi-Sapiants
Post by: NW_Kohaku on April 01, 2012, 12:37:40 am
Hypothetically, with the way that the game's damage mechanics work, that should be true.  Mass is factored into the amount of energy an attack imparts.  With creature natural weapons, that means that being twice the size will deal twice the damage as the given part attacking will have twice the mass (but things like teeth will be more blunt, as they are twice as dull a weapon). 

I believe there is a flaw with regards to artificial weapons, however.  Weapons only use the weapon's mass, not the mass of the body wielding them.  This, and the fact that smaller weapons are sharper, explain why kobolds are absolutely terrifying assassins that can land a blow right between the ribs that slices through steel plate armor and into the heart so easily - small, sharp weapons are disproportionately advantaged.

Hence, a tigerman wielding a dwarf weapon will be no more advantaged than a dwarf would be.  A tigerman wielding a tigerman-sized weapon would probably do more damage with a warhammer or maul, but their spears are going to be blunter.
Title: Re: Semi-Sapiants
Post by: Bytyan on April 01, 2012, 12:51:07 am
I was under the impression that damage was calculated in part by strength, which scales up with size.
Title: Re: Semi-Sapiants
Post by: NW_Kohaku on April 01, 2012, 01:48:23 am
It is calculated by strength, but it only matters as far as weapon swing speed, which is the other factor besides mass.

Realistically, ramming a spear into another person's body is going to be a full-body activity.  You literally throw a good chunk of your weight in with the blow.  That isn't reflected.

Swing speed matters up to a specific point - if you are two weak to swing a weapon effectively, it will make a big difference if you add more strength, but once you hit certain speeds, you just can't throw a faster punch/swing/stab.  Then you can only upgrade to larger weapons. 
Title: Re: Semi-Sapiants
Post by: GreatWyrmGold on April 01, 2012, 08:27:41 am
Not that this isn't a fascinating discussion that makes me glad I outfitted my ogres with unique weapons, but how is this related to the original subject, which I find far mor interesting?
Title: Re: Semi-Sapiants
Post by: NW_Kohaku on April 01, 2012, 02:37:15 pm
Well, in the OP itself, it is talking about building custom equipment for the creatures, because that's sort of a key ingredient in making them useful in any military sense to the fortress:

Regarding the armor, if an integrated sparrowman would become a smith, and reach an attainable high level, he would eventually become inventive and create an armor template for his race. So it would become possible for the player to create new armor for the new humanoids in the civilization. 

Besides, these minor side-discussions should take place, and it's not like it wouldn't be even more annoying to have a hundred new threads that only go on for a few paragraphs discussing small side-points to a central topic. 

It's not like the topic can't change back or forth on a whim whenever there are more things to add to one of the topics of discussion, and I did three posts in a row a little while back on three separate topics. :P

Besides, I find it hard to find ANY topic of conversation that nobody is going to complain about.  Talking about how other creatures are different from dwarves?  Talking about how to have meaningful interactions between those creatures and dwarves? Talking about how to equip those other creatures besides dwarves?  All these different topics have been complained about.  The argument seems to be that people want to discuss only a "simple" system with just one or two features, and that any further discussion beyond everyone just agreeing on that one point is somehow derailment.  If we all just agree to a limited and incomplete system, however, there's nothing left to discuss, making the whole thread useless, which is why it seems so largely contrarian to argue that talking about how to make the proposed system actually make sense.  It's like all they're arguing for is that other people shouldn't be able to talk about anything.

If the idea of having multi-racial forts is to make any sense, you need to have an agreement on how these other races will be different, how they will be able to contribute to the fortress in meaningful ways, and what factors you will need to balance, both in keeping relations good, and in simply making your "money's worth" in terms of making the alternative humanoids provide benefits great enough to make up for the disadvantages of having to actually care about their different needs.
Title: Re: Semi-Sapiants
Post by: GreatWyrmGold on April 01, 2012, 02:51:51 pm
Well, in the OP itself, it is talking about building custom equipment for the creatures, because that's sort of a key ingredient in making them useful in any military sense to the fortress:

Regarding the armor, if an integrated sparrowman would become a smith, and reach an attainable high level, he would eventually become inventive and create an armor template for his race. So it would become possible for the player to create new armor for the new humanoids in the civilization. 
...Oh, yeah.

Quote
Besides, these minor side-discussions should take place, and it's not like it wouldn't be even more annoying to have a hundred new threads that only go on for a few paragraphs discussing small side-points to a central topic. 
Also a good point.

Quote
Besides, I find it hard to find ANY topic of conversation that nobody is going to complain about.  Talking about how other creatures are different from dwarves?  Talking about how to have meaningful interactions between those creatures and dwarves? Talking about how to equip those other creatures besides dwarves?  All these different topics have been complained about.  The argument seems to be that people want to discuss only a "simple" system with just one or two features, and that any further discussion beyond everyone just agreeing on that one point is somehow derailment.  If we all just agree to a limited and incomplete system, however, there's nothing left to discuss, making the whole thread useless, which is why it seems so largely contrarian to argue that talking about how to make the proposed system actually make sense.  It's like all they're arguing for is that other people shouldn't be able to talk about anything.

If the idea of having multi-racial forts is to make any sense, you need to have an agreement on how these other races will be different, how they will be able to contribute to the fortress in meaningful ways, and what factors you will need to balance, both in keeping relations good, and in simply making your "money's worth" in terms of making the alternative humanoids provide benefits great enough to make up for the disadvantages of having to actually care about their different needs.
...D'oh. Just...pretend I didn't say that, please?
Title: Re: Semi-Sapiants
Post by: NW_Kohaku on April 01, 2012, 03:33:35 pm
Err... Sorry, I have a bad habit of getting so into my own line of argument that I wind up sounding more dramatic or emotional about a subject than I really am.  (I mean, how can I just stop at making one or two points, when I have five all lined up and ready to go?!)

... Anyway, it's something that I have an interest in more generally speaking, but something that could be worth including is a notion of "personal loyalty spheres".  (I've talked about it here, under "Cultural Conflict" (http://www.bay12forums.com/smf/index.php?topic=76667.msg1951973#msg1951973), and here, under "Loyalty Dilemmas" (http://www.bay12forums.com/smf/index.php?topic=105400.msg3122401#msg3122401).)

The basics of the concept is that, instead of having silly loyalty cascades, we have each individual character individually track their own loyalty to each group they belong to, so that when conflicts arise (ala loyalty cascades), they can pick a side without just making everything immediately descend into a Battle Royale. 

It would include the likes of being loyal to a nation in an abstract sense of "My Country, Right or Wrong", as opposed to how loyal you are to the king or some other leader or official specifically, as opposed to the ethics or abstract ideals that a nation purports to uphold.  Hence, if the king of your kingdom turns out to have started researching necromancy, if you are mostly just personally loyal to the king himself, and not the nation or its ethics, you might go with him as part of his personal cult.  Alternately, if a nation has taken to acts that go against the ethics of your culture, and you have higher loyalty to your ethics than the nation or leader, you are more likely to become either a protester or an outright defector.

More to the point with these cultural conflicts, it may be used in the cultural context of animal people who are becoming integrated into dwarven culture for even more interesting results - what happens if a tigerman has been living almost all his life with the dwarves, and become a great smith, when his people suddenly start developing a rift between themselves and the dwarves (because, say, the dwarves failed to properly protect them, or a new baron has become insulting and hostile), then that tigerman would suddenly be caught between the two worlds of his loyalties to the people he has spent much of his time living and working with, as opposed to his native culture.

If a full rift develops, there will always be those straglers who, for reasons of being considered a "dwarf sympathizer" and fearing reprisals if they return to their native peoples, or having greater loyalties other reasons, cannot or decide not to go back, they may stay with your fortress even after a schism completely cuts off diplomatic relations.
Title: Re: Semi-Sapiants
Post by: GreatWyrmGold on April 01, 2012, 04:59:40 pm
It could get even more interesting. What if the tigerman decides to stay with the dwarves...but the dwarves belittle his work, because it's not "fine dwarven craftsmanship?" I know that a tigerman-forged blade could be every bit as good as a dwarvish blade, and that if he was trained by a dwarf his style would be quite dwarvish, but the other dwarves would "know" that dwarves "obviously" forge better armor than anyone else--especially "primitive" people like elves and animalmen. Therefore, he might come to regret his decision and let the other tigermen in; or, he might choose to stand by his original choice, and perhaps be regarded as a hero when he takes his forge-hammer up against his former people. Good stuff.
Title: Re: Semi-Sapiants
Post by: NW_Kohaku on April 01, 2012, 05:06:47 pm
Yes, to go back to the original "xenophobia" concept, individual dwarves might have differing opinions on the races in general, but also personal relationships...

"Tigermen are lazy and worthless... but not MY friend, Grroawarul."
Title: Re: Semi-Sapiants
Post by: Corai on April 02, 2012, 01:23:26 am
YOU GET FOOD, WE GET SOLDIERS AND HAULERS, DEAL?


Enough said, seriously. I read until page four of people going on "oh elves can do that but dwarves cant" and "no there culture dictates it" and "Oh they can do what they can, there culture is all thats stopping them" crap. Seriously guys, serious?

Title: Re: Semi-Sapiants
Post by: Splint on April 02, 2012, 01:29:09 am
YOU GET FOOD, WE GET SOLDIERS AND HAULERS, DEAL?

My sentiments exactly. but alas, the likes of we have been dealt a logichammering. Gonna have to stick to using dfhack and runesmith to accomplish such a thing.
Title: Re: Semi-Sapiants
Post by: NW_Kohaku on April 02, 2012, 01:54:16 am
YOU GET FOOD, WE GET SOLDIERS AND HAULERS, DEAL?


Enough said, seriously. I read until page four of people going on "oh elves can do that but dwarves cant" and "no there culture dictates it" and "Oh they can do what they can, there culture is all thats stopping them" crap. Seriously guys, serious?

Naturally.

Such a simple system is boring and unfun/unFun.

It's not DF if it doesn't have a complex to the degree of being pointlessly detailed system where the tigerman liason can recount the insult a dwarf once made about his/her great-aunt's kink in her tail in the year 138 and demand an additional +slate mug+ as recompense, lest there be political ramifications, and your best tigerman armorsmith will suddenly be reassigned and replaced with a tigerman soapmaker.
Title: Re: Semi-Sapiants
Post by: Splint on April 02, 2012, 02:01:18 am
Tigermen don't strike me as ones who care about insults, just more like tell us who to kill instead of your dwarves. Barring that, tell us what dwarf you hate so we can entertain ourselves.

And I'm sure if we had the ability to do it, those of us who want the simple non-cultural-political version would mod it in ourselves. I'd say try using the caste system, but that reportedly led to rather... odd occurances.
Title: Re: Semi-Sapiants
Post by: Detoxicated on April 02, 2012, 07:45:45 am
Haha, I would love to see them spermwhalemen working in the coalmines.
Title: Re: Semi-Sapiants
Post by: Corai on April 02, 2012, 03:03:48 pm
Haha, I would love to see them spermwhalemen working in the coalmines.


YOU SICK BASTARD.


Your a genius.
Title: Re: Semi-Sapiants
Post by: Splint on April 02, 2012, 03:07:16 pm
Haha, I would love to see them spermwhalemen working in the coalmines.


YOU SICK BASTARD.


Your a genius.

No, not a genius. A Dwarf!
Title: Re: Semi-Sapiants
Post by: Niyazov on April 02, 2012, 08:57:26 pm
Think about it: Would YOU want to live next door to a weird scaley person with a viper's head

Hell yeah that sounds awesome
Title: Re: Semi-Sapiants
Post by: GreatWyrmGold on April 07, 2012, 10:13:48 am
Well, dwarves are supposed to be like normal people, not Bay12ers. Try asking your friends who don't play DF if they'd like to live next door to a weird scaley person with a viper's head.
Title: Re: Semi-Sapiants
Post by: Babylon on April 07, 2012, 11:23:25 am
Also, if you had read the post, you would have noted that there is a difference between slaves and these sub-sapients. You see a slave is already a member of one civ, who was imprisoned by another civ. These integrated tribesmen are basically in a different position, as a dwarf might feel that he needs to beat civilization into a tribalist. Also i don't see why dwarves wouldn't enslave somebody. Isn't putting a forgotten beast in a chamber to produce limitless silk also a form of slavery, if you consider that forgotten beasts are sapient? The game does not recognize it as such, but if you think about it...

Also, even if the dwarves wouldn't do it, I could totally see the humans do it.

Real life slavery was practiced on tribal people so I think this comes awfully close.  You're talking about an uplift process, when the sparrowmen and such are actually already sentient, just quite primitive.
Title: Re: Semi-Sapiants
Post by: Babylon on April 07, 2012, 02:36:31 pm
Dwarves do have a physiological reason for being good miners, cave adaptation.  Another race that does not cave adapt isn't going to be as comfortable working underground.
Title: Re: Semi-Sapiants
Post by: NW_Kohaku on April 07, 2012, 02:40:30 pm
Dwarves do have a physiological reason for being good miners, cave adaptation.  Another race that does not cave adapt isn't going to be as comfortable working underground.

Actually, I believe you have that backwards - they are cave adapted because they spend so much time underground, not they spend all their time underground because they are cave adapted. 

Cave adaptation is a weakness, not a strength.
Title: Re: Semi-Sapiants
Post by: Babylon on April 07, 2012, 02:54:08 pm
YOU GET FOOD, WE GET SOLDIERS AND HAULERS, DEAL?


Enough said, seriously. I read until page four of people going on "oh elves can do that but dwarves cant" and "no there culture dictates it" and "Oh they can do what they can, there culture is all thats stopping them" crap. Seriously guys, serious?

Seriously yes.  This is dwarf fortress after all,  the most complicated game there is.

Also, you can already mod in soldiers and haulers of other races, so if it were that simple no need for Toady to get involved.
Title: Re: Semi-Sapiants
Post by: Babylon on April 07, 2012, 02:56:11 pm
Dwarves do have a physiological reason for being good miners, cave adaptation.  Another race that does not cave adapt isn't going to be as comfortable working underground.

Actually, I believe you have that backwards - they are cave adapted because they spend so much time underground, not they spend all their time underground because they are cave adapted. 

Cave adaptation is a weakness, not a strength.

cave adaptation is a token, other races don't have it.  For that to make sense with the plot there must be more to it than just puking in the sun.
Title: Re: Semi-Sapiants
Post by: NW_Kohaku on April 07, 2012, 03:02:02 pm
cave adaptation is a token, other races don't have it.  For that to make sense with the plot there must be more to it than just puking in the sun.

I'm not sure how much you can say that Dwarf Fortress has a "plot", but, anyway, Cave Adaptation is something that occurs, again, because dwarves were already living underground for generations, and many dwarves either never see the sun, or only see it during their immigration to the fort, and as such, lose their resistance to that hateful, hateful Sun. 

This does not denote that they are better adapted to life underground by itself, it merely denotes they can be vulnerable to adapting to life aboveground. 

Or, in other words, their adaptations to life underground should be manifest in other forms of tokens that are actual benefits.  Unless we start having things like darkvision, give dwarves actual bonuses to fighting with a rough ceiling over their head to make their shortness an adaptation to caves, or something of the like, those aren't benefits.
Title: Re: Semi-Sapiants
Post by: Splint on April 07, 2012, 03:11:30 pm
Dwarves do have a physiological reason for being good miners, cave adaptation.  Another race that does not cave adapt isn't going to be as comfortable working underground.

Actually, I believe you have that backwards - they are cave adapted because they spend so much time underground, not they spend all their time underground because they are cave adapted. 

Cave adaptation is a weakness, not a strength.

cave adaptation is a token, other races don't have it.  For that to make sense with the plot there must be more to it than just puking in the sun.

The result of cave adaptaion when fighting above ground is nausea and vomit. nausea is bad because it reduces combat effectivness and I think slightly hurts agility. While underground, the invers happens where sufficently adapted dwarves appear to gain a small bonus in combat and movement. Likewise, most cavern dwellers would obviously be rather uncomfortable aboveground, while  say, tigermen or humans would end up suffering far worse, with drastically decreased movment speed and nausea lasting longer to represent thier less adaptivness to caves with them staggering about like complete fools in the bright sunlight (cave adaptation would probably hurt above ground predator-men the worst, due to thier more sensitive eyesight.)
Title: Re: Semi-Sapiants
Post by: NW_Kohaku on April 07, 2012, 03:54:54 pm
Cave adaptation doesn't happen on tigermen and the like, however.  They can go underground, but that doesn't mean they are cave-adapted. 

Likewise, dwarves that periodically travel aboveground avoid cave adaptation. 

Again, this is a matter of putting the cart before the horse - cave adaptation is caused by generations spending life underground, having cave adaptation doesn't cause creatures to start living underground. 

In order for cave adaptation to be justified there must have been an original cause for that shift to being an underground creature that had nothing to do with cave adaptation.
Title: Re: Semi-Sapiants
Post by: GreatWyrmGold on April 07, 2012, 08:26:09 pm
Cave adaptation doesn't happen on tigermen and the like, however.  They can go underground, but that doesn't mean they are cave-adapted. 

Likewise, dwarves that periodically travel aboveground avoid cave adaptation. 

Again, this is a matter of putting the cart before the horse - cave adaptation is caused by generations spending life underground, having cave adaptation doesn't cause creatures to start living underground. 

In order for cave adaptation to be justified there must have been an original cause for that shift to being an underground creature that had nothing to do with cave adaptation.

Indeed. However, that happened long before worldgen, back when dwarves' living ancestors were apes or mountain goats or badgers or bears or cats or whatever, so it's not important right now. Let's focus on what actually happens, not what happened. Actually, your assumption assumes that dwarves weren't originally people cursed with cave adaptation magically, leading to a variety of other adaptations for underground living (extensive body and facial hair, along with shortened limbs, for warmth; shorter stature for fitting into cramped spaces; stouter skeletal structure and possibly higher muscle density for mining and dealing with deadly cavern beasts; etc) came as a result of that--and since those are variations that occur, albeit in lesser magnitude than in the dwarves' case, the change from cursed humans to dwarves could probably occur within several hundred generations--something like around the amount of time between the development of agriculture and worldgen? Point is, just because in our world, a cave-adapted species would need to go to caves first doesn't mean squat in a magical world. It's a good idea/point, but it can be rebutted more easily the more magic is added to DF.
Title: Re: Semi-Sapiants
Post by: xeniorn on April 07, 2012, 09:39:47 pm
Dwarves do have a physiological reason for being good miners, cave adaptation.  Another race that does not cave adapt isn't going to be as comfortable working underground.

Actually, I believe you have that backwards - they are cave adapted because they spend so much time underground, not they spend all their time underground because they are cave adapted. 

Cave adaptation is a weakness, not a strength.

Your logic is sound, but by making such statements you start going in a very wrong direction. The race indeed became cave adapted supposedly because they worked underground a lot, but as it is at the time when worldgen occurs, the dwarves are naturally cave-adapted, even if they spend their whole life without entering an underground area. You cannot think long-term when considering DF history as it is too short for anything meaningful evolution-wise to come to be.

As dwarves are the only playable race in DF, there was no reason to put in reverse cave-adaptation for above-ground entities, which would make cave-adaptation an advantage for the dwarves. Just because gameplay wise it is only a disadvantage at this point, I wouldn't go so far as to calling cave-adaptation a weakness and not a strength. Putting game-mechanics aside, it is as much a weakness as it is a strength - an adaptation that changes the dwarves in such a way they physiologically prefer underground and the dark, even though they can handle light and the outside unless they stay underground for prolonged amounts of time without ever wandering outside.

My third point, pertaining previous claims of "everyone should be able to do everything with proper training" - I don't agree. It seems to me you're thinking about dwarves and elves as if difference between them is no greater than various real-world human races. While a person from any part of the world should be able to learn any skill other humans can do given enough time and tutoring and do it with similar proficiency, the same wouldn't work with elves and dwarves, for example. Consider the more extreme case of a human and a chimp. Putting intelligence aside, a chimp's body simply cannot do the same things as a human's does, and vice versa. Dwarves thought up of a way of working with metal that works well for a person of their stature, strength, that complements their characteristics in every way. Why is it so unthinkable that an elf simply couldn't do it that way well? Maybe muscles of elven arms are positioned differently, maybe their bones can't handle the stress of continuous pounding. Maybe they can't "feel" how the metal reacts below the hammer due to a lack of sensory mechanisms present in dwarven arms. I'm not saying elves learning from dwarves couldn't, in time, adapt their metalworking technique so they produce goods of matching quality, but I wouldn't jump to a conclusion that an elf could simply be taught to pound metal the same way a dwarf does and do it as well as a dwarf.

But I think you're right at the point in the part about social structure. :)
Title: Re: Semi-Sapiants
Post by: NW_Kohaku on April 08, 2012, 12:33:36 am
I feel like I've been getting into a lot of these verbose debates, lately...

It's a good idea/point, but it can be rebutted more easily the more magic is added to DF.

I've never really liked the notion that magic should be unexplained.

Being as it is DF, I rather prefer the notion that magic is a force of nature that simply does not exist in our world, but nevertheless is an understandable and rational force.  Magic that exists in the game is predictable, if not exactly well-explained.  Evil areas mean zombies and occasionally clouds that do all kinds of not-good things to your dwarves.

I pushed along a thread on exploring the concept of a magic-based ecosystem (http://www.bay12forums.com/smf/index.php?topic=76578.0), where magic, much like regular ecosystems, is consumed by the "autotrophs" that form the "plantlife" of caverns and form the basis of a magical ecosystem, and restored back by "decomposers" that replenish the magic supply of the area.

To simply say "dwarves are magic" and that therefore, none of their attributes has to make sense is deeply dissatisfying.

Just because gameplay wise it is only a disadvantage at this point, I wouldn't go so far as to calling cave-adaptation a weakness and not a strength. Putting game-mechanics aside, it is as much a weakness as it is a strength - an adaptation that changes the dwarves in such a way they physiologically prefer underground and the dark, even though they can handle light and the outside unless they stay underground for prolonged amounts of time without ever wandering outside.

There's nothing really advantageous about cave adaptation no matter how you might look at it.  It is, again, a weakness, not a strength.  Dwarves can live aboveground for their whole lives with no ill effects.  Humans and elves can live underground for their whole lives with no ill effect.  It's just that dwarves that spend most of their time underground will start feeling ill effect if they reach the surface.

Dwarves have advantages and adaptations that help them become better cavern survivors, but cave adaptation is less an advantage and more a vestigial weakness, like a moth's confusing artificial light for the moon and flying into a flame. 

Those advantages (short size, high strength, magical strange mooding and trances) are completely separate and distinct from their cave adaptation.  They work just fine with or without cave adaptation actually taking place in a dwarf.  If they do have a darkvision-like ability, then unless it actually only activates once dwarves become cave adapted (and ceases to function if they lose their cave adaptation), then cave adaptation is nothing but a weakness.

My third point, pertaining previous claims of "everyone should be able to do everything with proper training" - I don't agree.

That isn't the point I was making.  In fact, I was making a point fairly similar to yours.

The argument I was making was that saying "dwarves are poor swimmers because when you think of dwarves, you think of mountains, and they don't go out to oceans" is invalid reasoning, but that "dwarves are poor swimmers because they have shorter limbs compared to their more bulky torso" is valid reasoning.

If there is a valid physiological reason for an elf not to be capable of metalworking, it's one thing, but at the same time, if an elf is capable of carving wood or sewing images into cloth, why are they incapable of performing that same precision into carving stone images or statues?  How different are the requirements to be a wood sculptor from being a statue sculptor?

By comparison, if an ant-man lacks the eyesight and the mental development to appreciate aesthetics, then it makes perfect sense to say they make crappy artists. 

Title: Re: Semi-Sapiants
Post by: Splint on April 08, 2012, 04:32:28 am
There are some you'd think would be cave-adapted by sheer virtue of being cavern dwellers, and I can't help but think alot of them are smarter than they let on since they can clearly communicate with elves, humans, and dwarves just fine. Hell, alot of cavern dwellers may have adopted the dwarven language for communication outside their species, or most likely have had more contact with dwarves than others at the very least. Bah, I went of track. Point is, there are some things that are in the game itself to affect the player race, and not others simply because we don't play as them.

And whoever said the thing about dwarves being poor swimmers due to thier build (shorter limbs and such) is a good point. Plus all the water retained by thier beards can't help that at all... Amphibious moat guards anyone?

Just... ignor me. I'll probably be injecting less coherent data as time drags on simply because the debate is over my head crushed my dreams already.

Title: Re: Semi-Sapiants
Post by: GreatWyrmGold on April 08, 2012, 06:54:52 am
I feel like I've been getting into a lot of these verbose debates, lately...
You and me both.

Quote
It's a good idea/point, but it can be rebutted more easily the more magic is added to DF.

I've never really liked the notion that magic should be unexplained.

Being as it is DF, I rather prefer the notion that magic is a force of nature that simply does not exist in our world, but nevertheless is an understandable and rational force.  Magic that exists in the game is predictable, if not exactly well-explained.  Evil areas mean zombies and occasionally clouds that do all kinds of not-good things to your dwarves.

I pushed along a thread on exploring the concept of a magic-based ecosystem (http://www.bay12forums.com/smf/index.php?topic=76578.0), where magic, much like regular ecosystems, is consumed by the "autotrophs" that form the "plantlife" of caverns and form the basis of a magical ecosystem, and restored back by "decomposers" that replenish the magic supply of the area.

To simply say "dwarves are magic" and that therefore, none of their attributes has to make sense is deeply dissatisfying.
I'd summarize what I said as more like "In a world where deities are known to curse people, and where people are known to cast some kinds of spells, it's possible that certain traits were added by magic, and if they were the other traits could have come from the lifestyle constraints imposed by the curse." Much wordier, but also closer to what I said.

Quote
Just because gameplay wise it is only a disadvantage at this point, I wouldn't go so far as to calling cave-adaptation a weakness and not a strength. Putting game-mechanics aside, it is as much a weakness as it is a strength - an adaptation that changes the dwarves in such a way they physiologically prefer underground and the dark, even though they can handle light and the outside unless they stay underground for prolonged amounts of time without ever wandering outside.

There's nothing really advantageous about cave adaptation no matter how you might look at it.  It is, again, a weakness, not a strength.  Dwarves can live aboveground for their whole lives with no ill effects.  Humans and elves can live underground for their whole lives with no ill effect.  It's just that dwarves that spend most of their time underground will start feeling ill effect if they reach the surface.

Dwarves have advantages and adaptations that help them become better cavern survivors, but cave adaptation is less an advantage and more a vestigial weakness, like a moth's confusing artificial light for the moon and flying into a flame. 

Those advantages (short size, high strength, magical strange mooding and trances) are completely separate and distinct from their cave adaptation.  They work just fine with or without cave adaptation actually taking place in a dwarf.  If they do have a darkvision-like ability, then unless it actually only activates once dwarves become cave adapted (and ceases to function if they lose their cave adaptation), then cave adaptation is nothing but a weakness.
Taking cave adapation by itself, yeah. Code-wise, nothing else has to do with dwarves' cave adaptation. Similarly, in the code, there isn't really any connection between a bird's flight and its wings, or a kobold's sealth and its tendancy to steal things, or a goblin's antisocial personality and its tendancy to go to war with everyone. After all, if we assume that dwarves evolved from something, like you did, why would they evolve to vomit (wasting time and precious nutrients) if they saw the sun after being underground too long?

Quote
My third point, pertaining previous claims of "everyone should be able to do everything with proper training" - I don't agree.

That isn't the point I was making.  In fact, I was making a point fairly similar to yours.

The argument I was making was that saying "dwarves are poor swimmers because when you think of dwarves, you think of mountains, and they don't go out to oceans" is invalid reasoning, but that "dwarves are poor swimmers because they have shorter limbs compared to their more bulky torso" is valid reasoning.

If there is a valid physiological reason for an elf not to be capable of metalworking, it's one thing, but at the same time, if an elf is capable of carving wood or sewing images into cloth, why are they incapable of performing that same precision into carving stone images or statues?  How different are the requirements to be a wood sculptor from being a statue sculptor?

By comparison, if an ant-man lacks the eyesight and the mental development to appreciate aesthetics, then it makes perfect sense to say they make crappy artists.
Ah, irony...


Just... ignor me. I'll probably be injecting less coherent data as time drags on simply because the debate is over my head crushed my dreams already.
Aw, don't feel left out. You can still point out good information. Like the amphibious guards--if you pay, say, cavefishmen to live in your moat in exchange for chum and metal armor/weapons, that moa would be much more fearsome. It's easier than any kind of tamed animal, perhaps barring pasturing them and then flooding the moat...but then what happens if they leave the pasture?
Title: Re: Semi-Sapiants
Post by: Splint on April 08, 2012, 06:59:03 am
The moat-guarding animals that lack lungs proceed to air drown. I'll admit I always wanted a carp filled moat, but having amphibious moat guards seems so much better, especially if they strangle invaders under the water and can fish out dead enemy mounts for the dwarves to chop up, of which they'd get a 'cut'. ehehehe. get it? Cut? butchering the mounts...? .... I'll be quiet now...
Title: Re: Semi-Sapiants
Post by: luisedgm on April 08, 2012, 12:28:14 pm
Interesting idea
Title: Re: Semi-Sapiants
Post by: Zale on April 14, 2012, 11:22:23 pm
I've given up because all the debating makes this an obviously pointless thread to have gotten involved in.

I'd just like the option. If nothing else, figure a way to make them work as mercenaries. No slavery, both sides benefit, and not much consideration needs to be made for either side in such a situation. Tribe defends fort, fort pays them in tools or food or whatever. Pay insufficent, tribe leaves. Probably not possible/ this won't be implemented anyway.

Farewell thread. May your debate continue in peace.

This is what I would like. I'm a newb. The game is more than sufficiently complicated for me without having to apply the wonders of social and racial friction between the dwarves and their hired mercenaries.

Not to mention, that would probably take quite awhile to implement.  :-\
Title: Re: Semi-Sapiants
Post by: NW_Kohaku on April 14, 2012, 11:40:49 pm
I've given up because all the debating makes this an obviously pointless thread to have gotten involved in.

I'd just like the option. If nothing else, figure a way to make them work as mercenaries. No slavery, both sides benefit, and not much consideration needs to be made for either side in such a situation. Tribe defends fort, fort pays them in tools or food or whatever. Pay insufficent, tribe leaves. Probably not possible/ this won't be implemented anyway.

Farewell thread. May your debate continue in peace.

This is what I would like. I'm a newb. The game is more than sufficiently complicated for me without having to apply the wonders of social and racial friction between the dwarves and their hired mercenaries.

Not to mention, that would probably take quite awhile to implement.  :-\

Yeah, but Toady never does things when they are simple and efficient.  He only works on things when it involves adding a whole new dynamic to the game.

If we can describe our plans without resorting to flow charts and diagrams, it's not going to hold Toady's interest long enough for him to implement it.
Title: Re: Semi-Sapiants
Post by: Corai on April 14, 2012, 11:45:25 pm
This is the simplest I can make this.




Find "barbaric people"

They join and start working.

SMILES ALL AROUND.

Batmen-dwarves start appearing.
Title: Re: Semi-Sapiants
Post by: Splint on April 14, 2012, 11:48:41 pm
I think we can all agree this thread stopped going anywhere. Let it die people.
Title: Re: Semi-Sapiants
Post by: NW_Kohaku on April 14, 2012, 11:56:14 pm
I think we can all agree this thread stopped going anywhere. Let it die people.

I don't.  I kind of want to start diagramming out all the complexities I'd like to see, but it's a little too late at night to start that now.

Besides, you keep saying things about how you hate things that are complex and that you will never talk in this thread again, and yet, here you are...
Title: Re: Semi-Sapiants
Post by: Splint on April 15, 2012, 12:13:06 am
I was talked back into it if I recall right. But the constant debates give me a headache so I try to avoid it if something comes up that is of that nature. Otherwise I'll be happy to either murder this thread in it's sleep or try to think of something productive to say.
Title: Re: Semi-Sapiants
Post by: Zale on April 15, 2012, 02:34:07 am
I was talked back into it if I recall right. But the constant debates give me a headache so I try to avoid it if something comes up that is of that nature. Otherwise I'll be happy to either murder this thread in it's sleep or try to think of something productive to say.

Yes, people in this forum do tend to end up in huge block of text debates, don't they?  ???

I just skim right over them. If it doesn't relate closely enough to the actual subject of the thread, I skip to the next post. Debate is all well and good, but sometimes you end up running off on a tangent into deep and confusing territory.

Which leaves most people:  :o

But I would enjoy being able to somehow hire or utilize Animal/Beast-People in Fortress Mode. Especially for Mercenary work. Pre-trained and organized fighters? Do want.

Especially since I am rather bad at managing a military..

Oh and I've totally drifted off topic.. figures, since I've been up for far to long. Leaves the brain all fuzzy.
Title: Re: Semi-Sapiants
Post by: Splint on April 15, 2012, 03:05:46 am
You're up too long when you've been up 24+ hours and take an unsettleing incident involving artificial human stupid out on a mod's creator. There, I just went WAY off topic. I win.

And they wouldn't be preorganized. But physically many animalmen would make theoretically better soliders than dwraves, or do thinks dwarves can't do or can barely do without dying (swim/fly) hence why people would want to use them.

Amphibious ones can fish out loot and corpses from moats and ponds, and attack invaders from the water/strike across unbridged streams and rivers while fliers can thin out attackers even if a fort's buttoned up (and it has above ground walls/defences) or directly fight flying  mounted invaders without needing ammo.

The issue is, in the long term there'd be no difference between them and dwarves other than thier percieved natural abilities, which annoys the crap out of some people while others don't give two shits and just want something nastier than dwarves to command while maintiaining a solidly dwarven fortress.
Title: Re: Semi-Sapiants
Post by: Captain Crazy on April 15, 2012, 10:25:08 am
I say that a multiracial fort would get people out of the monotony of an average fort. Citizens with a body size larger than, say, 75,000 could have bad thoughts like "Worked/Slept in a far too cramped tunnel" unless the underground had an extra Z level. Flying citizens could have bad thoughts like "Was unable to stretch his/her wings", and good thoughts like "Had a good/great/fantastic flight recently". Amphibious citizens could have bad thoughts like "Was unable to/Did not have the time to swim", or, "Swam in dingy/filthy/absolutely abhorrent water lately", and good thoughts like "Swam in uncontaminated/good/wonderful/comfortably heated water recently." This could add incentive to add human-like villages to the larger, surface civilians, aviary-like villages for the flying civilians with tiered housing and shops, and communes with water roads and heated pools for the amphibians.

Why would you go through all this work, though? Ask the poor kobold thief getting his nose punched though his spinal column by a pissed-off Tigerman Champion. I'd imagine that clothier's shops/smithies/bowyer's shoppes could have extra options like "Make Tunic (Bark Scorpion Man Sized)", or "Forge Longsword (Parakeet Man Sized)", or even "Make Crossbow(Grasshopper Man Sized)". The size modifier could be operable by some unused keys, and could result in a fort with every race occupying it happily clothed and armed, like a little multi-species utopia.

And if the Animal-Men are fleshed out further (and useless ones weeded out), we could have varying attributes to help each individual find a role for itself in the fort. If Mantismen got far higher fearlessness averages, A particularly hardened Mantiswoman with a knack for siege engines would operate a ballista, stand her ground and fire missiles right until the enemy is occupying the same tile as her. If turtlemen and other 'slow' races of creatures had higher tolerance averages, a Pond Turtle Man would make a great mayor, as his higher averages would allow him to easily grasp Consoler and Pacifier skills (and his office would probably have a jacuzzi). Of course, this is just averages, as there would still be hot-headed Turtlemen, skittish Mantismen, and lax Badgermen, etc, just as there are nice goblins in human towns.

An added thing: if you somehow, against all odds, nab a friendly Giant or other intelligent megabeast, or even a Titan or particularly well-mannered Forgotten Beast, they could have ridiculous living condition needs. The "shallow ceilings" thought could be amplified tenfold, and thoughts such as "Was put off/depressed/absolutely enraged by a lack of wealth as of late". Maybe they could even demand sacrifice, depending on their personality (a friendly, social Ettin/Cyclops/Giant wouldn't need sacrifice or wealth, but a mean, domineering one would throw rages when they don't get a sacrifice in their name.) This would tie in to how civs would worship powerful beasts, and I think it would be awesome to first-hand overseee a Mountainhome with an in-house Megabeast king or something.

Sorry if this is a tad off-topic, but I wanted to bring up some points without touching that "slavery" territory.

Title: Re: Semi-Sapiants
Post by: GreatWyrmGold on April 15, 2012, 03:18:05 pm
Hm, some good points. I'll break the ones I like best down:

1. Non-dwarves needs:
Spoiler (click to show/hide)

2. Semi/Megabeast Allies
Spoiler (click to show/hide)
Title: Re: Semi-Sapiants
Post by: Captain Crazy on April 15, 2012, 03:43:22 pm
Well, I'd imagine that animal-men that are based off of insect-eating creatures couldn't survive off of insects alone. I'd assume that civilians of different species would get acclimated to dwarven 'cuisine' instead of having restrictive diets.

Kobolds and the smaller animal creatures aren't small enough to subsist on vermin, too. Give those poor little buggers a roast once in a while, will ya?
Title: Re: Semi-Sapiants
Post by: GreatWyrmGold on April 15, 2012, 04:51:00 pm
If, in emergencies, dwarves can subsist on nothing but rats and bugs, it would make sense that both kobolds and insectovorous-animalmen could survive on vermin. Maybe they'd eat roasts or raw meat, but they'd probably be fine with vermin. Unless they were doing most of the work and their dwarven overlords were eating like kings on the sweat of their backs...but that ties back to all of the social issues we were discussing earlier.
Title: Re: Semi-Sapiants
Post by: Splint on April 15, 2012, 05:20:41 pm
I would imagine kobolds would prefer what dwarves have; it seems like it'd be a major improvment from what they're used to. Same with some animalmen. I would imagine a good thought could even emerge from thier becoming citizens "Was happy thier tribe could find a new/permanent home." That'd be a one time deal, so they aren't liable to imediatly flip thier lids on you. Since they're usually naked, they'd need a reduced unhappiness deal from no clothes until that need is met when they first join a fortress.


1. Non-dwarves needs:
Spoiler (click to show/hide)

2. Semi/Megabeast Allies
Spoiler (click to show/hide)

I also think those would be pretty good, since you'd need to cater to your new workers or possibly the most frightening soldier you have. Could you imagine a goblin's face when he sees a bunch of grasshoppermen, an armed and armored giant, and winged, antenna'd, fire/syndrom firing dimetrodon, along with the usual dwarven troops bearing down on him? I would think no amount of troops, trolls, and critters I brought would make a difference. And that'd be fun as all hell to watch.

It would also be nice, in the case of animalmen that would likely eat bugs and kobolds who probably have to subsist on vermin unless they can figure out what seeds are what would probably be the ones to finally make use of animal traps. I know I don't use them much.

And on the food thing, I think it'd really depend on the animalman. Some might be easy to offend (was annoyed/angered by the subaverage rations lately) and would care if they keep getting bottom rung stuff and dwarves are getting better while more easy going ones wouldn't care in the slightest: Food is food, and I got some.
Title: Re: Semi-Sapiants
Post by: Captain Crazy on April 15, 2012, 06:44:10 pm
and winged, antenna'd, fire/syndrom firing dimetrodon, along with the usual dwarven troops bearing down on him?

For some reason, I don't really imagine citizen megabeasts to go to war. They'd probably be content to slumber, to be worshiped and fanned by followers, to guzzle booze and to ogle statues of itself contentedly. If the megabeast had a more knight-like outlook, they would enjoy fighting among your soldiers, but more vain and lazy megabeasts would probably tantrum if they had to do anything outside of their royal chambers.
Title: Re: Semi-Sapiants
Post by: Splint on April 15, 2012, 09:00:11 pm
Yeah, I could see that. Would still be awesome though.
Title: Re: Semi-Sapiants
Post by: GreatWyrmGold on April 15, 2012, 09:12:48 pm
I never claimed that kobolds would ONLY eat vermin, just that they wouldn't mind if they had to.


An idea of how to solve the clothing-of-creatures-which-are-different-sizes-or-shapes-from-dwarves issue: Have a way to give cloth/leather to the various ethnic communities in your fortress, which any clothiers/leatherworkers will then turn into clothes as needed. Maybe similar things could be done with other raw materials, which you might be able to buy back from them as craft goods...hm...
Title: Re: Semi-Sapiants
Post by: Zale on April 18, 2012, 06:56:45 pm
and winged, antenna'd, fire/syndrom firing dimetrodon, along with the usual dwarven troops bearing down on him?

For some reason, I don't really imagine citizen megabeasts to go to war. They'd probably be content to slumber, to be worshiped and fanned by followers, to guzzle booze and to ogle statues of itself contentedly. If the megabeast had a more knight-like outlook, they would enjoy fighting among your soldiers, but more vain and lazy megabeasts would probably tantrum if they had to do anything outside of their royal chambers.

"Sir.. The goblins have broken through our defenses.. I'm sorry.. but.. they've stolen.. your.. your booze, master."

Forgotten Beast McLazy cancels lounge: Enraged.
Forgotten Beast McLazy is Enraged.
 :D
Title: Re: Semi-Sapiants
Post by: Splint on April 18, 2012, 06:58:56 pm
And then the goblins learned why thier demonic masters tell them NOT to go into the caverns if they can help it.
Title: Re: Semi-Sapiants
Post by: Detoxicated on April 22, 2012, 12:52:21 pm
As far as observation of the complexity-loving popolous goes, I gathered some ideas to make multiracial forts make sense in historical means.

First: It would be a requirement to actually change the animalmen from sapient animals to nomadic entities. This would be especially important for mechanics of Xenophobia and immigration likeliness. Each bigger band of Animalman would be considered a tribe, and would have own interactions with the bigger, civilization like, entities. This would be important to have individual considerations for different animalmen. For instance, if a specific tigerman tribe had attacked the dwarven civ your in in the past, the dwarves from said civ should consider this tribe in specific but also all tigerman to be less trustworthy than a different tribe of a different race which happened to be peaceful towards the dwarven civ.

Second: You would need a solid noble who takes care of immigration in general (a noble comparable to the manager) and a screen to adjust settings for individual tribes and the laws regarding their immigration. I picture this with individual tribenames on the left, species in the middle, and status on the right. The status would imply how immigration would work, and could be set to different states like: Forbidden, Highly Restricted, Allowed but Discouraged, Allowed, Allowed and Encouraged.

Third: To make this work, diplomatic relations must become more dynamic throughout the gameplay. So if you happen to help refugees from a tribe you're at war with, it should give you a big boost towards peace with said tribe, if you let their members stay at the fortress to supply food and medicine.

Fourth: Each tribesman of a different species, should be able to produce weapons and armors for his species OR you could designate forges and workshops to produce weapons and armors for different species (E.G. You still build by pressing q + whatever, but there is a field in the workshop screen perhaps by pressing z, which designates for which species the items shall be) It is still discussable in what way new armortypes and weapons are gained, maybe with the help of a system similar to the taming screen.

Fifth: Children of animalmen who immigrated to your civ, should be more accepted and more adepted than their parents, as they learned dwarven ways from day 1 while their parents used to live in a tribe. 4


Any more points to add to my conclusion?
Title: Re: Semi-Sapiants
Post by: NW_Kohaku on April 22, 2012, 05:11:45 pm
I would generally agree with that, Detoxicated, although I would go into more detail about that number 3.

I rather like a notion that animalmen civs are proud of their own traditions, and may not want to assimilate easily into dwarven culture, and prefer "the old ways".  I'd like to see a sort of pride meter in play, and a cultural distinctness that can be blurred over time as cultures are side-by-side and co-mingle.

I also like the notion of individual loyalties and affinities for one culture or another.  A more spartan tribe of animalmen might have a sensitive artist type who prefers dwarven culture more than his own tribe's culture because he enjoys the act of engraving artwork on every available stone surface.
Title: Re: Semi-Sapiants
Post by: Bytyan on April 23, 2012, 01:11:54 am
I agree with Kohaku. We should remember that just because a dwarf values something, doesn't mean all races value the same thing. Perhaps kobolds resent having to live on *dwarven roasts*, and wouldn't be satisfied without some live rats to break the monotony. Perhaps tigermen would prefer sleeping on the floor, or at least having their beds free of menacing spikes. People make the same assumptions trying to help real cultures in "need", with unfortunate results/
Title: Re: Semi-Sapiants
Post by: RhymeNorReason on April 30, 2012, 02:01:00 pm
Is this on the Eternal Suggestion voting? If  it is, I can't find it. On another note, you're all brilliant!
Title: Re: Semi-Sapiants
Post by: Splint on April 30, 2012, 03:09:16 pm
Now potential unfortunate results would be interesting....
Title: Re: Semi-Sapiants
Post by: GreatWyrmGold on April 30, 2012, 05:35:39 pm
Is this on the Eternal Suggestion voting? If  it is, I can't find it. On another note, you're all brilliant!
Thank you.  :D

Now potential unfortunate results would be interesting....
Heh heh, of course. You think it's bad when your mostly-tame bear snaps and starts to kill dwarves? Imagine if you lost a bunch of clothiers and such to a recent siege, meaning that the antman miners and tigerman rangers don't get their silk clothes that they requested in exchange for doing work, leading to a strike and a lack of stone, gathered plants, hunted meat, and wood; leading to the creation of those promised rooms for various non-dwarves being delayed and the humans who help with relations not getting the cups they wanted; leading to the tigermen rebelling, killing antmen and humans; leading to the antmen leaving, taking their picks and such with them, and the creation of some iron goblets to placate the humans; leading to a lack of metal, digging tools, and diggers; leading to...you get the point.
Title: Re: Semi-Sapiants
Post by: Splint on April 30, 2012, 05:45:08 pm
A potential !!FUN!!  spiral of the greatest order. Beautiful.
Title: Re: Semi-Sapiants
Post by: RhymeNorReason on April 30, 2012, 06:01:47 pm


Now potential unfortunate results would be interesting....
Heh heh, of course. You think it's bad when your mostly-tame bear snaps and starts to kill dwarves? Imagine if you lost a bunch of clothiers and such to a recent siege, meaning that the antman miners and tigerman rangers don't get their silk clothes that they requested in exchange for doing work, leading to a strike and a lack of stone, gathered plants, hunted meat, and wood; leading to the creation of those promised rooms for various non-dwarves being delayed and the humans who help with relations not getting the cups they wanted; leading to the tigermen rebelling, killing antmen and humans; leading to the antmen leaving, taking their picks and such with them, and the creation of some iron goblets to placate the humans; leading to a lack of metal, digging tools, and diggers; leading to...you get the point.
*Sniffs and wipes a tear from his eye* That was beautiful!
Title: Re: Semi-Sapiants
Post by: GreatWyrmGold on May 01, 2012, 06:33:48 pm
Why, thank you very much. Do you think an extended and expanded version would make a neat story? (Answer, then we'll possibly take this to the Community Games & Stories subforum.)
Title: Re: Semi-Sapiants
Post by: RhymeNorReason on May 02, 2012, 12:31:36 am
Why, thank you very much. Do you think an extended and expanded version would make a neat story? (Answer, then we'll possibly take this to the Community Games & Stories subforum.)
YES. Yes, it would.
Title: Re: Semi-Sapiants
Post by: GreatWyrmGold on May 05, 2012, 02:27:40 pm
Alright, since I finally noticed that reply, I will.

At some point when I have more time.
Title: Re: Semi-Sapiants
Post by: Masked_Hunter1825 on May 05, 2012, 03:30:47 pm
Lets face it. The first thing everyone would do if this got implemented, would be to have Cave-fish-man citizens.
Title: Re: Semi-Sapiants
Post by: NW_Kohaku on May 05, 2012, 04:49:40 pm
Lets face it. The first thing everyone would do if this got implemented, would be to have Cave-fish-man citizens.

I~t's beginning to look a lot like fishmen, e~verywhere I go (http://www.youtube.com/watch?v=3tTHn2tHhcI). 

Now if only we could get cross-breeding rules...

To go back to the serious side of the suggestions, though, I do think that one of the better ways to make the animal-people cultures less of a resource to just be exploited on the assumption that they would of course want to become a part of "superior dwarven culture" (because, really, who WOULDN'T look at the squalid hole your dwarves live in and instantly become green with envy... or is it green from the choking sulfurous gasses from all the magma you pipe over your blasted Hellscape?) would be both the use of a "cultural pride" meter and the pressures they face from external forces.  A culture that has faces no military threats and can feed itself well has no need to risk trusting those crazy dwarves and working hard labor in dwarven mines for food they can already get elsewhere.  A starving or militarily defeated and demoralized culture, meanwhile, will be willing to make a deal with the Devil, and if they're even more desperate, worse, players to take a wild shot at survival. 

If they become less desperate, they may want to have relations cool somewhat and bargain for better deals for their continued labor or break off.  Cultural indoctrination should be a very slow thing unless players use totally brutal methods, such as the infamous Stolen Children (http://en.wikipedia.org/wiki/Stolen_Generations) methods of Australia, and so it could create a situation where just plain being nice may not always get you everything you want, but cruelty can have disastrous long-running consequences as well, (provided you can't just genocide them out,) so that skill with negotiation may play a greater role than simple noble intentions or ironfisted power. 

To add to this, you could have a degree of difficult-to-control dwarven sympathy/prejudice, where good treatment of natives will lead to some dwarves being angry, and poor treatment of natives, especially ones that are friends to those dwarves, will lead to other dwarves becoming angry.
Title: Re: Semi-Sapiants
Post by: GreatWyrmGold on May 05, 2012, 05:40:09 pm
That being said, some cultures should probably see the dwarves as possessing a culture superior in, if not every way, then in by far enough ways that they'd gladly shuck their old ways of life to join them. I remember stories about a variety of native cultures destroying their cultural artifacts because anti-pagan Christian religious leaders or what-have-you told them to, and one instance where some Polynesians changed their drainage ditches from vertical to horizontal at the Europeans' suggestion (the gardens got washed away the next time a big rainfall came along). That's assuming that their religion isn't unfortunately geared towards misinterpreting your dwarves as gods, as famously occurred to the Aztecs.

Also bear in mind that, if we're talking about technologically/socially "inferior" races like the animalmen, there is historical precedent for treating them as a resource (enslaving them, that is), as well as for treating them like people (sometimes even inter-marriage) and genocide. Dwarves are against slavery, so they'd probably tend towards integration or extermination rather than subjugation, but that should be more a matter of ethics/unhappy thoughts/whatever than a game mechanic.
Title: Re: Semi-Sapiants
Post by: NW_Kohaku on May 05, 2012, 08:05:57 pm
Also bear in mind that, if we're talking about technologically/socially "inferior" races like the animalmen, there is historical precedent for treating them as a resource (enslaving them, that is), as well as for treating them like people (sometimes even inter-marriage) and genocide. Dwarves are against slavery, so they'd probably tend towards integration or extermination rather than subjugation, but that should be more a matter of ethics/unhappy thoughts/whatever than a game mechanic.

Ethics/Unhappy thoughts/Whatever are game mechanics, however, (presuming most normal definitions of "Whatever",) and so that is a statement that needs a better description. 

Anyway, it's Personality Rewrite stuff, but making a xenophobia personality trait or derivative of their cultural ethics (probably with cross-pollenation, if possible). 

Likewise, some cultures having high cultural pride does not by any means preclude others from having low cultural pride and being willing to adopt any new practice that seems to come from a "superior culture".  In fact, you could just call it a "reticence to change" and apply it both ways, as the marker of dwarven xenophobia and how upset they will get at "the beastmen polluting our proud dwarven culture" just as much as the animalmen will see dwarven intervention as "brutish outsiders with no respect for the old ways". 

Conversely, it may be opposed by (or if simply at the low end of the spectrum of the xenophobia personality trait) some sort of cultural curiosity. 

We are supposed to be exploring the game not as some sort of deity, but as the consensus of the bureaucracy of the fortress itself.  To be subjected to pressures both from the animalmen and from the dwarven populace over every decision that you do or don't make, with the necessity to please every faction of each side could make the game's internal politics an interesting one.

... Suddenly, I'm merging this idea very heavily with the ideas I've had for expanding Class Warfare...
Title: Re: Semi-Sapiants
Post by: Splint on May 05, 2012, 09:00:11 pm
Class warfare you say? Man those non-military nobility are screwed...

Oh wait, you meant socially...


I gotta say, I'm starting to warm up to some of the more complex things mentioned. Others... not so much.
Title: Re: Semi-Sapiants
Post by: GreatWyrmGold on May 05, 2012, 09:38:41 pm
Also bear in mind that, if we're talking about technologically/socially "inferior" races like the animalmen, there is historical precedent for treating them as a resource (enslaving them, that is), as well as for treating them like people (sometimes even inter-marriage) and genocide. Dwarves are against slavery, so they'd probably tend towards integration or extermination rather than subjugation, but that should be more a matter of ethics/unhappy thoughts/whatever than a game mechanic.

Ethics/Unhappy thoughts/Whatever are game mechanics, however, (presuming most normal definitions of "Whatever",) and so that is a statement that needs a better description. 
Anything that makes animalpeople, etc, more than resources should be based more in the mechanics of dwarven psychology than in those of actually allying with them.

Quote
Anyway, it's Personality Rewrite stuff, but making a xenophobia personality trait or derivative of their cultural ethics (probably with cross-pollenation, if possible). 
Likewise, some cultures having high cultural pride does not by any means preclude others from having low cultural pride and being willing to adopt any new practice that seems to come from a "superior culture".  In fact, you could just call it a "reticence to change" and apply it both ways, as the marker of dwarven xenophobia and how upset they will get at "the beastmen polluting our proud dwarven culture" just as much as the animalmen will see dwarven intervention as "brutish outsiders with no respect for the old ways". 
Conversely, it may be opposed by (or if simply at the low end of the spectrum of the xenophobia personality trait) some sort o cultural curiosity. 
My point was that many cultures were very receptive to "greater" cultures coming in and destroying theirs. Sure, humans, goblins, and probably elves would resist assimilation, as would some groups of other sentients, but many would tend to flock to a chance to enjoy the "soft, easy" life afforded by dwarven civilization.

Quote
We are supposed to be exploring the game not as some sort of deity, but as the consensus of the bureaucracy of the fortress itself.  To be subjected to pressures both from the animalmen and from the dwarven populace over every decision that you do or don't make, with the necessity to please every faction of each side could make the game's internal politics an interesting one.
... Suddenly, I'm merging this idea very heavily with the ideas I've had for expanding Class Warfare...
I was fairly certain that that's why our debate, and that of others, has been going on for so long in this thread.


I gotta say, I'm starting to warm up to some of the more complex things mentioned. Others... not so much.
Mind explaining what you do and don't like?
Title: Re: Semi-Sapiants
Post by: Splint on May 05, 2012, 11:01:29 pm
To much one either side to really list. Plus I don't feel like sifting through the loads and loads of stuff here.

Thing I like: Having to keep the new tribals happy or they backstab/leave you.

Thing I don't: Going into the psychology of the dwarves too much. Althought a very xenophobic king would probably pitch a fit when/if you become a mountainhome with a mess of legal alien residents, which is always funny.

Dwarves just strike me overall though as not caring so long as they earn thier keep (help drive off invaders and whatnot.) I dunno. I've been up too long (52 hours. Test anxiety and caffine is one hell of a combination.) and don't really know where I'm going with most of what I say anymore.
Title: Re: Semi-Sapiants
Post by: Masked_Hunter1825 on May 06, 2012, 05:22:54 pm
Just out of curiosity to some earlier statements. . the people who would butcher kittens and puppies, make their dwarves go insane and generally be all-around crazy and likely making their fortress area's surface apocalyptic. . . have problems with slavery? And uplifting? Forget about black white and gray morals. People here have Violet and Turquoise and Banana as their morals.

Back on topic. . I love this idea. The thought that if I manage to survive long enough that I could have an entire fortress that once belonged to the now removed dwarves, houses a civilization of moosefolk is amazing. I support this!
Title: Re: Semi-Sapiants
Post by: Splint on May 06, 2012, 06:01:45 pm
No, our morals are clearly bacon and necktie. There's a difference.
Title: Re: Semi-Sapiants
Post by: Helgoland on May 08, 2012, 02:26:37 am
Forget about black white and gray morals. People here have Violet and Turquoise and Banana as their morals.

Well, I'd say our morals are violent as well as bananas, but until they are applied, you can't know in what exactly they will be in that particular case.
Title: Re: Semi-Sapiants
Post by: GreatWyrmGold on May 08, 2012, 04:59:59 pm
It's not that we have problems with...oh, brother, I just made this post.

rtg593, it's not so much that we can't stomach slavery--it's that dwarves can't. And who says that it has to make sense to everyone else? (http://www.tvtropes.org/pmwiki/pmwiki.php/Main/EvenEvilHasStandards)
Dwarves are among the more moral races in DF. They aren't cannibals, or thieves, or slavers, or torturers, or goblins. They are completely opposed to most forms of evil supported in the raws, with most such crimes being either severely punished or simply unthinkable as anything a dwarf might do. The only exceptions are killing animals, plants, enemies, and neutrals, and that last one only if they were ordered to. Oh, and lying, but how the hell is any race going to track down every liar in the land and punish them? These aren't mere conjectures, made to make us feel better about playing a short, alcoholic race; they're actual data, gathered from the raws (our only source of information on dwarves). So what if we can currently violate these ethics? The dwarves shouldn't be modified, using Toady's limited time, to violate them egregriously when the player tells them to.
Title: Re: Semi-Sapiants
Post by: Splint on May 08, 2012, 07:40:08 pm
Who cares what dwarves think! We're always there anyway..... Watching them when they sleep, eat, make babi- I didn't need that last image I made for myself....
Title: Re: Semi-Sapiants
Post by: GreatWyrmGold on May 08, 2012, 07:54:45 pm
*cracks figurative knuckles*

Who cares what dwarves think? We do. That's half of the point of this thread (the other half being what other races think of dwarves). How would the dwarves of DF, knowing what we do from the information given in the raws and in gameplay, with Toady's word and the raws taking precedent over the (unfinished, mind you) gameplay, react to being placed in a situation where they must mingle with other races? Some of us think that they'd be xenophobic, others think apathetic. There is one small detail that none of us can overlook if we want our argument to be treated seriously by other people here, namely:
Code: [Select]
[ETHIC:SLAVERY:PUNISH_CAPITAL]And while I was slightly wrong on the severity (I appologise to everyone to whom I insisted that it was unthinkable), this clearly shows something about how dwarven society works, or is intended to work: Anyone participating in slave trade (except the slaves, of course) is risking capital punishment. Can you tell the attitude dwarves have towards those who keep slaves from this? Hint: There's about as much chance of a dwarven society taking slaves as there is of one deciding to chow down on the corpses of the elves they just killed. And how do we know that dwarves don't condone consumption of sentient beings? From the ethics of the dwarven civilization. By this same logic, if the idea that dwarves are fine with chopping down trees is important, then how dwarves react to slavery is important as well.
Title: Re: Semi-Sapiants
Post by: Detoxicated on May 08, 2012, 08:09:22 pm
Point taken,
Now let's get back on topic.
If you enabled an envoy system you could easily contact those tribes with worthy fighters. This way you could send envoys with gifts and tributes, while getting some contracted mercenaries, with demands but prone fighting skills.
Title: Re: Semi-Sapiants
Post by: GreatWyrmGold on May 08, 2012, 08:24:52 pm
You mean, send nobles to other sites and have them diplomat over there? Sounds like a good idea in general, epsecially in conjunction with the ability to send out one's own trade caravans. Which could also be useful in dealing with those tribes of animalmen...

You know, we've mostly been discussing based on the assumption that friendly contact is attempted and succeeds. But what could happen if one or both of those fail? For instance, judging by the fact that the Norse Greenlander's first record of the Inuit included notes on how much they bled, it seems that the former decided to experimentally stab the latter. What if a dwarf decided to do the same with, say, a plump helmet man or something he found roaming the underground depths? This could be Fun. Or maybe the tigerman delegate sneers at the metal weapons his tribe is being offered, not considering them worth sending his tribesmen to abandon their way of life. And that's assuming that they can find a common language to speak. Hm, what if we added language barriers in other ways?

Just some ideas to get us started.
Title: Re: Semi-Sapiants
Post by: Splint on May 08, 2012, 09:32:49 pm
Clearly my attempt at humor fell on deaf ears. The above stament I made was in no way meant to be taken seriously.
Title: Re: Semi-Sapiants
Post by: NW_Kohaku on May 08, 2012, 10:22:32 pm
You mean, send nobles to other sites and have them diplomat over there? Sounds like a good idea in general, epsecially in conjunction with the ability to send out one's own trade caravans. Which could also be useful in dealing with those tribes of animalmen...

You know, we've mostly been discussing based on the assumption that friendly contact is attempted and succeeds. But what could happen if one or both of those fail? For instance, judging by the fact that the Norse Greenlander's first record of the Inuit included notes on how much they bled, it seems that the former decided to experimentally stab the latter. What if a dwarf decided to do the same with, say, a plump helmet man or something he found roaming the underground depths? This could be Fun. Or maybe the tigerman delegate sneers at the metal weapons his tribe is being offered, not considering them worth sending his tribesmen to abandon their way of life. And that's assuming that they can find a common language to speak. Hm, what if we added language barriers in other ways?

Just some ideas to get us started.

OK, just as a hint, you probably shouldn't offer the frogmen your dead elephant off the bat.  That didn't seem to go so well.  Also, be careful with elephants in general, especially once one of them has a taste for blood.

Turtle diplomacy seems to go well, however.



Anyway, that depends on them not just meandering into your own fort, but post-Army Arc or during some time when you have control over barony hill dwarves and can send out expeditions, that would be a fun thing to have.

We could try to set the stance of the diplomats we send out - militant/show-of-force to get respect if they happen to be militant tribes, or a softer diplomatic touch for the more peaceful tribes, having to guess what they will respond best to, or just giving them a little show of what it is that's in store for the rest of your diplomatic missions.
Title: Re: Semi-Sapiants
Post by: GreatWyrmGold on May 09, 2012, 06:30:09 am
Clearly my attempt at humor fell on deaf ears. The above stament I made was in no way meant to be taken seriously.
Sorry about the misunderstanding.
Suggestion: Next time add something to indicate that you're not serious, like [/humor] or something. Sadly, internet technology has not evolved to the point where you can hear one's tone of voice.

You mean, send nobles to other sites and have them diplomat over there? Sounds like a good idea in general, epsecially in conjunction with the ability to send out one's own trade caravans. Which could also be useful in dealing with those tribes of animalmen...

You know, we've mostly been discussing based on the assumption that friendly contact is attempted and succeeds. But what could happen if one or both of those fail? For instance, judging by the fact that the Norse Greenlander's first record of the Inuit included notes on how much they bled, it seems that the former decided to experimentally stab the latter. What if a dwarf decided to do the same with, say, a plump helmet man or something he found roaming the underground depths? This could be Fun. Or maybe the tigerman delegate sneers at the metal weapons his tribe is being offered, not considering them worth sending his tribesmen to abandon their way of life. And that's assuming that they can find a common language to speak. Hm, what if we added language barriers in other ways?

Just some ideas to get us started.

OK, just as a hint, you probably shouldn't offer the frogmen your dead elephant off the bat.  That didn't seem to go so well.  Also, be careful with elephants in general, especially once one of them has a taste for blood.

Turtle diplomacy seems to go well, however.
I'm sure that that would be an amazingly clever joke if I knew why it was funny.

Quote
Anyway, that depends on them not just meandering into your own fort, but post-Army Arc or during some time when you have control over barony hill dwarves and can send out expeditions, that would be a fun thing to have.

We could try to set the stance of the diplomats we send out - militant/show-of-force to get respect if they happen to be militant tribes, or a softer diplomatic touch for the more peaceful tribes, having to guess what they will respond best to, or just giving them a little show of what it is that's in store for the rest of your diplomatic missions.
That does sound like a couple of pretty good ideas. I can imagine how well a show-of-force would go if you assumed that the whalepeople were militant...well, two ways, and neither of them much fun for the dwarf (although plenty of Fun). Other misunderstandings could be nice, but I like the idea of angering a tribe which you hadn't realised was so powerful...
Title: Re: Semi-Sapiants
Post by: Splint on May 09, 2012, 06:36:42 am
Look to the skies! A marauding force of -bird-men have come!

Tigermen! Drive them back to the jungle!

The sea beasts walk! Drive away these strange invaders!
Title: Re: Semi-Sapiants
Post by: NW_Kohaku on May 09, 2012, 09:57:24 am
I'm sure that that would be an amazingly clever joke if I knew why it was funny.

It's from Elves of Amanareli (http://www.bay12forums.com/smf/index.php?topic=55601.0).  The elves tried to capture an elephant to trade with the dwarves, and pissed off an elephant that killed off multiple elves and made a return appearance to kill off more.  When negotiating with frogmen to make safe passage through their land, the frogmen demanded something of value from the elves, and the players tried to pawn off the rotting carcass of the elephant on them, and sparked a war for insulting them by offering what was essentially their trash.

I wouldn't call it rip-roaringly hilarious reference, but it was a pretty funny set of events at the time.

That does sound like a couple of pretty good ideas. I can imagine how well a show-of-force would go if you assumed that the whalepeople were militant...well, two ways, and neither of them much fun for the dwarf (although plenty of Fun). Other misunderstandings could be nice, but I like the idea of angering a tribe which you hadn't realised was so powerful...

Alternately, if you go to a militant powerful tribe with baskets of flowers and singing the praises of peace, they may just think you're a bunch of pansies and kill your envoy and steal their stuff. 

Just so long as it isn't assumed that one position will always be superior to others.
Title: Re: Semi-Sapiants
Post by: Niyazov on May 09, 2012, 02:32:50 pm
That being said, some cultures should probably see the dwarves as possessing a culture superior in, if not every way, then in by far enough ways that they'd gladly shuck their old ways of life to join them. I remember stories about a variety of native cultures destroying their cultural artifacts because anti-pagan Christian religious leaders or what-have-you told them to, and one instance where some Polynesians changed their drainage ditches from vertical to horizontal at the Europeans' suggestion (the gardens got washed away the next time a big rainfall came along). That's assuming that their religion isn't unfortunately geared towards misinterpreting your dwarves as gods, as famously occurred to the Aztecs.

Also bear in mind that, if we're talking about technologically/socially "inferior" races like the animalmen, there is historical precedent for treating them as a resource (enslaving them, that is), as well as for treating them like people (sometimes even inter-marriage) and genocide. Dwarves are against slavery, so they'd probably tend towards integration or extermination rather than subjugation, but that should be more a matter of ethics/unhappy thoughts/whatever than a game mechanic.


It's doubtful that many Aztecs actually believed Cortez to be a god- we only have his word for it. Rather, contemporary sources suggest that leaders within the different areas of the Aztec "empire" recognized his unexpected appearance was a destabilizing element and attempted to use him as a combination of military ally, favorable omen and political pawn but were unable to make him stop once he had conquered the opposing rulers that they disliked.
Title: Re: Semi-Sapiants
Post by: GreatWyrmGold on May 09, 2012, 03:28:19 pm
I'm sure that that would be an amazingly clever joke if I knew why it was funny.

It's from Elves of Amanareli (http://www.bay12forums.com/smf/index.php?topic=55601.0).  The elves tried to capture an elephant to trade with the dwarves, and pissed off an elephant that killed off multiple elves and made a return appearance to kill off more.  When negotiating with frogmen to make safe passage through their land, the frogmen demanded something of value from the elves, and the players tried to pawn off the rotting carcass of the elephant on them, and sparked a war for insulting them by offering what was essentially their trash.

I wouldn't call it rip-roaringly hilarious reference, but it was a pretty funny set of events at the time.
Yeah, I bet that if I had read that it would have been funny. Heck, I might read it now.

Quote
That does sound like a couple of pretty good ideas. I can imagine how well a show-of-force would go if you assumed that the whalepeople were militant...well, two ways, and neither of them much fun for the dwarf (although plenty of Fun). Other misunderstandings could be nice, but I like the idea of angering a tribe which you hadn't realised was so powerful...

Alternately, if you go to a militant powerful tribe with baskets of flowers and singing the praises of peace, they may just think you're a bunch of pansies and kill your envoy and steal their stuff. 

Just so long as it isn't assumed that one position will always be superior to others.
I thought that it was obvious. Clearly not, on further reflection.

-Snip-


It's doubtful that many Aztecs actually believed Cortez to be a god- we only have his word for it. Rather, contemporary sources suggest that leaders within the different areas of the Aztec "empire" recognized his unexpected appearance was a destabilizing element and attempted to use him as a combination of military ally, favorable omen and political pawn but were unable to make him stop once he had conquered the opposing rulers that they disliked.
Huh, you learn something new every day.
Still, even if the Aztecs didn't mistake Cortez to be a god, it's still an idea that's heavily ingrained (...that doesn't sound right) in both popular conception of history and in pop culture that it has as much a right to be in Dwarf Fortress as birds the size of whales. Smallish whales, I guess, but still. And, anyways, other cultures have gladly (or at least willingly) destroyed their own cultural artifacts at the request of Europeans, who were more knowledgeable. Dwarves, being more knowledgeable than animalpeople, etc, would naturally sometimes end up being revered by animalpeople.
Title: Re: Semi-Sapiants
Post by: Splint on May 09, 2012, 03:34:29 pm
I also recall there being pacific islanders who mistook american, australian, and british military personel as thier dead ancestors during WWII and built cults around the machines they arrived in: Thier planes.

I would imagine a giant carved skull with a massive ropereed impersonation of beard in place of a bamboo and vine/palm leaf plane.
Title: Re: Semi-Sapiants
Post by: GreatWyrmGold on May 09, 2012, 03:56:06 pm
Or maybe they'd see the steel axes the dwarves carried, and the steel armor they wore, which respectively cut through their armor like it almost wasn't there and rendered them nigh invulnerable to their attacks, and start a cult around those.
Or an artifact-based cult...
Title: Re: Semi-Sapiants
Post by: Splint on May 09, 2012, 04:00:06 pm
All hail the blooded axe........
Title: Re: Semi-Sapiants
Post by: NW_Kohaku on May 09, 2012, 04:18:46 pm
Or maybe they'd see the steel axes the dwarves carried, and the steel armor they wore, which respectively cut through their armor like it almost wasn't there and rendered them nigh invulnerable to their attacks, and start a cult around those.
Or an artifact-based cult...

Considering as Toady wants to make artifacts magical, then it would make perfect sense for people to worship a kitten bone floodgate that shoots lightning bolts as a symbol of the Thunder God.  In fact, if we get the religious figure mooding, it could even be true, although it would be for the dwarven thunder god, not the animalman one.
Title: Re: Semi-Sapiants
Post by: Graknorke on May 09, 2012, 04:35:28 pm
I've always liked the idea of dwarves being the more socially lax of the main races, in that they do not particularly discriminate against anyone for unreasonable reasons, so long as that person does nothing against them and will contribute to the prosperity of the fortress.

Animal people are a perfectly logical addition to dwarvern society, especially considering that they share the caverns with many of them. Animal-men should not really be largely distinguished from dwarves, with the exception that they might start up their own guilds and form relationships faster with each other than with dwarves.
Also because I kind of like the idea of tribes trekking across the caverns to see the fortress with its rumoured vast piles of food and a plentiful supply of dwarvern luxury goods.

If this tied in with tourists and visitors my personal wishlist for extra-fort interactions would be complete.
Title: Re: Semi-Sapiants
Post by: Niyazov on May 09, 2012, 04:39:39 pm
I also recall there being pacific islanders who mistook american, australian, and british military personel as thier dead ancestors during WWII and built cults around the machines they arrived in: Thier planes.

I would imagine a giant carved skull with a massive ropereed impersonation of beard in place of a bamboo and vine/palm leaf plane.

This is not true. "Primitive" are no more likely to mistake a living, breathing person for a dead ancestor than you are. Cargo cults arose as a result of confusion about cause and effect, which everyone is susceptible to, not just Pacific islanders. The insular islanders practiced indigenous religions that emphasized that correct behavior is rewarded with material success. This is not so different than the various material rewards offered in the five books of Moses; reward and punishment in classical monotheism were taken to refer to tangible rather than spiritual occurrences.

Their way of life had persisted for hundreds of generations when suddenly war brought hundreds of strange foreigners who operated strange machines, built inexplicable buildings and were unimaginably wealthy, sharing some of that wealth with the islands' inhabitants  in the form of food and tools . Having never encountered modern factories or farms, the island inhabitants perceived these items as miraculous and concluded that either the foreigners had figured out the correct behavior to get rewards from their own ancestors, or that the strangers had wrongfully intercepted divine rewards that the islanders' ancestors had intended to send to them. The first conclusion resulted in the formation of cargo cults; the second, in uprisings and returns to traditionalism (as with the John Frum movement).
Title: Re: Semi-Sapiants
Post by: Splint on May 09, 2012, 04:47:25 pm
Ok, so I was wrong. Pardon my lack of knowlege on something I hadn't looked up more than once (And I skimmed at that.)
Title: Re: Semi-Sapiants
Post by: Niyazov on May 09, 2012, 05:07:33 pm
Ok, so I was wrong. Pardon my lack of knowlege on something I hadn't looked up more than once (And I skimmed at that.)

There may be some cases where people genuinely confused other people for divinities, but it is usually associated with highly isolated people and extraordinary coincidences that made the conclusion unavoidable. James Cook's 1st voyage to Hawaii is cited as this; although it's difficult to say whether it is all true or not, there is some evidence that suggests that when Cook arrived at Hawaii, he was mistaken as a divine avatar because he arrived during the god's festival in a manner that matched sacred traditions. However he quickly dispelled this impression once he had made landfall and started acting like a jerk; when he returned a few weeks later they stabbed him to death on the beach.

There is of course a rich tradition of charlatans deliberately pretending to be gods or possessed of divine powers for any number of reasons.