Although on the topic of numbers and FPS, making a value for every squair to keep track of minerals has FPS lag potential. Instead, I propose that each farm plot have it's own value. You can't farm off a farm plot, so values for that land would be irrelevant.
I like all of your ideas, except the one about the research menu... Research should only be incorporated in the game if it is in a way that fits the dwarf fortress theme better then a tech tree. Because i mean, who likes tech trees?
That said, literally putting in a soil quality measurement of every tile on the map would blow up your computer's memory, no question. Instead, I think that something that tracks "wild soil" by embark tile-shaped zones and possibly elevation (differentiating surface from cavern, and layers of cavern from one another) where only tiles that have some sort of "soil" or "muddy" contaminant on their floor would be a more memory-efficient means of tracking things. Every tile is just averaged into the overall larger pool of nutrients that is shared across a large region of the map.
I'm well aware that players aren't likely to even be playing a game long enough to have serious development of new varieties of selectively bred crops on their own. What I'm arguing for is that the game procedurally develops new selectively bred "superior versions" of some crop or another, based upon the history of the world. This means that humans might have special forms of more productive wheat for trade than the wild wheat you might get from herbalism, and these would be different every time.While i really like the idea of selectively breeding crops, i think it should be a bit more complex than that. Instead of having a single 'better' type of crop, should be different traits you can give it, such as how hardy it is, how fast it grows, and so on. This could also tie into the raws of the plants themselves, having certian traits for growth rate, nutritional needs, ect.
...
While i really like the idea of selectively breeding crops, i think it should be a bit more complex than that. Instead of having a single 'better' type of crop, should be different traits you can give it, such as how hardy it is, how fast it grows, and so on. This could also tie into the raws of the plants themselves, having certian traits for growth rate, nutritional needs, ect.
My other thought on this is while procedural advancement is fine for the AI civilizations, when it's a player controlled civ, i think you should have a bit more control, such as ordering your farmers to breed, say.. maybe a faster growing strain of pig tails for example. Then perhaps randomize it, so you may end up with a strain that's just faster growing, or maybe faster growing but a bit more adapted to your exact ecosystem, making it harder to export. Or perhaps you get something else, as accidental discoveries happen occasionally. But, as the player, i feel you should have some say in the direction of reasearch , but perhaps that's an argument for another thread.
And trying to point someone to a disorganized 46-page thread riddled with what basically amounts to the same argument going back and forth didn't get too many takers willing to read that much, so it basically wound up being the same people who had actually been reading the thread all along versus everyone else.I read the whole thread. Took me AGES. Witnessed the enlightenment, almost.
Soil quality need only be tracked for tiles that actually have soil, which won't be many (basically the surface, subsurface soil layers, and the caverns--farming on stone shouldn't be possible without moving soil from elsewhere. A 4x4 embark with 3 caverns, surface and say 4 subsurface soil layers would have (3+1+4)x4x4x48x48 = 300,000 tiles. If you want 4 bytes of data for each tile (water, nitrogen, phosporous and potassium) that's only an extra megabyte of RAM.
Maybe soil acidity could be introduced too? It could be changed by the application of lime.
Subterranean ecosystems could semi-plausibly be powered by:
1) decaying organic debris, whether brought in by your dwarves or washed in through the underground river system--this would make caves with no water pretty sterile, which is quite realistic.
2) Chemotrophs or lithotrophs--organisms that build organic matter out of inorganic (see http://en.wikipedia.org/wiki/Chemotroph (http://en.wikipedia.org/wiki/Chemotroph) and http://en.wikipedia.org/wiki/Lithotroph (http://en.wikipedia.org/wiki/Lithotroph)). These might require special conditions such as the presence of particular rocks or hot vents (maybe proximity to magma?)
While i really like the idea of selectively breeding crops, i think it should be a bit more complex than that. Instead of having a single 'better' type of crop, should be different traits you can give it, such as how hardy it is, how fast it grows, and so on. This could also tie into the raws of the plants themselves, having certian traits for growth rate, nutritional needs, ect.
My other thought on this is while procedural advancement is fine for the AI civilizations, when it's a player controlled civ, i think you should have a bit more control, such as ordering your farmers to breed, say.. maybe a faster growing strain of pig tails for example. Then perhaps randomize it, so you may end up with a strain that's just faster growing, or maybe faster growing but a bit more adapted to your exact ecosystem, making it harder to export. Or perhaps you get something else, as accidental discoveries happen occasionally. But, as the player, i feel you should have some say in the direction of reasearch , but perhaps that's an argument for another thread.
I occurs to me that a lot of effort could be saved (and two long-standing requests could be commingled) by having dwarves take their potty breaks on site, in the fields.
Could also let us compost all those useless body parts that are hard to get rid of.
I read the whole thread. Took me AGES. Witnessed the enlightenment, almost.
It's understandable why not many people wished to read the whole thing.
Subscribed. Can you bump this whenever you make a substantial update?
stuff on genetics
stuff on geneticsmore stuff on genetics
A way to sort of fix this problem would be something like Maslows Hierachy of Needs, but less abstract maybe.
http://en.wikipedia.org/wiki/Maslow%27s_hierarchy_of_needs (http://en.wikipedia.org/wiki/Maslow%27s_hierarchy_of_needs)
<edit2>This would work especially well with this:
http://www.bay12forums.com/smf/index.php?topic=69453.0 (http://www.bay12forums.com/smf/index.php?topic=69453.0)
Particularly the bit that talks about being able to store water in barrels and buy it from caravans.
<edit>Naturally, caves (and by extension caverns) have a lot of mud in them, I went caving recently and the whole place was covered in a clay/mud substance, so you don't have to do lots of explaining about how it got there.
Also, we may live in a monarchy, but it seems to have some elements of a constitutional monarchy, here.
Things on bones and salinity
RE: watering crops & irrigation
This was mentioned peripherally, but soil itself could have relatively simple variables, while a farm 'building' could track much more detailed information to preserve memory.I'd rather think of the field as tool for organizing labour spatially. After all, a field is not a building, and the only reason it's different from its surroundings is because there are particular jobs being performed, continuously, that change it.
The cane toad shredded the ecology of northeast Australia...
water flowing from the surface brings in nutrients shapes some of the caves while Magma features, both existing vertical pipes and possibly new ones as well, provide both nutrients to certain plants and, in larger caverns, heat to power underground air currents and miniature weather systems.
•I notice you're not a fan of my cooking thread. That's ok. I'm bummed that you didn't notice that I've been unifying all suggestions into a working big picture in that thread, but rather than walls of text I like to narrow items down to concise suggestions. I actually asked toady in the dev thread whether he likes megathreads, and he said he was ambivalent on them since he reads all suggestions anyway. So a goal of unifying all suggestions together into a working whole is probably the ideal thing to do with them.
•What about something like magical stone types that cave plants are getting energy from? We would probably think of them as magnetic or radioactive, but that doesn't need explaining since dwarves would never understand it in this time period anyway.
One thing that's been nagging me is the point that pH is a logarithmic scale, how is this going to be implemented into the system, since the rate of change of pH then can't be constant, since it'll take a lot more stuff to move the pH from 10 to 9 as it would from 9-8, 10 times as much in fact.
Toady One is, last I heard, philosophically opposed to making magic something which can be manipulated consistently, that is, magic would not be amenable to scientific inquiry. However, if we are going to go into tracking nutrients seriously, then the underground can't function like it does without adding an exotic source of energy, unless we allow for hugely increased activity of chemo-litho-trophic microbes or fantastical equivalent.
Not sure if this is precisely what you're looking for but there seems to be something of this nature in the DF talk seven about artifacts.Toady One is, last I heard, philosophically opposed to making magic something which can be manipulated consistently, that is, magic would not be amenable to scientific inquiry. However, if we are going to go into tracking nutrients seriously, then the underground can't function like it does without adding an exotic source of energy, unless we allow for hugely increased activity of chemo-litho-trophic microbes or fantastical equivalent.
I don't suppose you could find me a quote?
I'd be very interested to know what he has to say on the subject, and on what, specifically, he does or does not want magic to be like.
But it could be the end of the world if having the artifact sword is somehow drawing your fortress closer to some kind of world of fire and then suddenly it like sucks into some kind of fire plane and your whole fortress catches on fire and then everyone wonders why there’s a new volcano.
So I've been doing a bit of research about soil now because of this thread and I have a couple of questions about features to be included.
Are we going to include some form of cation exchange capability in this model?
Will we be able to do hydroponics?
How would you raise soil pH?
You can make calcium hydroxide from baking limestone in a kiln and mixing it with water. This could be used to lower soil pH and it is also used in tanning.
AAAAHHHH SO MANY WORDS!
Every third paragraph my brain starts going off tangentially to what you're saying, and I sit there and cogitate on it for a few minutes before coming back to find you went in a similar direction I did, or a different direction I wanted to debate you on, or jumped the rails entirely into a new thought that sends me off on another tangent. Or, in short, you make me think too much :P
After chewing it over a bit, I ended up breaking the way we play DF into two groups- World Shapers, and Creature Controllers.
At this point, I realized what you had actually done was make a way by which being good at one playstyle made you automatically better at other.
The problem with "can grow in silt, sandy clay, etc." is that then we no longer have player-created soils from things like flooding stone or muddy caverns.What we have here is two definitions of soil type, and as the variables become the definition of a soil type the categorical definitions such as silt or sandy clay approach conflict. Does silt have a set of values that make it silt? Would any mud that has been modified until it fits within those ranges then be silt by definition? If the values of a patch of sandy clay are modified until it fits the variables that describe loam, then is it still sandy clay?
Each person needs --1 acre = 0.4 ha = 4047 m2
vegan food -- 3000 sq. ft. (0.07 acres)
a few eggs/week -- 3,500 sq. ft. (0.08 acres)
one chicken/week -- 24,300 sq. ft. (0.56 acres)
one cow/year -- 67,300 sq. ft. (1.55 acres)
But it also seems like any nutrients that are brought into the system would stay in it too. Like, new immigrants, wandering animals, or several goblin sieges.
Secondly, as a minor point, and I'm almost completely certain that it's been mentioned, the spoiler rocks could probably function as a magic source.
In the current 31.18 version, all of the player's farming needs are settled in the first year. After that, the player occasionally sets fields to fallow/planting as the food storage accumulates, and may also produce fertilizer for the fields, which can be set to auto-fertilize.
What additional actions will a player engage in, or consider with this more advanced farming model?
In the current 31.18 version, all of the player's farming needs are settled in the first year. After that, the player occasionally sets fields to fallow/planting as the food storage accumulates, and may also produce fertilizer for the fields, which can be set to auto-fertilize.
What additional actions will a player engage in, or consider with this more advanced farming model?
Yes, this is ultimately not going to be a perfect model of balance. Dwarves will probably have some excess material to spend upon expanding soils, provided they conserve their materials well. I can just produce leaks in the system - humanoid operations are just never perfectly efficient, after all. There are also going to be some additional methods of producing some more fertilizers to throw into the farms, including through mining (which is non-renewable, hence short-term), and with breaking apart stone, including volcanic stone through the use of pest-vulnerable lichens and microorganisms, which can help lead to an overall throttle on the expansion of materials.
I actually realized there's already a built in way of simply taking nutrients out of the system. Or there was. I don't know if dwarves are still unhappy about a friend being left to decay outside if they're given a memorial instead of a coffin. But if the body is buried in a coffin instead of left out to rot, then any nutrients in the body are permanently secluded from the soil and the rest of the system. So while dwarves will still return much of what they use, they won't add to it simply by being there, and they'll probably take a little out at a time as they die, though it wouldn't really be noticable, since whatever nutrients they had in their bodies weren't part of the soil yet anyway.
last two paragraphs of the post
I actually realized there's already a built in way of simply taking nutrients out of the system. Or there was. I don't know if dwarves are still unhappy about a friend being left to decay outside if they're given a memorial instead of a coffin. But if the body is buried in a coffin instead of left out to rot, then any nutrients in the body are permanently secluded from the soil and the rest of the system. So while dwarves will still return much of what they use, they won't add to it simply by being there, and they'll probably take a little out at a time as they die, though it wouldn't really be noticable, since whatever nutrients they had in their bodies weren't part of the soil yet anyway.
Ah, yes. This is why I never wanted to be buried when I died, even as a little child. I just thought the idea that you would set land aside for dead people forever was just wasteful and stupid.
It kind of carries over to playing DF, I never liked burial by coffin. I prefer "dwarfy funerals" by magma-flooding a burial chamber and casting it in obsidian, sending the body back to Armok/The Stone.
Umm... not really.
Modern caskets are made of metal, designed to be pretty much hermetically sealed, put in a concrete vault, and the bodies are pumped full of embalming fluids. None of that sounds particularly like the point is to "return to the soil". You have to specifically ask for and pay for a "green burial" that involves the sort of "return to the soil" type of stuff you're talking about.
Even early Christians would try to put their dead in crypts, where they would presumably remain until the Final Judgement. Even though it's not part of Christian or even Jewish dogma that you need to preserve the body for ressurection, they still tried to do it, perhaps because of Egyptian influence on the Jews, and Jewish influence on Christianity, which forbade cremation.
It's just that all of those get full, eventually, so they make more room by throwing out the dead nobody thinks anyone will miss so they can sell those plots again.
Well, I read your first two posts twice, and skimmed the others- I was more interested in your ideas rather than the specifics of implementation. A quite brilliant post, I really hope Tarn takes the time to absorb the implications. Since you already debated the lack of FPS hits by this, I would like to add my dislike of a research tech tree, as it seems to belong to a different genre of game, and doesn't fit with DF to moi.
.... Yeah, looking into it it is a regional thing. In my own country(the netherlands) it was apparantly forbidden to balm bodies till about two years ago. And only in few countries they make coffins from metal.
My point is, what you speak of is rather modern is it not?(And probly cheaper when it comes to the coffins at the least...) so in a medieval setting they would have their bodies return to the earth.
But the thing is that init options are really only used when things are, generally speaking, badly implimented and something that can be removed from the game (old economy), or something that would be highly controversial (graphics).
I'm sorry, that was the purest definition of TL;DR I have ever come across.
Any chance of a brief summary?
Well, now you've just depressed the crap out of me.
I feel the need to to bribe Toady to get him to read that post about entropic fort death, just to find out his thoughts. I totally agree, we need later content! ARGH, NOW I'M WAY TOO DEPRESSED
Thanks for the summary of the summary, you've piqued my interest enough to read through the OP (when I'm a little more awake ;))
Can't really help out with a copy-paste summary until I've fully read the OP, but I'll let you know tomorrow if I have any advice :)
- To ensure this isn't a massive wad of incomprehensible gibberish, especially to starting players, much of this process has automation, and I am working on trying to reduce the interface down to become as simple and intuitive as possible.
- It is a goal to use automation to ensure that players do not have to worry about micromanagement of soil factors, but instead worry about how much they want to develop their farms versus how much effort it would take to make their farms expand.
As an alternate, or possibly expansion I guess, to keeping track of soil fertility, there could be bigger uses and tradeoffs for /what/ you're farming?...
It seems to me that clarity comes from bouncing an idea back and forth and refining it. Would you only allow yourself one go at this advanced farming idea, or have you revisited and improved upon it over time?
I'm only trying to make this suggestion better, the best way I know how.
Soil Maintenance jobs could be generated whenever the soil conditions fall out of line with the crop that is planted in that soil. Then a dwarf would go add a bucket of water, or potash, or whatever kind of fertilizer moves the variables in the right direction. The ideal use of land then has a higher farmer count.
I think early fort focus stems from how game is developed, i would guess that it goes something like this:
I suppose if you wanted to really simplify it, you could have a soil, fertile/not fertile boolean. Or on a slightly more complicated side, plants could subtract an amount of fertility by growing, different per plant. Fertility could increase by X for every Y time left fallow, or if fertilized. When magic or alchemy get in, there could be ways to add or subtract from the maximum fertility amount, or have it regenerate fertility faster. Before then, different kinds of soil could have their own max fertility, which would also mean some soil limits what you can plant, not just how often. Of course, you'd need a way to move the soil around, if you where doing that...
EDIT: For that matter, I wouldn't mind the ability to move around the "natural" floors. Dig out some diamonds, I get a free diamond floor... if only I had a use for a room way over there.
People report massive FPS spikes because of changes such as stone temperature with magma or constant water flow. I can't help but cringe when I think of my computer trying to chew another enormous set of variables for every square of soil (which is A LOT of squares). The problem is not so much that it will eat up memory. Rather, it will consume too much processor time. The game would constantly have to check a whole set of attributes on every soil tile on the map. That translates into a big slowdown.
The changes you mentioned are awesome mainly because I really like the idea of limiting resources. However, I think that could really be accomplished without dramatically overhauling the soil system. Just make seeds more scarce. If each plant only had a % chance of producing a seed when processed, that would end the whole "infinite agriculture" problem. The % chance of getting a seed could be influenced by dwarven skill, whether the plot was fertilized, or what-have-you. This would be the way to re-implement some of the ideas you mentioned.
Overall, I don't know if your suggestion solves the original problem of the game being too easy. Even if crop yields are reduced greatly, it would still be very easy to thrive. First of all, you could just move your farms every few years to more fertile land. Second, with the huge availability of meats and fish, you really don't need to eat plants at all. Of course, you still need booze, but if you use all your ag resources to grow booze crops, you'd never run short of the stuff.
Here are some suggestions of my own:This is somewhat similar to the way that we were discussing making Plump Helmets grow (by cutting down logs, and letting plump helmets grow on the logs in cool, moist caverns). The specific idea that burning the tree on the spot as a means of producing potash, however, is a bit new. I'll try to include that in my fertilizers section when I get to writing it.
1) Slash n Burn
2) Rebalanced meat industry
Unfortuantely, that's sort of the total opposite direction of where I was going - the objective is to make the game more complex in a way that doesn't overload the player, not to make the game really simple, so that there isn't any differentiation between plants and very obvious choices for the player.Just because it's a simple system doesn't mean you can't have complicated effects or requirements from it. :P
The point of having a simulated ecosystem that is only vaguely within the player's control, as I outlined in the first few posts, is to make a "Simulated Fantasy World" where you aren't necessarily just pushing around lifeless blocks that obey your every whim, but are trying to make it in a complex, interdependant ecosystem that you don't really have absolute control over.
Simplified systems destroy that sort of dynamic. Complex systems with an interface designed to simplify and streamline what aspects you can control are what foster that sort of dynamic. Complex systems are what make DF such a unique game. Complex systems with an interface that makes it easy to understand and control are what DF should ideally be working towards.
Just because it's a simple system doesn't mean you can't have complicated effects or requirements from it. :P
I'm trying to throw not just one system, but a giant jumbled mess of systems that involve all aspects of industry related to food, fuel, textiles, medicine, trade, domestic happiness, and the sheer labor management of the fortress so that everything competes for the same limited resources you can divide between them.The issue I have with that is (and I'm saying this while being totally in love with environmental simulators), the farming is just one part of dwarf fortress. It's already a jumbled mess! I have to dig out fortress areas, farm, mine ores, produce things, hunt, lay traps, equip and train up an army, fight stuff with the army, negotiate sales, and run whatever side projects (currently tending to revolve around water) I might need. On top of that, there's going to be magic and alchemy, the economy in the fortress, the economy in the world in general, and also somehow dealing with other nearby areas, and maybe running several forts at once, eventually. If I remember, the game's officially only about a third done, so I think it's a bit early to say we need to add more complexity in just to keep people on their toes.
stuff about not liking complexity for just adding in more complex systems
This sort of has the unfortunate side-effect, however, of meaning that just about every one of the first questions or comments that come from most people's minds when they only read the first parts of this thread are typically the same questions I've already heard from about five generations of thread participants in a row.There's a simple and elegant solution to this dilemma that has been used to good effect for years: Put up a FAQ in the first part of the thread, answering questions that come up a lot.
ive read the most important articles and i think that this would be an interesting idea as long as the current "herbalism" skills do not make the entire complex farming thing you described obsolete UNLESS you want to work underground
Now, I may have missed it in the wall o' text there, but have you had thoughts on the effects/implementation of floodplains?
The navigation controls for the interface should be exactly the same as the rest of the game.
Max White: Well, that's a pretty positive spin on things.
A significant problem with the screens is that one screen shows soil values relative to some unnamed current crop, and a separate scheduling screen offers no feedback on the future of the soil.
Since there is not data, even after heaps and gobs of talking about all kinds of new variables, the result is going to the wiki and looking up what sequence of crops is the best and planting that.
≈ is water
τ is nitrogen
╢ is phosphorous
⌐ is potassium
♠ is biomass
¥ are pests
▄ is humus depth/CEC/drainage
¡ is soil acidity
² is toxicity and salinity
☼ represents if this plant is going to live in an energy field capable of supporting it
The mechanism of requiring people to select time blocks in months is needlessly tedious and cryptic. Plants are planted during the four seasons, and that is all the detail that is needed for a time block. Forcing players to select a starting and ending month just adds unnecessary hassle to every time block, forces players to translate the months, opens up opportunities to make mistakes selecting date ranges, and wastes screen real estate.
Hadn't read this in a while so belated thoughts on the Interface are as follows.
Also, check out the medical tab; it has many shorthand coded entries, and yet it is still legible. How? Because it has a legend at the bottom of the screen that tells what each symbol means. This screen would be better with the addition of a legend somewhere near the bottom of the screen.
As for a set of explanations for what each symbol means, I unfortunately don't think that's viable without taking up too much space in this one window. (I've actually remembered more buttons that I want to add into this screen, to handle certain odd circumstances.) I think that players will just need to be told from a help window or a different window what these symbols mean.
Ah, A thought here: While it players would need to be told in a help/legends window, perhaps a link could be left as a ?:Legend (or somesuch) next to the bits that would be most confusing to someone first encountering it. (Such as the symbol chart)
Though I suspect it's something you've already thought of.
Also, because I flunked out of the Ninja academy: The "How it works" section is pretty much how I thought it would work.
I agree. In general, if you're going to simulate societies, you cannot adequately simulate one aspect without adequately simulating the others (within reason). Obviously, if the game were solely about war, you could make the other parts more abstract and still have a successful simulation, but that isn't the case here. Simulated cultures need to be viewed on a sort of holistic level, with each aspect influencing the others and the whole, and that's where DF could feasibly shine.
To be honest, this ties into why I'm so afraid that fantasy races in DF will just wind up as copies of each other with different flavor. I don't know that there's a serious risk of this, but think about it: Even dwarves have their own flavors of large-scale agriculture and woodworking even when entirely below-ground. I'd rather that dwarves, say, suck at farming altogether, and have limited access to relatively poor underground "wood", and have to consider what implications that has for their species and the questions it raises... rather than them having "forestry, but underground" and "agriculture, but underground".
To an extent, this requires some greater complexity of modeling.
In the farming thread, I've actually been musing to myself that the altered way in which herbalism and weed growth can be abstracted would allow for an "elven farming" method that does not involve actual direct farming, but rather the culturing of certain soil conditions and purposeful introduction of specific pests (or hunting of undesirable pests) could allow a careful enough culture to grow "weeds" of marketable food crops and freak tons of rope reed to make into clothing that you trade with dwarves.
Dwarves will, unless we somehow bar them from certain aboveground farming techniques or technologies altogether, generally have the ability to do everything, even living aboveground, if the player chooses to do so, although whether you live above or below ground and farm will have pretty massive differences in how the game will play out when choosing to grow plants without access to photosynthesis as an energy source means you have to play with xenosynthesis and potenially dangerous magic energy sources for the ecology coming from the caverns.
Goblins, being carnivores, would have to either be hunters or dedicated ranchers to feed themselves. Either having cattle drives, or having some sort of magic-fueled slop farming to feed their livestock. All you need to do is make livestock need to eat, too, and put limits on how much grass grows in an area, and you've already got the major difference in goblin farming.
There's a lot of differentiation you can create, but it takes a complexity of modeling to make meaningful differentiation.
Quote from: NW_KohakuTo an extent, this requires some greater complexity of modeling.
Agreed.QuoteDwarves will, unless we somehow bar them from certain aboveground farming techniques or technologies altogether, generally have the ability to do everything, even living aboveground, if the player chooses to do so, although whether you live above or below ground and farm will have pretty massive differences in how the game will play out when choosing to grow plants without access to photosynthesis as an energy source means you have to play with xenosynthesis and potenially dangerous magic energy sources for the ecology coming from the caverns.
I don't think this needs to apply to dwarves any more than it applies to, say, humans or elves, really (except perhaps for cultural reasons).
The fact is that dwarves are adapted to life underground. That much is obvious. As such, it makes sense to me that their biology and/or culture are adapted less to life above-ground. For instance, I don't think it's really fair, and is actually kind of boring, to assume that dwarves have just as much of a knack for typical above-ground agriculture as humans despite not doing it and not caring much for the sun.QuoteGoblins, being carnivores, would have to either be hunters or dedicated ranchers to feed themselves. Either having cattle drives, or having some sort of magic-fueled slop farming to feed their livestock. All you need to do is make livestock need to eat, too, and put limits on how much grass grows in an area, and you've already got the major difference in goblin farming.
I'm not sure ranching alone is even close to efficient enough to sustain a large society, so there would have to be something else going on. Basically, there's a reason why larger human societies needed agriculture to begin with. That being said, this necessitates either something magical, or something militaristic (raids for resources, etc.), or some other consideration to account for this. But see, to me, that's the fun part: Starting with some assumption (like "dwarves live underground" and "goblins are mostly carnivorous") and trying to find ways for it to actually work. To me, you can create pretty compelling entities that way, and ones that act realistically (in terms of their behavior being realistic, not "realistic" in the sense of replicating Earth).
I just hate to see dwarves as "humans, except stockier and better at living underground". To me, it's a lot more meaningful if their underground life is more difficult in certain ways. For instance, I'd like it if dwarven underground farming weren't nearly as efficient as the human variety; after all, it's not as if dwarves don't have their explicitly and implicit advantages as well. It would also fairly neatly justify the fact that dwarven societies tend to be a little more sparse, less expansionist, and more isolated/low-population, whereas humans (fueled by agriculture) have more sprawling, massive, expanding settlements, and elves can basically live wherever in the woods they feel like by ostensibly living in a harmonious ecology with the world around them.
Of course, if dwarven underground farming is relatively inefficient, that means dwarves must have other compelling reasons not to just set up shop above-ground and farm there. Why this would be the case, I'm not sure, but possibilities are certainly open. For example, maybe they're less naturally capable of dealing with certain adverse environmental conditions (after all, underground areas don't have weather and stay at a relatively stable temperature year-round).
Basically, my point is that I want to see compelling differences between races, not just the flavorful but essentially meaningless "they make beer, except they do it in caves" variety. Dwarves being the standard player race in this game, there's probably a big temptation to make them good at absolutely everything, but I don't really think that should be the case. I'd rather see dwarves do interesting things with stone and glass and metal and clay than see them use wood for everything like a human would, for example. "How would dwarves live?" is a pretty interesting question that could result in some pretty interesting answers, and I don't think the game should avoid that. The proliferation of underground forests already kind of feels like it skirts the question in favor of shoehorning in above-ground elements so that the dwarves have access to them no matter where they live, so that they can engage in industry that, by all reason, the humans and elves should be more inclined towards.QuoteThere's a lot of differentiation you can create, but it takes a complexity of modeling to make meaningful differentiation.
Definitely. Even a question like "why don't humans dig underground or as well as often as dwarves?" has answers like "because dwarves don't get blacklung or heavy metal poisoning" that require more simulation than the game currently has to offer.
The thing is, either we can make a farming system, and then not let dwarves use all of it, in which case, it seems like a bit of a waste to actually model it all, or we can let dwarves do everything, and then just say that there's some sort of social mores that dwarves don't actually do that sort of thing usually (like, say, building forts in a flat swamp instead of near a mountain), but that the player can merrily break all social tradition without repercussion.
I think, to an extent, the reason why dwarves are so "overpowered" is simply because all the things that are in the game are the things dwarves do well, and anything that elves are supposed to do well aren't in the game. If elves as a playable race aren't in the game yet, why give them something you'll never play in Vanilla, when you could be adding more fun things for Vanilla players to enjoy?
I don't see why it would be a waste, since the other races would still use it, and other races being available in fortress mode is also a valid goal.
Also, a complex farming system could still be applied to underground crops as well. There's no reason why not, and it's not like I'm suggesting underground farming be removed. I'm only saying that it makes sense for underground farming to be less efficient,
I'm also not saying that dwarves flat-out shouldn't be able to use above-ground farming successfully, just that the disadvantages to them should somehow outweigh the benefits (and those benefits should be more than just cultural, even if they're mostly circumstantial).[/url]
Right, I'll agree on that front, and think that some sort of dwarven "disability" that makes aboveground farming somehow not advisable is a good idea, and that it warrants discussing what sort of reasons dwarves would want to undertake underground farming if it is less efficient or more dangerous than aboveground farming.
So... What sort of dwarven disability would there be that could make growing aboveground food not preferable to growing underground food?
Basically, I think it's putting the cart before the horse. I think that adding in features that dwarves can't use is a solution to a problem (making alternate play modes) that hasn't yet been created. When the addition of other race play modes becomes imminent, then the need to add in special technologies, lifestyles, and other key differentiations becomes a real problem that demands solving.
Right, I'll agree on that front, and think that some sort of dwarven "disability" that makes aboveground farming somehow not advisable is a good idea, and that it warrants discussing what sort of reasons dwarves would want to undertake underground farming if it is less efficient or more dangerous than aboveground farming.
So... What sort of dwarven disability would there be that could make growing aboveground food not preferable to growing underground food?
Defensive/logistical reasons. A self-sustaining underground fortress is a whole lot easier to defend and manage than a fortress that's mostly underground but has vast above-ground pastures and fields.
Dwarves, as I mentioned before, wouldn't be as accustomed to the things you have to deal with topside. Certainly dwarves do understand things like weather and seasons, but they're not something dwarves have to deal with very often, so they might not be as used to doing so, or as good at it. Above-ground farming would present almost literally a whole new world of things for dwarves to have to understand, predict, and deal with, and as human agriculture and almanacs can attest, that stuff is complicated and takes effort even if things like "rain" and "snow" and "clouds" are totally normal to you, which isn't the case for dwarves. Basically, they'd have to sink a lot of cost into figuring out things that humans have figured out almost by default.
On that note, to reiterate another point, maybe dwarven biology isn't quite as good at standing up to the rigors of harsh weather/climate, since they normally don't have to deal with that; seasons barely exist to them in their underground homes, and weather doesn't exist much at all. This makes underground farming a bit more comfortable and safe to them.[/li]
[li]For similar reasons, underground farming might be more reliable, at least on smaller scales. I'm sure it might have its downsides, but on the other hand, you don't have to deal with having an exceptionally cold winter, or some of the other environmental effects that you have above ground. For a race that doesn't really deal with seasons and doesn't care much for farming, it makes sense to grow crops in a manner that you can do year-round without having to worry about such things.
- Dwarves live in mountainous regions, where typical above-ground farming might be more difficult to begin with, although certainly not impossible.
- As I said, dwarves don't seem to have the kind of expansionist mindset that humans have, and if that's the case, they might not need the kind of large-scale agriculture necessary for sustaining large human populations. This goes into issues of what dwarves are inclined towards doing as a race; whereas humans are big on survival/adaptation/expansion, perhaps dwarves are more content to live in smaller, more stable populations and focus on crafts and other forms of cultural advancement.
Defensive/logistical reasons. A self-sustaining underground fortress is a whole lot easier to defend and manage than a fortress that's mostly underground but has vast above-ground pastures and fields.
This is something implied, but not forced with the current system.
You can still make a "surface dwarven settlement", and just wall it in. If we, at the very least, make sure there aren't "stone greenhouses" that grow aboveground crops underneath a stone roof, then at the very least, you invite fliers to attack, although we don't have enough serious flying threats to make that a perfect solution.
Also, why are humans capable of doing it?
If humans are just plain willing to accept the casualties of aboveground farming, while dwarves aren't, then it's just a cultural difference.
Dwarves, as I mentioned before, wouldn't be as accustomed to the things you have to deal with topside. Certainly dwarves do understand things like weather and seasons, but they're not something dwarves have to deal with very often, so they might not be as used to doing so, or as good at it. Above-ground farming would present almost literally a whole new world of things for dwarves to have to understand, predict, and deal with, and as human agriculture and almanacs can attest, that stuff is complicated and takes effort even if things like "rain" and "snow" and "clouds" are totally normal to you, which isn't the case for dwarves. Basically, they'd have to sink a lot of cost into figuring out things that humans have figured out almost by default.
While I can agree with and understand this concept in theory, it meets very stiff resistance when you start talking about how you would apply this sort of idea.
When I started talking about needing to fill out encyclopedias or almanacs to be able to really see what the requirements of plants are for growing them in the proposed interface, a good portion of the people who read that see "Research" and think "Tech Tree".
It may not be impossible to implement, but it makes passage of the suggestion as a whole much more opposed.
Researching plants to understand them also adds to the interface complexity, since you then need to start obscuring parts of the interface that give you data until you have enough research accrued to pass whatever threshold value you have for actually learning the important information on a plant.
That said, I'm not really opposed to it, it's just something I'm not going to prioritize fighting for. Unlike the interdependent systems in this suggestion, this is really something that can be slapped on after everything else.
On that note, to reiterate another point, maybe dwarven biology isn't quite as good at standing up to the rigors of harsh weather/climate, since they normally don't have to deal with that; seasons barely exist to them in their underground homes, and weather doesn't exist much at all. This makes underground farming a bit more comfortable and safe to them.[/li]
[li]For similar reasons, underground farming might be more reliable, at least on smaller scales. I'm sure it might have its downsides, but on the other hand, you don't have to deal with having an exceptionally cold winter, or some of the other environmental effects that you have above ground. For a race that doesn't really deal with seasons and doesn't care much for farming, it makes sense to grow crops in a manner that you can do year-round without having to worry about such things.
Heh, that brings up the question of why aboveground farming is year-round, while underground farming is seasonal, again... In the Xenosynthesis thread, I mentioned that perhaps underground magic fields are seasonal, and quarry bushes need a magic type only available during certain times of year.
This sounds like a pretty viable concept... although caves tend to be slightly colder, and a "stocky" body is better at retaining heat, so it would make more sense that they be better in cold climates, but worse in hot climates (meaning heat stroke would be a problem... maybe they don't sweat the way that humans do, either?)
The problem with this, however, is why do they wind up being good at working a hot forge directly over a magma vent, then?
- Dwarves live in mountainous regions, where typical above-ground farming might be more difficult to begin with, although certainly not impossible.
- As I said, dwarves don't seem to have the kind of expansionist mindset that humans have, and if that's the case, they might not need the kind of large-scale agriculture necessary for sustaining large human populations. This goes into issues of what dwarves are inclined towards doing as a race; whereas humans are big on survival/adaptation/expansion, perhaps dwarves are more content to live in smaller, more stable populations and focus on crafts and other forms of cultural advancement.
These are cultural claims, again.
Actually, it almost seems like you could say "Dwarves are humans that went to live in the mountains, where the metal ores are, and their bodies adapted to cave life", more than you can say "Dwarves are largely unsuited to surface life".
Maybe we just need something that introduces some societal ramifications to working aboveground? Only an "untouchable caste" or the like can work aboveground?
That, or make cave adaptation a much more crippling disease that is much harder to get over, and have immigrants arrive at your fortress through the caverns or make tunnel roads to reach your fortress...
First off, I understand the game currently doesn't simulate this well. I'm not talking about the game as it stands, I'm just thinking out loud about concepts.
It would have to be implemented in a relatively abstract way, yes, and I'm not sure how you'd do that. I agree that it's a difficult thing to propose, but I don't think it's impossible either.
Eh, maybe their metabolisms (or something else) just don't function quite the same way as those of humans. Also, retaining your body heat doesn't necessarily mean you'll be as good at fighting off things like frostbite.
Normally, though, adapting to one circumstance means you're no longer adapted quite as much to the opposing circumstance... so how does that apply in this case? Maybe they don't see as sharply as humans do in normal/bright light levels (which actually is true of many nocturnal animals); they could even be very near-sighted in comparison, not having to see things a mile off like we do. Maybe they can't run as fast, although that probably doesn't matter too much. Maybe their brains don't really have circadian rhythms the way humans' do (how could you underground for generations?), and the day-night cycle screws them up or they rely on a completely different sort of biological clock. Maybe they're more susceptible to the allergens/toxins you find above-ground than humans are. For instance, water cleanliness being such a huge problem back in the day, it's possible they just can't tolerate those kinds of diseases as well, since underground water sources don't have those problems as much (perhaps in favor of different ones). Perhaps their skin and eyes are more sensitive to, and easily damaged by, sunlight. At any rate, the point is that reasons can be contrived or derived if necessary, and that dwarves living underground can certainly be said to have a biological basis/incentive if it's decided as such.
Also, dwarves could have any other number of neurological/innate psychological differences from humans, which for one reason or another would give them difficulty working above-ground. I can't think of any examples right now, though, except sense-related ones (including the more obscure senses; again referring to spatial sense, perhaps they have difficulty having a "feel" for a large area like a field, since they're adapted to tighter spaces, whereas they're better at dealing with corridors and corners and three dimensions?).
Dwarves, meanwhile, I've always thought of more along the lines of the Neanderthals. They're shorter, stockier, better suited for slightly colder climates because their bodies are more compact. They have short legs that make them poor long-distance runners, and poorly adapted for open plains, but they also have powerful upper body strength, and can make great ambush hunters where their slow speed and poor running stamina isn't as much a problem.
History Channel had a special on it, speculating that early humans would have competed with neanderthals over food resources, but while humans hunted with bows, neanderthals hunted like true dwarves would - they attacked the biggest, most dangerous game they could find (wooly mammoths, basically, elephants) by jumping on its back from ambush and trying to hack its throat out with a sharpened stone spear before the mammoth could toss the neanderthal off, and gore him/her horrifically. Remains of neanderthals were examined to reveal hunters often broke multiple limbs on multiple occasions and had several wounds that implied they had been impaled in major organs in their short, violent lives.
Long story short, neanderthals were the real-life dwarves.
Considering how much dwarves love labor, I don't see them ever really having a slave/untouchable caste to do work for them. After all, if you have a subhuman caste in your society, you don't have them do the stuff you find virtuous or fulfilling, and dwarves seem to think that way about toil and labor. That's just my opinion, though.
I think it's definitely a good idea to have dwarven settlements connected more via tunnels. They already sort of are, so I think that should be a possibility for dwarven fortresses, at least at some point after their settlement.
Well, if the objective here is to come up with plausable interpretations for why dwarves are like the way they are, and there are meaningful differences between that and humans, then there's nothing wrong with making a suggestion that doesn't fly, it just means you need to go back to the drawing board for another one. "I'm just thinking out loud about concepts," is a line signifying disowning your idea.
Saying that dwarves don't farm aboveground because of the risk of death while humans are willing to put up with a few attacks implies either that attacks against humans are not as bad as attacks on dwarves, human villagers are stronger and better at combat generally than dwarves, or that dwarves are either cowards or humans are suicidally brave.
I'd also have to ask "why don't they know, aren't there dwarves on the surface?" Also, if the only bar to entry as an aboveground farmer is needing to do some research, then once it's done, there's no reason not to farm like a human.
Eh, maybe their metabolisms (or something else) just don't function quite the same way as those of humans. Also, retaining your body heat doesn't necessarily mean you'll be as good at fighting off things like frostbite.
That's fairly vague. How could someone's metabolism be "different" in a way that they retain heat well, but are still vulnerable to frostbite?
It takes some serious work at acclimating to surface life for a dwarf, and maybe the dwarf could be seen as a little odd for having done it.
The starting seven might be "surface acclimated", and capable of eating the strange above-ground food, but migrants might very well not be, and will be unhappy and probably even incapacitatingly sick until they can acclimate their bodies to aboveground food in small but gradually larger doses.
Maybe lumberjacks are the lowest rungs of dwarven society, while legendary microcline mug crafters, weaponsmiths, soldiers, and maybe miners are the highest-praised.
Please don't answer mith more than 2 screens of text.
About "nerfing farms"... Nerfing farms isn't what I want to accomplish. What I want to accomplish is the creation of a much more deep and compelling simulation of the DF ecosystem and how the dwarves interact with the land. I want to go beyond the simple "needs labor to make food" problem, and create a whole new set of simulated systems within the game.
There are risks associated with above-ground and below-ground living, and each race is equipped to handle with one or the other more effectively, and even disregarding that, a race exposing themselves to both sets of risks is unnecessary unless there's damn good reason for doing so (see: the few examples of real-life underground settlements). That's what I was getting at.
I mentioned metabolism because the way the body regulates metabolism is very important to thermal homeostasis, and dwarven bodies might differ a little from humans, and might not be able to adapt to the same kinds of changes in environment, or in the same way.
Yep, and in some ways, it needn't be entirely possible, in the sense that you can't make up for every physiological disadvantage. You can't exactly become farther-sighted that much just by trying, or gain greater resistance to all forms of disease (you know, like expecting a cat to build up a human-like Tylenol tolerance), or rewire your brain's sensory systems all that much.
That being said, some acclimation would certainly be possible.
Yeah, I see the founding dwarves as being either foolhardy, or tough-as-nails, or otherwise just willing to brave extremes (by their standards) in order to found a new settlement. Sort of like human expeditions, in that sense. Of course, in the future, we'll probably have more complicated starting scenarios than "seven dwarves on a mission".
Yeah, there's definitely some room for play there. However, I like to see dwarves as being a little more egalitarian than humans tended to be. Seems to be way things are shaping up anyway, nobles aside.
There are risks associated with above-ground and below-ground living, and each race is equipped to handle with one or the other more effectively, and even disregarding that, a race exposing themselves to both sets of risks is unnecessary unless there's damn good reason for doing so (see: the few examples of real-life underground settlements). That's what I was getting at.
Care to share a link to a resource on those, by the way? I don't know very much about real-life underground settlements, and I'd be interested to learn.
I mentioned metabolism because the way the body regulates metabolism is very important to thermal homeostasis, and dwarven bodies might differ a little from humans, and might not be able to adapt to the same kinds of changes in environment, or in the same way.
So this would be "like a dog, dwarves don't sweat"?
If we start getting into an entirely physiological reason why dwarves can't live aboveground, however, it raises a question of "how do they manage to do it at all"? They still fight aboveground, at least theoretically. Elsewise, they couldn't have wars with the elves. Or at least, they couldn't have any war that wasn't completely defensive and fought literally no further than their doorstep. (Not that such a thing isn't what we have now, but that's supposed to change soon-ish.)
Some dwarves are supposed to actually live in other cultures. Does that mean they're "degenerating" into humans? Or should they just have some in-game penalties for being surface dwellers being added in?
The thing is, what sort of social ramifications would there be to farming aboveground that could be accurately reflected in-game? Would nobody want to migrate to an above-ground farming fort because that reeks of low class, and as such, only the most desperate refugees would immigrate there? Would player forts be considered some sort of riff-raff, not worthy of proper trade with the mountainhome until they started living a proper dwarven lifestyle, and become outsiders and outcasts?
I'll look into the way that corpses create compost again, then. I was mostly thinking of making them generally more toxic than regular compost, anyway, and having players use a special kind of decomposer "crop" that is inedible, but just serves as a means of turning really toxic materials like goblin corpses into more "safe" compost.Corpses are really concentrated nutrients. Battlefields on cropland were known to boost the yield of the fields several years afterwards. The big danger with corpses is the transmission of diseases and the attraction of pests (and necromancers). It's also necessary to give them time to decompose of course.. Then again, regular (human) manure also needs sufficient time to let the (human) germs die down. So chemical toxicity won't be a problem.
I agree with you.
There's a reason why it takes several years. Human corpses are more putrid than compost is, and it takes a while before it becomes at all sanitary. I'd much rather work with horse manure than rotting human corpses.
There were apparently some built in Turkey (http://en.wikipedia.org/wiki/Kaymakl%C4%B1_Underground_City), although I don't know if the people there really spent that much time actually living below-ground (it's hard to say, and they certainly weren't self-sufficient!).
The one I was originally thinking of was Derinkuyu Underground City (http://k43.pbase.com/u38/chuy/upload/25029062.MapofDerinkayuUndergroundCity.JPG). There are some pretty spacious areas in there.
Diplomatic tensions in general could be tense, as well. Right now, all we really have right now in terms of diplomatic relations are sieges (in case you constantly kill off their caravans, or are at war), trade, migration, and things like elven wood diplomacy. Given how development is going right now, I think we'll see slightly more complex diplomacy in the (relatively) near future, but we're also talking about things that are more taboo than wrong, which has more nuanced/subtle effects. Dwarves being less inclined to immigrate could work, and trade could be more difficult, if only in the sense that the trader doesn't care for you as much and might want a bit more profit or be less willing to suit your needs. Any other diplomatic tensions that exist in the future could be heightened as well.
Add to all this the vast differences between plants when they can alter around a dozen individual soil variables, and have demands of those soil variables to differentiate one another, and the simple act of picking which plant to plant in your soil can become a truly meaningful choice for the player.
In addition, a grow/not grow dichotomy is to be avoided. There will be plants that do decently over a wide range, but especially well in a small range.
...and the simple act of picking which plant to plant in your soil can become a truly meaningful choice for the player.
...and the simple act of picking which plant to plant in your soil can become a truly meaningful choice for the player.
This requires at least two viable plants to plant in your soil, on average. Any less and there is no "truly meaningful choice".
Berries: | Berries should be planted straight, since I don't think that dorfs could be bothered eating around the seeds of strawberries. |
Tubers: | Tubers are commonly grown by replanting a part of the roots (potato), but they can be planted by seed too (carrot). |
Grain: | Since grains are the seeds, grain would work as both seed and food. |
Fruit: | Fruit seeds and stones can be kept after being eaten, so they would stay like the classical plants in the game. |
Nuts: | Nuts would work the same as grains. |
You may try to rebut that Toady can not be bothered to code 100 different plants. This is probably true, especially since he'd have to research every plant. Instead, he could leave it to the community to make the RAWs and just package it into the game.
Kotaku:
I don't seem to see much information on how seeds will be implemented. Here's how I think that they should be:
I don't know if you have yet read "Guns, Germs, and Steel", but there is a considerable section dedicated to crop and animal domestication from wild species and how this influenced the progress of various cultures around the world.
[...]
Just some food for thought! I might return to this later!
You are assuming that the soil values are completely random and mutually exclusive; they are not. The chances are, that if some of the variables are right for a plant to grow, then the others will be too, maybe one or two variables would need to be fixed for it to grow well, but most plants would be able to grow in most soil types.
What I'm assuming is that they are independent variables, not mutually exclusive. That is to say, it is possible to have 1% in one variable and 99% in another variable, and furthermore that there isn't a dependency that says if one measurement is at 50% another will never be at 5%. The assertion that "Chances are if some of the variables are right, then others will be too" has only now been stated. If there are rules of dependency, they will need considerably more clarity before they can be programmed and analysed.
Ok, so this thread is a huge monster, I can't possibly read through it all without devoting a few hours! (did a quick search though to make sure I dont re-post anothers suggestion)
I think this thread represents the best way to move farming and the ecosystem from a simple tool that the player uses to extract resources up to a living system the player just tries to interact with in a limited way. (And that means that mushrooms are more mushroomy.)
I agree. :3
...but I still wanna see something about what I suggested in my last post in this thread... >.> ...eventually... or maybe I could gather the info for you and present my findings to you and see what you think!
Anyway, I hope that I can create something that isn't too overwhelming for the players, while at the same time producing that sort of "living world" feeling with a massive backstory to it that Toady seems to be working towards with a comprehensive ecology system. Something that makes a real simulated fantasy world instead of a set of tools for the player to interact with to produce more materials.
I understand what you're doing here, but don't you think you're coming off more as if you're trying to design game systems yourself rather than give input?
We haven't made any final decisions. I think a NPK+pH model does give you something back, because you'd get some really great varied local landscapes and it would take care of crop rotation, composting, naturally poor soil, or whatever else, but it introduces a farming interface problem to dwarf mode in terms of conveying the information in wholesome terms and allowing you to solve problems that come up.
Yeah, I get what you mean and I probably acted a little reactionary there. I just find that the best way to give suggestions is to identify game problems/goals, what concerns are there, what would be necessary to fix (or reach) them, and then perhaps some examples... whereas some people (not necessarily you I'm talking about here) jump straight to "here's my giant-ass overwrought suggestion for a magic system" -- which we've all seen before -- before really considering that such information has a very low signal-to-noise ratio when more abstract feedback (in this case, "what this game needs to get out of a magic system and what design concerns need to be dealt with and how") is necessary before even embarking on more specific suggestions.
Again, I'm not complaining about you here, probably just misdirecting frustrations a little bit.
That said, I think there's something worth disagreeing about with what you have said, in that I don't think that people really always grasp what it is they really want with these suggestions. Especially with things like the magic arguments, some people just seem to declare they want random kill-your-whole-fort on a roll of 1 magic or Tolkien magic or D&D magic without really thinking any of it through, and without really being willing to discuss it. Taking the time to actually think about how it would have to be implemented, and how the player actually has to interact with it has made me do some pretty serious revisions to this suggestion, which just talking about my feelings wouldn't have done.
The thing starts as a purely abstract, and works its way in talking about features, then I get into proof-of-concepty things near the end. (I want to finish off with a mockup set of plants just to illustrate what sort of things we could do, although I have absolutely no doubts that Toady won't want to use the procedurally generated random crap that gets spit out in favor of whatever procedurally generated stuff he can program to be spit out.)
kinetic energy,I'm getting disturbing images of a living rubber band.
"Sun-cap" a subterranean tree that feeds off of wind, and a biomass feeding "glow shrub", both of which provide sustenance to the photosynthetic Nethercap the constant coldness of which provided a source for aircurrents (especially when around lava or fire generating plants.)
I think Nethercap is so cold because it uses the temperature of the surrounding environment in some way, converting it into energy for it's own use. This implies very strange and non-standard biochemistry... possibly even magic.
Yet the heat isn't evidently doing anything. It would have to be stored in the form of potential energy, unless the things have locomotion or grow extremely fast without bound, or something silly like that. Or the energy is totally destroyed, with is a thermodynamic nightmare impossible without magic.
I think that all underground plants are fungi. They don't undergo photosynthesis and I assume that all underground plants simply feed by metabolizing organic matter. I don't know how that organic matter gets there. And I certainly don't know how forming large tree-textured mushrooms is an evolutionary advantage to fungus. Maybe they can spread their spores farther?
I certainly want an answer to how tower caps meet their energy demands.
OnIn response to Xenosynthesis
[...]
I'd much more like to see it as one of several parts of any ecosystem rather than the whole.
[...]
On Nutrition models
Not much to say but I agree with pretty much everything here. Waste especially so though. It may not be pretty but it adds enough that it's necessary at least in some form.
Awesome read. ^^
If you don't mind getting more "work", could I make the humble suggestion that you break the implementation into a few major chunks that could be done incrementally? I think it would be much easier to implement in sections rather than a completely new addition.
Yet the heat isn't evidently doing anything. It would have to be stored in the form of potential energy, unless the things have locomotion or grow extremely fast without bound, or something silly like that. Or the energy is totally destroyed, with is a thermodynamic nightmare impossible without magic.
OR we use magic to avoid the thermodynamic nightmare.
Each nether-cap contains tiny portals to the Nether Plane, which is very cold. Their energy metabolism is a heat engine using the portal as a sink, with chemical reactions powered by the temperature gradient from the surface to the core of the mushroom. Only a small fraction of the heat they absorb from the environment is bioavailable; the rest just goes through the portal. Their efficiency is horrendously low but that's okay because their heat and cold sources are both basically unlimited.
Herbalism easily supports small numbers of dwarves that can manage to keep their harvesting areas safe from skulking goblin ambushers, but at the same time, plundering too many plants from the soil without returning nutrients can gradually lead to a more barren landscape with less plants overall.
...you might need to spread several layers of fertilizer or grow some preliminary crop to prepare the soil for this wheat. Growing wheat will probably require permissables set throughout the year for several applications of manure, water, and it will probably be a good idea to give permission to till the soil before the wheat is planted (this kills weeds).
Instead of merely "fallowing" the field, which lets weeds take over
we will instead schedule clover
So long as cattle only eat the grasses, and not the trees or their fruits
Could you expand on what you mean by "not every underground crop should grow in every cavern"?
Farming Improvements
- Soil moisture tracking and ability to moisten soil (buckets or other irrigation)
- Soil nutrient requirements for plants and nutrient tracking to the extent the farming interface can provide decent feedback for you, fertilizers can reflect this
- Harvestable flowers and fruit growing on plants, ability to plant trees
- Weeds
- More pests
The problem farms face is not simply that there isn't diversity, but that it is a "free stuff button"
I disagree that free stuff is a problem.
I would think above ground crops could be tied to biomes in the same way that trees are.
It's not so much that free stuff is a problem, it's that it's infinite free stuff forever.
However, I do want to raise a point from the original post concerning the conservation of mass and energy. That being, plant mass is not derived from soil, and farming the same soil for years won't make you run out of soil. Fertilization exists to replace certain nutrients or chemicals in the soil, not the replace the soil itself. Plant matter is basically all hydrogen, oxygen, and carbon, and all of that is derived from the air and water.
If my proposal was implemented, each biome (depending on fertility) would be able to provide a varying number of plant types. Some biomes would provide everything you need. This is good for new players or people that like it that way. For people who like more difficulty, embarks exist where farming is more limited: in other words, you could not get EVERYTHING you need through farming. Only some stuff. Perhaps even very little (depending on your choice of biome). Then what do you do? Use alternative means of food & booze production: animal breeding, fishing, beekeeping. All of these should be infinite sources of food and booze because they're basic resources (It's the expensive resources like ore and gems that should be finite). None of these industries should give you everything you'd ever need though. That's the general idea - details may be tweaked.
The only qualm I have about this thread's proposal at all, and I've mentioned this somewhere before, is that I believe that MUCH more land should be required for farming, and I mean on par with what human farms are like in the game and would be required in real life.
How do you distinguish between "free stuff" and steel? With sufficient trading and/or goblinite, steel is an infinite resource, and with a good enough army, you can reliably take down any goblin invasion. Is that also a free stuff button? Is it the difficulty which makes the distinction, or the complexity, or the time?
The only qualm I have about this thread's proposal at all, and I've mentioned this somewhere before, is that I believe that MUCH more land should be required for farming, and I mean on par with what human farms are like in the game and would be required in real life. To put it in other words, not only do I think people need to eat around 5 times more than they actually do in the game, I think the rate of production of food should be reduced per tile of farmland. This would open the game up to some very fun, not to mention realistic, challenges, such as having to manage and protect lands outside of the immediate embark area (unless farming is done extensively underground under the embark area).
Looks interesting.
How do you distinguish between "free stuff" and steel? With sufficient trading and/or goblinite, steel is an infinite resource, and with a good enough army, you can reliably take down any goblin invasion. Is that also a free stuff button? Is it the difficulty which makes the distinction, or the complexity, or the time?
Two things that i'd like to add.
I think wood is far to sparse in this game as is, making it used even more often is a difficult idea. Perhaps be able to either import massive amounts of potash or the ability to mine it could help.
Also perhaps all farms would naturally regrow themselves without any input.
Potassium can be mined in real life, in the form of minerals like Sylvite (which is found in rock salt deposits), and you can also mine Phosphorous from Apatite (found on the beds of ancient lakes made of ancient dead organisms) or from Guano deposits.
Simply tilling everything into one giant patch of wheat for a single staple crop was what they did largely because wheat was the most easily traded crop, and the easiest to store for long periods of time. Wheat actually takes more land to feed the same amount of people than growing vegetables does, and many medieval farmers would actually subsist on smaller vegetable gardens and a small orchard of fruit trees for much of the year, and only use bread to get through the winter, along with the few winter crops they could still grow (like onions or turnips or other root vegetables, and potatoes once they were brought back from South America).
I have some doubts about some of what you say here. I'd wager the two big reasons for use of grains like wheat are the storage thing and, more importantly, that wheat and other grains are MUCH MUCH MUCH more energy rich than most vegetables (compare, for example, 1 cup of wheat grain = 600+ calories, whereas 1 cup of fava beans is around 250 or so calories and turnips is less than 50 calories... and before you say anything about protein content, non-refined, whole wheat contains about as much protein as beans). I mean, that's not to downplay the importance of other vegetable crops in the middle ages (in ANY culture), but beans, carrots, nuts, and leafy greens supplemented what was (and still is for most of the world) a grain based diet, and their consumption was always secondary to consumption of grains for the most part regardless of time of year. Also, yields of fruit orchards are dismal compared to the yields of equivalent areas of grain crops, especially during the middle ages. And I seriously doubt your statement that it takes more land to feed people with wheat than other non-grain plants. Do you have the source? This really interests me.
In fact, just after the Bubonic Plague swept through was the best time to be alive - so much of the population was gone that people could reconsolidate farms back into places where you could grow more crops than just mostly wheat, and you had a boom in growing grapes and tomatoes and the like.
I don't really have much to contribute other than that I like the general idea.
Some of the overly-complex specifics like having 5 different kinds of nutrient rather than having a couple of general ones aren't something I particularly want but I'm sure that if they became a thing then I wouldn't quit playing or anything.
I do particularly like the idea of farming in zones rather than in definate plots though, for one it makes the whole thing about scheduling easier to handle; and it also gets rid of the slightly strange message, "UristMcTantrumer has toppled the field" (or something to that effect).
Since you haven't yet compiled a list of your suggestions, do you have anything about a 'continue worldgen' setting under 'start playing'?
I have some doubts about some of what you say here. I'd wager the two big reasons for use of grains like wheat are the storage thing and, more importantly, that wheat and other grains are MUCH MUCH MUCH more energy rich than most vegetables (compare, for example, 1 cup of wheat grain = 600+ calories, whereas 1 cup of fava beans is around 250 or so calories and turnips is less than 50 calories... and before you say anything about protein content, non-refined, whole wheat contains about as much protein as beans). I mean, that's not to downplay the importance of other vegetable crops in the middle ages (in ANY culture), but beans, carrots, nuts, and leafy greens supplemented what was (and still is for most of the world) a grain based diet, and their consumption was always secondary to consumption of grains for the most part regardless of time of year. Also, yields of fruit orchards are dismal compared to the yields of equivalent areas of grain crops, especially during the middle ages. And I seriously doubt your statement that it takes more land to feed people with wheat than other non-grain plants. Do you have the source? This really interests me.
Wheat is simply not as efficient land-wise as other forms of vegetables. The reason wheat was used was, again, it was capable of being stored for long periods of time (possibly even years) in containers, so long as weevils didn't get into your granary.
Wheat, potatoes (when they became available after travel to South America - these were a great source of nutrients, and some breeds of potato could supply all necessary nutritional value to a peasant supplemented only by milk), beans, and some types of root vegetables were the only available stored foods without "processing".
This is more important than it might sound at first because if you're going for a "big harvest" of an orchard like what happens in modern times, when all the orange trees bear fruit at the same time, and migrant workers come and pick them all within a couple days, then in an era without refrigeration, those oranges would be rotten within days. Instead, you tend to have just single fruit trees per family, and possibly extra fruit trees if you can turn, say, apples into cider that can keep well.
Keep in mind also that everyone drank. The water was often stagnant, and so you'd have to alcohol up your water (or water down your alcohol, whatever) in order to kill the germs. Children included, of course. In fact, it's odd that only dwarves are alcohol dependent. Drinking water from most sources in DF should have a serious chance to make you sick.
Incidentally, most alcohol had a serious chance to make you sick, as well. The way that medieval brewers worked their art was an incredibly risky business, and you don't have people reenacting their brewing techniques for a reason.
This is a blog post with some good information on the likes of pottage:
http://merryfarmer.net/2011/11/14/medieval-monday-the-peasant-diet/
There's conflicting information on this, but it seems like I overreached in my statements, and they do indeed eat bread, but also whatever vegetables were available locally.
They also did not get their protein supply from just eating bread, however - they kept cows and/or chickens, and got their protein from dairy products. "The Commons" was a, well, common fixture of any village, and an ancient right, and this was a common pasture where all the villagers could keep their cows or chickens to graze somewhere near the village so that fresh milk could be obtained. Only children typically drank milk, adults usually had the cheese made from that milk.
Many farmers also fished, trapped, hunted or gathered wild nuts or mushrooms to further supplement their diet.
As for wheat taking more area, you can look here: http://www.answerbag.com/q_view/373019
This person links some websites with a lot of related good information, as well...
As opposed to the roughly two acres of land (nearly 100,000 square feet) it takes to feed a peasant on wheat alone (source: http://faculty.history.wisc.edu/sommerville/123/123%2013%20Society.htm ), this person says that with "Intensive Gardening" (which means crowding the crops close together and not tilling the soil), "Successive Planting", "Companion Planting" (growing compatible crops together in condensed spaces so that they crowd out weeds), and "Perfect Soil", you can feed a person on 144 square feet with a vegetable garden using vegetables that are higher yield like tomatoes. That said, "Successive Planting" includes freak tons of fertilizers, and you're not going to have perfect soil.
Also, on the subject of taking two acres of land to feed the peasants, keep in mind that they were not using good land. Farms would be divided up so that the sons could inherit the farms of their fathers until they were so small they could not be divided any more without starving both son's families. When population expanded, they would move out to less and less arable land, and had to work more land to make up for the shortfalls in their crops. Every patch of land that feasibly could be arable was used for agriculture of some form or another.
This games needs to make agriculture harder in order to realisticaly simulate the time period it is based on, and the dynamics of a non-industrial economy/bump.It rather irritates me when people mention time-periods, if not because Dwarf Fortress is set in a technically indefinite range of times, assuming your computer could keep on storing the memory of various historical events.
This games needs to make agriculture harder in order to realisticaly simulate the time period it is based on, and the dynamics of a non-industrial economy/bump.It rather irritates me when people mention time-periods, if not because Dwarf Fortress is set in a technically indefinite range of times, assuming your computer could keep on storing the memory of various historical events.
Also because you shouldn't look at realism; look at gameplay value. Realism is why all of the mainstream shooters are Brown - The Game, bundled with Grey - the Industrial and City Pack.
In fact, realism tends to make things worse in many cases, because real life is boring. Real life as a reference for complex and deep gameplay mechanics though is fine, becase it contains the most detail of pretty much anything, obviously.
And I forgot the point I was making?
Are you sure? Because they seem to be able to handle this no problems. (http://www.thesciencelab.co.uk/chemistry/GCSE/changingmaterials/metals/extractionofaluminium.htm)This games needs to make agriculture harder in order to realisticaly simulate the time period it is based on, and the dynamics of a non-industrial economy/bump.It rather irritates me when people mention time-periods, if not because Dwarf Fortress is set in a technically indefinite range of times, assuming your computer could keep on storing the memory of various historical events.
Also because you shouldn't look at realism; look at gameplay value. Realism is why all of the mainstream shooters are Brown - The Game, bundled with Grey - the Industrial and City Pack.
In fact, realism tends to make things worse in many cases, because real life is boring. Real life as a reference for complex and deep gameplay mechanics though is fine, becase it contains the most detail of pretty much anything, obviously.
And I forgot the point I was making?
While true, anything post-1400s is considered outside of DF's timeline.
That was the point I was trying to make. Basically, "because it's realistic" cannot be the sole argument for implementing something. It just... it drains the fluidity and life out of something.
While true, anything post-1400s is considered outside of DF's timeline.Are you sure? Because they seem to be able to handle this no problems. (http://www.thesciencelab.co.uk/chemistry/GCSE/changingmaterials/metals/extractionofaluminium.htm)
QFTThat was the point I was trying to make. Basically, "because it's realistic" cannot be the sole argument for implementing something. It just... it drains the fluidity and life out of something.
Then how about because it makes the game more deep?
Currently, we grow a functionally infinite number of things by throwing seeds at mud, and one tile of farm grows food for 4 dwarves.
Farming is very, very easy, and it produces organic goods in such quantities that it makes all basis for trade of goods meaningless, even before you get to the point where all crops can be grown in all regions, so long as you have seeds.
If we are going to have meaningful trade, we need to have regional specialties where a fort with sandy soil and warm weather might be good at growing grapes to make into wine that can be traded to colder climates with acidic silty clay soils that might trade blackberries back.
The thing about farming is that it is practically the foundation of half of the game's raw materials (the other being mining), so making it no longer easy to get limitless amounts of raw materials is therefore required before we can make any sort of changes to economics that will make the game a deep and meaningful experience.
Some thoughts on the interface:
1) When you designate a plot to grow (for example) plump helmets, it should automatically set the minimum number of buckets of water and logs needed per harvest, based on the size of the plot; you can then tweak the numbers down if you want to conserve resources at the price of sub-optimal growing. Similarly, if you want to mono-crop cave wheat, it should automatically set the amount of fertilizer you'll need to add.
2) There should be some lists of crop-rotation schedules that the Dwarven civilization has found to be useful, and you can just select one of these to use it for a plot, rather than having to always manually set up crop rotations yourself for each plot. You could also create and save you own rotation lists, similar to embark profiles.
3) There should be a site-wide farming resources screen, to tell you how much of each type of resource you're using per year/season, and at what rate you're leaching out nutrients if you're not using enough crop rotation and/or fertilization. It could also be used to set up defaults for resource usages as done in point #1. For example, you could set it so that when a new crop is designated the automatic setting for bone meal is only one half of what it required for the crop, and you'd have to manually increase it if you wanted more.
Oh, I wasn't disagreeing that farming should be changed, I was just saying that using realism as the sole argument for something is not a good move (Unless you're looking to make a reality simulator. Don't know why anybody would want that but hey.). Realism is why, again, most war FPSs are covered in brown. It's a more "realistic" colour for things to be. It's still boring though.
One of the advantages of reality is that it is balanced.
Yeah, in reality, I tried making a character build based around knife-fighting, but I kept getting killed by people with guns. Guns are so OP in reality. The devs really need to nerf that.
Entropy and the law of conservation of energy take care of it. No pain, no gain, and no infinite loop exploits.One of the advantages of reality is that it is balanced.
Actually, it's not.
Yeah, in reality, I tried making a character build based around knife-fighting, but I kept getting killed by people with guns. Guns are so OP in reality. The devs really need to nerf that.But they already put in guns to nerf armored knights! They really should do something about the power creep. I bet they just put in atomic bombs to sell DLCs :p
In practice, you can set up a medieval tech country with villages, a few cities etc. and be assured that no single village is going to conquer the world because the weapons in your world happened to be designed a bit overpowered on the offensive side, without negative feedback loop to limit them.
So essentially what you're saying is:
An empire that is "winning" only dies from within. Which does nothing to counter the feedback loop, as if an empire was properly funded (say, Rome), it wouldn't collapse.
I think he was saying that those empires could feasibly have won if they had, at a point, slowed on the military expansion and focused on economics. Just because they didn't doesn't mean they couldn't.
It has always been my belief that if the Roman Empire knew as much about economics as we do today, they would have conqured the world, or more likely, lasted way longer. So much of what they were doing was terrible economic policy. Debasing their currency, crushing the midle class, slavery, exempting the elite from taxation, forcing people to stay in their old jobs, forcing children to follow in the footsteps of their parents, decreasses in investment in infrastructure, failure to solve a chronic trade deficit with India, all examples of terrible economic policies enacted by the empire.I think he was saying that those empires could feasibly have won if they had, at a point, slowed on the military expansion and focused on economics. Just because they didn't doesn't mean they couldn't.
Precisely.
Not that I know how an economy works either and how to make it efficient (but I can tell you: giving money to the people who already have it isn't going to do you any good: they aren't spending what they have so what are they going to do with even more?*).
*Also, the super rich aka the 1%, are not "job creators" and reducing the taxes on their personal income isn't a way to "create" jobs.
Why build an empire if you don't get to bleed your subjects dry? Maintaining a wealth transfer from the subjects to the core, geographically as wel as socially, is the reason to build an empire.
It has always been my belief that if the Roman Empire knew as much about economics as we do today, they would have conqured the world, or more likely, lasted way longer. So much of what they were doing was terrible economic policy. Debasing their currency, crushing the midle class, slavery, exempting the elite from taxation, forcing people to stay in their old jobs, forcing children to follow in the footsteps of their parents, decreasses in investment in infrastructure, failure to solve a chronic trade deficit with India, all examples of terrible economic policies enacted by the empire.Maybe one should actually try reading MORE about the Roman Empire first?
They deviated pretty heavily from the general recomendations of modest inequality, in order to sustain a higher class capable of undertaking private investments, while maintaining a midle class that can consume the benfits of those investments. Most notably in slavery. Slavery is to a midle class, and the economic benefits that brings, what matter is to anti-matter. Look at the south, it never industrialized to the extent the north did primarily because it lacked a midle class. It lacked a midle class because slavery deppressed wages for white-non-slave-owners. Why hire a free man when I can get a slave to do it for me, and whoose employment will cost less over time?Except you're laughably wrong. Roman slavery was NOT the equivalent of 17th century slavery.
as you near max population you have to start making some hard choices about how to support crops that have requirements completely inappropriate for your surroundings.
Quite ironic that you took nine paragraphs to say
@Bertinator.
Also kohaku's posts are ment to be realistic to the point of killing your computer, this isn't really a problem. These ideas are so long term that they require new hardware to be invented. Judging on the current projection for dwarf fortress 1.0's release date, we should have plenty of new hardware.
I don't think you understand. Your sugestion doesn't make farming a constant factor, just a much more annoying task that must be completed before continuing the fort.
...
PS. Trying to be as nice as possible here, you state distain for complex ideas In favor for shorter ones. Quite ironic that you took nine paragraphs to say "hey instead of adding all these compex, intriguing ideas, lets change how long it takes for crops to grow."
Do Your Research After The Game Is Done
Many of the most successful games of all time - SimCity, Grand Theft Auto, Civilization, Rollercoaster Tycoon, The Sims - have real-world themes, which broadens their potential audience by building the gameplay around concepts familiar to everyone.
However, creating a game about a real topic can lead to a natural but dangerous tendency to cram the product full of bits of trivia and obscure knowledge to show off the amount of research the designer has done. This tendency spoils the very reason why real-world themes are so valuable - that players come to the game with all the knowledge they already need.
Everybody knows that gunpowder is good for a strong military, that police stations reduce crime, and that carjacking is very illegal. As Sid puts it, "the player shouldn’t have to read the same books the designer has read in order to be able to play."
Games still have great potential to educate, just not in the ways that many educators expect. While designers should still be careful not to include anything factually incorrect, the value of an interactive experience is the interplay of simple concepts, not the inclusion of numerous facts and figures.
Many remember that the world’s earliest civilizations sprang up along river valleys -- the Nile, the Tigris/Euphrates, the Indus -- but nothing gets that concept across as effectively as a few simple rules in Civilization governing which tiles produce the most food during the early stages of agriculture. Furthermore, once the core work is done, research can be a very valuable way to flesh out a game’s depth, perhaps with historical scenarios, flavor text, or graphical details. Just remember that learning a new game is an intimidating experience, so don’t throw away the advantages of an approachable topic by expecting the player to already know all the details when the game starts.
I agree that depth is good and complexity is to be avoided. I think the majority of players would shy away from an overly complex system. Sid Meier had some advice on this topic:
You can tell these aren't elegant solutions by the amount of text it takes to explain them.You don't. Adding an obstacle to the game doesn't make it fun.
Here's my elegant solution:
* Farm tiles spawn vermin plagues.
Here's the player's expected reaction to it:
* Keep a vermin hunter pet army near the farm. Use food in animal traps hoping to save more food by doing so, and hoping rotting trap meat doesn't make dwarves even angrier.
End.
Where do I collect my check?
It's a difficult trap that I'm in - I can either gloss over details and make an obviously faulty argument that seems to dismiss complaints, or I can make a holistic argument about why all other options are faulty, and face complaints that it's too complex to even bother reading.
You either need to learn brevity and make short, concise point that do not tire people with details, or you need to make that manifesto fun to read.
For example this: http://thecriminallawyer.tumblr.com/post/29326904495/16-a-problems is very long read, but also lots of fun to read.
I would like to understand this discussion, but it feel like i have to spend day studying it to being.
The tl;dr Version:Spoiler: The problems this tries to solve (click to show/hide)
The reason this thread is long is because it is arguing for why most simple solutions do not actually address all of these problems, and why a marginally more in-depth solution is needed. Specifically:Spoiler: The solutions proposed (click to show/hide)
Farming Improvements
- Soil moisture tracking and ability to moisten soil (buckets or other irrigation)
- Soil nutrient requirements for plants and nutrient tracking to the extent the farming interface can provide decent feedback for you, fertilizers can reflect this
- Harvestable flowers and fruit growing on plants, ability to plant trees
- Weeds
- More pests
AFAIK nobody has suggested that farmland could spawn non-vermin creatures. Stuff like, plump helmet men or giant moths. Unexperienced farmers wouldn't notice there's anything wrong with the plant when harvesting, then go store those spawns in inconvenient places where there may be no proper containment.
And more importantly, is entirely skippable if you really want to.AFAIK nobody has suggested that farmland could spawn non-vermin creatures. Stuff like, plump helmet men or giant moths. Unexperienced farmers wouldn't notice there's anything wrong with the plant when harvesting, then go store those spawns in inconvenient places where there may be no proper containment.
And this solves long-term difficulty how? All it does is throw super-difficult problems (solvable via military) at a new fortress that has little to no military.
The proposed solutions that actually work have no up-front costs/difficulties and cause problems over time if left unchecked, and is solvable by a good setup that may not be achievable from the get-go (multiple crop types + crop rotation, etc.)
In the end it's about the emergent stories it creates. If the system is just sunk complexity everybody will ignore it until it becomes a micromanagement problem, or just work around it (eggs anyone?).
AFAIK nobody has suggested that farmland could spawn non-vermin creatures. Stuff like, plump helmet men or giant moths. Unexperienced farmers wouldn't notice there's anything wrong with the plant when harvesting, then go store those spawns in inconvenient places where there may be no proper containment.
And more importantly, is entirely skippable if you really want to.
In the end it's about the emergent stories it creates. If the system is just sunk complexity everybody will ignore it until it becomes a micromanagement problem, or just work around it (eggs anyone?).
Eggs as they exist now are a result of incomplete implementation. Livestock will need to eat eventually, and you'll no longer get your free eggs.
Eggs as they exist now are a result of incomplete implementation. Livestock will need to eat eventually, and you'll no longer get your free eggs.
Don't livestock already eat grass?
Only grazers do. (Notably, since grazing was introduced, nobody really uses cows anymore...)
(Although cows are larger, which is also why cow bites are stronger than alligator bites...)
This reduces the required variable count down to just 2 variables. Energy cost, and energy capacity.Sadly, that reduces the gameplay options quite a bit, turning the farming in yet another simple optimalization thingy. (Since both variables are so interlated that they can basically be seen as one)
In gist, you want system that allows easy farm setup for early fort and easy to set up fire-and-forget, but grossly inefficient farm.
But if player want to reap benefits, he should expend major effort and deal with issues that frequently arise.
I think that it is similar to forges: you can either use standart forge, but it is inefficient and short trem solution. In the end you want magma forges which come with their own set of dangers and challenges and possibly inefficiencies too (trade making fuel for long trips to magma sea forges or build expensive and labor intensive pump stack).
Frankly, given amount of variables discussed here opposed to simple fuel in case of forges, first and most important part of this suggestion should be new noble, "Lead Farmer", which would periodically check fields, available crops and make suggestions to alter what is grown to increase yield, demands on fertilizer production and import of seeds of plants he would deem necessary for production.
"Farm plot #11 currently growing Longland grass should be planted with Bladeweed next season to restore soil."
His suggestions should not be perfect (but improved by Analytical Ability, Intuition and Creativity attributes and Organizer, Farmer and Herbalist skills) so that farming minded player could make his crop cycles much better at cost of learming stuff behind them.
As for subterene crops, there is a potential-but-crazy mechanism that could account for at least some of the missing energy, and allow for a wider area of nutrient distribution from the volcanic vents.
Sometime last year, a group of researchers discovered something unusual about LEDs. They can operate at apparent overunity, if held at just the right voltage, by tapping thermal oscillations to push electrons over the bandgap. This means that more photonic energy is produced than comes from the electronic energy supplied, and the LED gets slightly cooler as a consequence. Here's a press release from phys.org (http://phys.org/news/2012-03-efficiency.html)
There seems to exist an exotic subterene myconoid species that would seem to fit the bill here: Nether Caps.
At the end of chapter 2, and the beginning of chapter 3, it begins dealing with carbon to nitrogen ratios of various plant materials, and covers the issue of supplying sufficient nitrogen to a composting system in depth. It lists several types of common leaf and plant materials for reference, and their ratios. That should be somewhat helpful in building a model, at least for surface crops.
We really dont need to track certain variables, like mineral nutrition, really.
All we really need, are total energy in (sunlight, thermal, geochemical, et al) energy cost of reaction per trophic level, (EG, the growth of the plump helmet has to be factored as well, when figuring its energy content), total energy out, and energy capacity.
...
This reduces the required variable count down to just 2 variables. Energy cost, and energy capacity.
Alright...
I started just writing out a new one, and wound up creating something still kind of long, but close to as manageable as I could get without completely editing out large chunks of the conversation. (Actually, I cut out the parts that were lead-ins to other possible overhauls, like magic biome types, and dietary models.)The tl;dr Version:Spoiler: The problems this tries to solve (click to show/hide)
The reason this thread is long is because it is arguing for why most simple solutions do not actually address all of these problems, and why a marginally more in-depth solution is needed. Specifically:Spoiler: The solutions proposed (click to show/hide)
I'm still trying to cut off some of the most common arguments, even in tl;dr mode, so I could edit it down more from there if I wanted to, but then have to keep going back to explaining why this increases challenge over time...
Also, as one last thing, Toady's already planning on throwing something like this into DF, as seen on the dev pages:QuoteFarming Improvements
- Soil moisture tracking and ability to moisten soil (buckets or other irrigation)
- Soil nutrient requirements for plants and nutrient tracking to the extent the farming interface can provide decent feedback for you, fertilizers can reflect this
- Harvestable flowers and fruit growing on plants, ability to plant trees
- Weeds
- More pests
When asked about it, Toady also said that he was interested in making the game as realistic as it could be while still being manageable, as his grandparents were farmers, and he had an interest in the topic.
So, by and large, I'm not actually suggesting many concepts beyond what Toady was already considering doing, but that I'm suggesting ways of implementing the concepts in a way that makes the game non-micromanagey and as interesting as possible for players.
That's just quibbling over the mechanism--- I just tried to supply a possibly plausible (yet absolutely absurd at the same time!) one for how the cavern ecosystem could be sustained over large areas, and climate regulated.
Substituting your explanation, we have other issues-- it means that the nethercap concentrates this "netherworld portal" meta-material in its fruiting bodies, which would then deplete the environment of this exchange medium. We would have to make the nether caps much more prolific, and outright delicious to cavern flora to provide a mechanism to redistribute it back into the cavern ecosystem, in order to balance that out.
Has it been suggested before to let plants mutate so the fort selects which subspecies to farm?
Subspecie properties wouldn't be obvious, so it would make sense to devote farming to several of them lest it turns out a variant is a lot less fertile or has a syndrome. It has the reward that great subspecies could be produced and, at some point in DF development, traded in to allow the civilization to become stronger. Of course you could make a fatal mistake and doom your civilization by exporting some seeds of "oblivion plump helmets".
Actually, that doesnt make it into strange voodoo either, just adds unnecessary mathematical overhead.
Sustainable horticulture is already about know what your crops want-- farmers have built cheatsheets for soil management and crop cycles for years. They are called farmers almanacs. (though most are little more than pitiful astrology in a pulp paper wrapper.) Crop management *IS* just an optimization strategy, that once you get down, is very easy to keep up.
Adding weather effects to screw up the reliability of growing conditions would introduce far more FUN than an overly complicated growing algorithm.
Observe:
Let's say we are dealing with wild strawberry. We will say it needs 4000 units of energy per tile to produce a crop, each crop is seasonal, so it's a 3 month period, making each month deliver approximately 1250 units of sunlight per tile, under "ideal" crop conditions. (Since this is a soil neutral crop.) In rolls a series of summer rain clouds that blankets out the sky's sunlight partially for the majority of the summer. Instead of the 4000 units of sun, we only got 3000 units, or less. That energy has to be made up for, so the soil neutral crop suddenly becomes a soil depleter, because the sun wasn't out. This means your soil will deplete if you don't watch the weather, and make adjustments!
This, even with the highly simplified system suggested. :D
The weather is unpredictable, and random based on the biome embarked upon-- Dust storms would be especially terrible for crop growth-- and would make evil biome embarks all the more difficult--
it's a neat idea, but the code backend for that would be atrocious. :( Every plant tile planted would have to keep a history of the two plants that provided it's heritage data, even after they are long since consumed, and the memory should have been freed. This means that horticulture would gobble up resources like crazy, trying to track all the geneological data needed to properly simulate genetic expressions and mutations on otherwise fungible produce.
Hmm.. I still dont like the idea of magic being a testable and verifiable energy source. It is just too plain hard to reconcile with mundane physics without causing a thermonuclear explosion, or causing real-manifested nightmares to spawn in children's bedrooms. (Pratchett ironically, chose to include this later effect in his disc world even!)
I prefer to look at magic as an expression of what is unknown. It is unknown how an amethyst man's biology works, therefore, his biology is clearly magical, since it defies conventional reason. (He COULD be purely photonically powered!) Same with a nethercap. For a long time, people felt pregnancy was magical, for instance. We have since learned that it is no such thing whatsoever.
If we are going to start introducing exotic physics metamaterials, then we have to seriously consider all the consequences of that, which quickly becomes head exploding.
For instance, atomic scale wormholes to another dimension with perfect thermal properties held perfectly at 0c interacting with ordinary matter to reduce temperatures, would have very unpleasant effects upon ingestion in species not adapted to that-- It would freeze their digestive tracts, and in warm blooded animals, it would cause hypothermia, because the organism would be unable to regulate internal body temperatures! It would be its own kind of illness and associated syndrome of effects, caused by being contaminated with "nether particles" through ingestion. (though I suppose it would be GREAT for embalming people!) This throws a big monkey wrench into using them as an autotroph to make the cavern ecosystem plausible.
The method I suggested with the seebeck and peltier effects, would just mean the nethercaps have shiny metal striations in them, and their natural slow decomposition is what causes the inverse effect as a slow heat fountain.
Making magic into real forces and not just an artifact of applied ignorance has many very dangerous reprocussions. you should be *VERY* careful doing that!
Every plant tile planted would have to keep a history of the two plants that provided it's heritage data
It wouldn't. A mutated plant is just a new plant, like, any that could have been defined in the raws, but keeping the base name, unless the player wanted to rename it. Rather than making many micro changes from plant to plant, mutation can be a single big change (with it's own alert message). I think finding 1 subspecies of any plant (not per plant) every 3 years would be the highest rate I'd like myself.
That would have to be a very weakened and watered down version of evolution though. In nature, traits combine, and you get things like hybrid viggor.
An infamous example of this is the jumbo tomato. None of its progeny will be jumbo. The jumboness is a result of hybrid viggor. It is a specially selected cross of two non jumbo varieties that when combined, have synergistic traits.
**Note--
Not that I think all magic should be made out to be pure ignorance though. Necromancers, Mummies that raise the dead, and the like are obviously REAL magic. However, these occurrences are "extraordinary"--
We would need an explanation for why subterene environs are so obscenely magical, but why dwarves arent natural spell casters, despite living in, and consuming, immensely magically imbued environmental products. Why dont dwarves have superpowers, and such-- for instance. We would also need an explanation for why surface areas are routinely mundane excepting in specially magically dense areas, like undead reanimating biomes, and super happy cottoncandy grassed sunshine and dewdrop infested good biomes.
This gets into cosmological explanations, which are PRNG generated-- making them off limits, and or-- not really PRNG, but actually "Selected from formula", and requiring a cogent formula to build sensible cosmologies from.
We would also need explanations for why wild magical energies dont just conjure things up into existence willy nilly.
Pratchet balanced that, by saying "Belief" is a finite resource. (See for instance, the Hogfather story.) But then again, he has power over the cosmology to say that. again, we dont-- PRNG generated worlds.
Balancing this is fundemental if you want a reasonably sensible xenosynthetic biosphere that runs on magic down there.
Elves. Dwarves
-----------------------
Worship nature. Destroy nature
Spiritualism Decadence
Natural harmony. Industrial might
Peace loving. Built for war
Natural beauty. Manufactured beauty
"Woodland friends". "Animal servitors"
Above ground. Below ground
Surrounded by growth. Surrounded by decay
Tall. Short
Fair. Coarse
Civil. Raucous
Temperent. Drunken
.....
Without a concrete bound, it is impossible to conjecture usefully without devolving into useless navel gazing though. I'd defer on that directon and mindset until something more solid manifests.
Russian researchers, for example, are working on domesticating silver foxes, and one of the things they've wound up doing is winding up with foxes that bark like a dog, have floppy ears like dogs do, and greet humans in a friendly manner and want to play with humans... or in other words, it's basically a dog.
As for the "potion of magic thundergoat liver", that falls very promiently into the realm of sypathetic magic. A mandrake looks like a sexual organ, so it must confer sexual potency, etc. It is really more a form of "magic, through ignorance", and actual, invoked magic. It is the result of imprper understanding, coupled with belief. A bezoar is really just a glorified gallstone, found in a goat's stomach. Goats aren't really magically immune to poison, and a bezoar has no power to nullify poison. However, the ignorant notice that goats can at some toxic plants and be fine, notice the bezoars inside the goats when they are slaughtered, and believe the bezoar is responsible for that apparent immunity, and that if the (ugh..) eat....(gross.....) the bezoar, they will be able to survive being poisoned as well.
It has the same declarative origins as real, high magic, (by eating this bezoar, I am immune t poison!) but is magic through ignorance, and carries all the consequences that doing an ignorant thing would have. (Like being sickened by eating a disgusting gallstone!)
Part of the problem, though, is that making a Lead Farmer that's worth listening to would be extremely complicated to program, as it would require making assessments of farming as a math problem when I've specifically set up farming not to be a simple math problem.
Having a mechanic where you can see, at the "I'm choosing what to plant" screen what crops the soil will currently support, what crops will take what amount of fertilizer before being able to be supported, and what crops are just not fit for the current soil or environment, no matter how you try to dink with it, is both easier to accomplish and also perhaps a bit more informative to the player for understanding how the whole thing works.
(That is, rather than just telling you what to do, you know what you can do easily, and what is more difficult to do, and why it's more difficult.)
(LONG post. Probably ninja... Yep, Ninja'd)
Ok, so basically, the idea I had was this:
Water availability:
A tile that is unable to retain moisture (desert biome, without irrigation) will lose biomass per growing season (NOT YEAR!) at a rate consistent with its lack of moisture, with an upper bound of 25% per season. Thus, if not irrigated, dumping compost on it will result in all the compost vanishing without a trace in 1 year. Distance from a water source determines how moist it is, in desert biomes. Exact rate of falloff needs to be determined carefully to avoid game breaking consequences.
Tiles that are too wet (Swamp!) will have a similar problem, even though this isnt exactly RL accurate. (Instead, swamps accumulate biomass, but prevent crop growth, due to toxicity, and lack of aeration for soil microbes, leading to plants literally rotting in the ground, and becoming peat.) Instead, dryness will be dependent upon proximity to dried tiles. (May require a magma source below to force-dry the tiles, or extensive tilling to keep the tiles aerated.)
Rainfall on a tile adds moisture, and on all tiles except swamp biome ones, tiles naturally revert to being parched. Parched tiles lose biomass like on desert tiles.
Weather:
Weather affects the amount of sunlight, and the amount of rainfall a region has. In addition, "Abnormal" weather, like deadly dust, and deadly rain, block out 100% of sun when they are in effect, and in the case of deadly rain, do NOT moisturize soil.
Region:
The latitude of the embark region will determine the amount of sunlight per growing season, and variance between seasons. An equitorial region embark will receive maximum sunlight per season, on all seasons, year round. A temperate zone embark will receive maximum sunlight only in summer, 50% sunlight in spring and autumn, and 25% sunlight in the winter. A polar region embark will receive 25% sunlight in summer, and 0% sunlight in winter.
In addition to geographical factors, effects like "Goodness" and "Evilness" will impact the natural homeostasis of the soil, making it trend more toward fertile, in the case of good biomes, or dead, in the case of evil ones. The degree of this impact needs to be carefully implemented, and needs to be (very) subtle. Little things like this can be used to keep sunberries ONLY in good biomes, and sliver barb ONLY in evil ones, for instance.
The amount of rockiness of the area should also play an important factor, just by being there, since there is no way to remove rocks from a field efficiently without simply flooding the surface, and using mud.
Biomass casino roulette, and plant growth:
Plant requirements are static. A strawberry always requires the exact same amount of energy to grow. As such, there cant be any cheating by starting a strawberry on a tile that doesnt have enough biomass in it to theoretically supply 100% of its needs, should the sun fail to shine for some reason. (Like, it being the winter at the north pole, maybe?)
This means that a tile with 0 biomass will NEVER support life, unless it is fertilized first, and then only support what could theoretically be 100% supplied by that biomass, even if the sun is shining brightly overhead.
Composting is VERY inefficient! It is this way BY DESIGN. At LEAST 50% of the biomass of the source material will be lost, and up to 99% at the top end, based on the crop. here is a tentative list of made up values that look good without being tested:
Sliver barb (Loses 99%)
ratweed (loses 90%)
hideroot (loses 80%)
bladeweed (loses 80%)
ropereed (loses 70%)
Fisher berry (loses 60%)
Prickle berry (loses 60%)
Strawberry (loses 60%)
Sunberry (Loses 50%)
Whipvine (Loses 50%)
Going the other way, different crops produce less biomass than others, as they gain in potency for composting.
Whipvine (yeild: 5 per tile end of season)
Sunberry (yeild: 3 per tile end of season)
Strawberry (yeild: 5 per tile end of season)
Prickleberry (Yeild: 8 per tile, end of season)
Fisher berry (Yeild: 8 per tile, end of season)
Ropereed (Yield: 12 per season)
Bladeweed (15 per season)
Hideroot (20 per season)
Ratweed (20 per season)
Sliverbarb (30 per season)
note how the edible crops are lower yeild: This is intentional.
In addition to this, the consumption rate to produce alcohol closely parallels the costs for composting coupled to yeild and crop size.
1 barrel curor == 500 sliver barb (barbs are low nutrition, AND small.)
1 barrel sewer brew == 30 rat weed
1 barrel river spirits == 20 ropereed
prickleberry and fisher wine == 100 berries (Small)
strawberry wine == 120 berries (small)
sunshine == 120 berries (small)
whip wine == 50 whips
naturally, you should be seeing how it is going to be very difficult to survive now, without MASSIVE agricultural allotments. This is more realistic than most players are used to. Welcome to hell children.
Each soil tile has a fertility ranging from 5000, to 0. Depending on the biome, regional effects, and moisture balance, this will either naturally hold steady, or fall like a gold brick through the atmosphere of jupiter.
Let's play a sample.
Evil biome, North pole. (the infamous "Haunted Glacier" embark!)
Natural vegetation: NONE
Tree cover: NONE
Temperature: FREEZING
Surroundings: TERRIFYING
Site prospect says:
NO SOIL
AQUIFER
DEEP METALS
DEEP STONE
Neighbors: Goblins, Tower, Dwarves, Humans
embark window asks if you REAAAAAAALY want to embark there.
We say yes...Spoiler (click to show/hide)
Now-- see how that works now? :D
You are not listening to me. REAL FARMING **IS** an optimization exercise.Not completely. I don't think you got the point of most of the thread.
The issue, is that the optimization that is optimal for the site, is only optimal FOR THAT SITE. That is how nature WORKS. It establishes and maintains local maxima, based on the available nutrients, and set physics.
What you are wanting is an inconsistent play experience.
As for "Not getting the point of this thread"-- I was under the impression that the short list was:Nope, the point of this thread is how to make farming a fun and hopefully quasi realistic experience rather than turning it into a simple optimalization thing, as you just did.
"I dont want it to be a simple case of "Plant this, then this, then this", and I want it to at least partially represent the actual complexity/difficulty of soil management"
On to the "You cant take risks"-- again, look at the embark! It's THE NORTH POLE. See? NORTH POLE. BIG capital, flashing, NEON letters! There *ISNT* a viable strategy for risk/reward there, because it is not viable for agriculture. EVER!
If you try the numbers someplace less insane, you will see that the soil has a LOT of "Buffer" to it, allowing for a VERY wide range of play styles. Soil range is 5000 (Yes, 5 THOUSAND) to 0. You can rape and pillage the soil a WHOLE LOT before it croaks on a more sensible embark with this simplified system. The sample I gave was extreme FOR A REASON.
(as for the quip about my absolute values on solar intensity, I suggest you re-aquaint yourself with the differences between direct rays, and indirect rays. There really is a reason why the north pole is cold. The angle of incident at a polar region on earth is less than 20 degrees, the light traverses MUCH more atmosphere as it travels to reach the surface, and when it gets there, it has considerably less energy. That is why I fixed it at 25% for summer, and 0% for winter. The length of day does not offset the lower intensity by any noteworthy amount.)While the angle is quite low, I remain by my point that your system doesn't make
My simplified suggestion was meant to include water availability as a variable. I admit that soil type would also place additional constraints on gameplay, but it needn't get into such detail as the parts potasium to parts sodium in the soil. If that were the case, the only real solution is to import clays from different regions, and radically overhaul the clay types. (Some clays are volcanic, others are sedimentary, for example. They have very different soil properties, but both are usually just fine for pottery. If the local clay is deficient, which is why parts potasium is low, you would need a way to import a buttload of a different clay, and till it in, thus changing the soil tile type. As is, this would be rife for abuse, because you could simply import a bunch of fire clay, and keep tilling it into a 1x1 tile farm, until it is basically pure fireclay, unbuild the farm, designate it as a clay source, and totally break imports as the means of getting more. Same with sand, etc.)
I could see alkaline<->acid as a variable, because that would influence weather or not you grow wheat (prefers alkaline) or strawberries (prefers acid), but going too far is a problem.
Rather than be "soil building" directly, was more implying that it was soil building, *if* you did not harvest the crop, tilled it under, and left the plot fallow for one full year, because that is really what you have to do with soil building crops to re-establish biomass.
Instead, the desired protocol I had in mind, was to make agriculture expensive, because it is. The system I proposed (or thought I proposed anyway...) would have required soil neutral plants that have a low nutritional yeild be the primary route to soil building, via a very inefficient composting process on the side.
Eg, you grow a boat load of ratweeds, because it is all your rotten marginal embark can grow to start with. You use some of it to make alcohol, so you don't get the game over screen, and rely on imported food and possibly poultry to survive starvation. The rest of it, you directly shove into the composter.
There are two things:
Lead Farmer should not be the best advice giver, so he can have reasonably inaccurate advice, he just should not give outright harmful advice. That is why skills and personality matters (and likes - if your agriculturist loves fisher berries, he will tend to suggest them when possible) - they are there to not improve, but rather to degrade his advice.
HE is there not for you, but for people intimidated by complexity - that screen you linked is very scary!
Also, he is not supposed to plan out entire cycle, just next season.
He can basically use same heuristics like that screen: Order plants by how well current soil would support them, fudge lit a bit by fertilizer requirements and tell player to use one of top three.
If it is supposed to be educational, then simple list of reason why it is better than current plan can be given (comsumes x which is abundant, restores y which is depleted).
In the end, you can just add +ses and -ses together with some weights, order plants and pick top one.
Diseases and Pests: Even if you have no way of fighting them, they make you try new crops and farming styles, as a consequence there is no such thing as the perfect crop. Similarly when you run out of Hematite ore you start smelting the Galina that wasn't worth bothering with before.
you have to be careful with mushrooms as composters. Mushrooms will take additional energy away from the substrate to grow, leaving depleted compost. Mushroom compost is about as fertile as shredded cuir, only finer. About on par with perlite or vermiculite. It helps keep soil from being cleachy, and helps it retain moisture and acts as a cation exchange medium buffer-- but that's about it. For a fertilizer, it is pretty dead. The mushrooms suck all that out to make mushroom :D
(Also, you might want to research growing mushroom on wood. Even fast growing ones take at least a year to establish a log before flushing, and only flush in the spring, after being sprayed with water. Japanese mushroom growers CHEAT like little whores by using sawdust instead of logs, and by repeatedly spraying the spawn innoculated sawdust with water to trigger fruiting. To help frame that with Shiitake: Log: Innoculation time 12 months. Sawdust: Innoculation time 12 WEEKS. I suspect you were thinking more along the lines of straw or dung mushrooms, like morels, crimini, and the like--- those can culture quickly if growing conditions are held right, and can flush every 30 days until the compost is depleted. requires getting the compost wet and disturbing the surface of the compost to initiate flushing.)
Water availability:
A tile that is unable to retain moisture (desert biome, without irrigation) will lose biomass per growing season (NOT YEAR!) at a rate consistent with its lack of moisture, with an upper bound of 25% per season. Thus, if not irrigated, dumping compost on it will result in all the compost vanishing without a trace in 1 year. Distance from a water source determines how moist it is, in desert biomes. Exact rate of falloff needs to be determined carefully to avoid game breaking consequences.
Composting is VERY inefficient! It is this way BY DESIGN. At LEAST 50% of the biomass of the source material will be lost, and up to 99% at the top end, based on the crop. here is a tentative list of made up values that look good without being tested:
Part of my problem is that the model you provided is unnecessarily complicated. It's rather intensive, for little gameplay benefit. I purposefully toned everything down absurdly, because most of the same results can be derived from it, if you put conservative enough values in.
Part of my problem is that the model you provided is unnecessarily complicated. It's rather intensive, for little gameplay benefit. I purposefully toned everything down absurdly, because most of the same results can be derived from it, if you put conservative enough values in.
One of the really critical aspects of this proposal that you seem not to have read is that players aren't calculating out for themselves any of the soil fertility.
Players aren't manually micromanaging fields by directly ordering fertilizers placed on them.
The farmer dwarves decide on this. Farmer dwarves watch soil fertility, and add fertilizers to the best of their ability to understand the soil (meaning they over/under apply fertilizers when low-leveled) on their own. They irrigate the fields on their own.
This is how you cut down on the micromanagement - you aren't in charge of constantly punching an "add more compost" button. The only thing you are in charge of is giving the farmers permission to use certain types of fertilizers.
This is why having different types of fertilizers to manage is important - your job isn't bookeeping each type of fertilizer, your job is simply making sure that what you are "ordering" from the soil doesn't "cost" more of your multiple fertilizer "resources" than you can sustain. (Similar, in effect, to the way that an RTS game has multiple resources for you to manage.)
Doing it this way actually results in significantly less complexity and tedium for the player than even what you are proposing, while still giving the soil fertility elements much more depth than what you are proposing. Once set up once, so long as you keep the fertilizer resources balanced, it is self-perpetuating, providing no major outside disturbance comes along.
Here's why this problem needs to be solved from the perspective of "Improved Farming": At first, the suggestion was to take up more space, time, and dwarves per unit of food that you need to put into generating food. Early on in the Improved Farming thread (referred to from here on as IF), Footkerchief hit on the core of the problem with this solution, when he said that the real problem was that farming was a "free stuff button". You see, as long as farming was nothing more than zoning land, and designating dwarves to throw seeds at the zone and eventually pick up all the stuff that grew out of that land, then we aren't really changing anything by requiring more dwarves or more time to do the work. If you require more land to produce the same amount of food, the player just zones more land (and eventually adds more dwarves to the farming labor to manage the sheer acreage). If you require more labor activities for dwarves, then you just wind up throwing more dwarves at the problem. If you require a longer growing time, you just double the farmland for every time you double the growing time, and wind up with the same amount of food per unit time. Either way, all this really changes is what percentage of your fortress's population is going to be farming at any given time, and doesn't do much to actually change gameplay or make it more interesting.
All this method does is increase the front end, by making players have to learn that they cant pasture animals on the farm, cant put raw poo down, etc--- and increase the labor costs and sizes of the farm plots, because statistically, it will level out with a large enough area operated, and enough dwarves working fields.Actuallym you can pasture animals on the farm, and can put poo down. It reduces in a certain negative effect, but with the right growing sheme and correct fertilizer use it might in some way be viableish. There's no sense in putting in an option that is always useless.
If bugs are a distribution pest, I just need to increase the size of my plantation an appropriate variable according to the distribution of pest losses, and increase the labor pool. The inclusion of the pest is just a frontloaded obstacle, that raw planting increases can overcome. Variances over time are just noise on the distribution, and can be further eliminated with larger plantings, which increase the SNR.Not really. First, it isn't that front loaded, as your small scale farms won't suffer from it that much. Secondly, doubling your plantation size will work for a month, but then the pest population will explode to match, once again destroying your crops. Just adding more won't help, as the pests will just eat it all, once they are numerous enough.
Losses in soil fertility can be offset by adding more farming labor, and adding non-food producing farm plots, that do NOTHING but produce compostable materials. Increasing the size of the cleanup crew, and penning a bunch of animals to get poop is just offsetting the freestuff button to a different location, rather than removing it.At one point you're going to reach a pollution build up of some kind of another, that makes the original fields untenable. The point of this suggestion is not to prevent the useage of adding more dwarf power to be a viablish solution, but just to give other options that will often work better, because they require less farmers. It's the same with the current hauling system, you can use dwarf power solely, which works well in the short term, but eventually you will need to switch to wheelbarrows, better organisation or maybe even a minecart system.
Ipso facto-- The model does not do what it wants to do, and cant do what it wants to do, because the goal is unachievable using the model, nor with any self-consistent model. That is the argument I was trying to get across to 10ebbor10, without success. The model would have to introduce game breaking levels of randomness in order to push the SNR over the point where simply adding more crop plots, and adding more labor would silence it.What's the problem with adding more dwarf power being a viablish solution. After all, dwarf power is only one of the resources you have to manage.However, the point is that adding dwarf power won't often be the best solution. However, if a player doesn't want to mess with the farming system, he can, as adding enough dwarf power works(kinda).
If bugs are a distribution pest, I just need to increase the size of my plantation an appropriate variable according to the distribution of pest losses, and increase the labor pool. The inclusion of the pest is just a frontloaded obstacle, that raw planting increases can overcome. Variances over time are just noise on the distribution, and can be further eliminated with larger plantings, which increase the SNR.
Losses in soil fertility can be offset by adding more farming labor, and adding non-food producing farm plots, that do NOTHING but produce compostable materials. Increasing the size of the cleanup crew, and penning a bunch of animals to get poop is just offsetting the freestuff button to a different location, rather than removing it.
#####
#P#P#
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The micromanagement portion can be effectively eliminated, with a simple "Composting" section to the stocks screen, like the kitchen, where you can turn on/off autocomposting.
After that, you just set crop prefs on farm plots, and let sit.
No more micromanagment, but with the possibility of HILARITY ENSUES!, when you get lots of bad weather, or pests destroy produce faster than you compost, etc.
As for the pest mitigation issue, I was thinking more like this:Code: [Select]
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#P#P#
#####
where ## are farm plots you have PURPOSEFULLY depleted, and P is a plot you keep up, and retain. By interspersing enough barren plots, you throw off the granularity calculation of the pet distribution function, so you have fewer pests than you should. (each plot is a 1x1 farm plot, well below the efficiency threshold for your distribution function, because it would result in singularities if you tried to fix it!)
You are also forggeting about creative use of Verminators.
Penning a bunch of naughty kitties in the bait plot will result in active destruction of pests, and the generation of compostable remains as a fresh, new exploit. The spontaneous generation of pests suddenly becomes an item generator.
Not necessarily. By introducing predators like that, either the bugs are spontaneously generated (like they currently are), or they follow a fixed progression curve, and penning verminators allows greater biomass retention, and still results in positive feedback.That's not a problem related to this suggestion, or to the model, but an exploit that's the result of a possible implementation of this system. (A possible implementation that might or might not be used).
Remember, homeostasis was achieved with BRUTE FORCE to begin with. Any improvement in efficiency will result in a log efficiency effect over time. (assuming you reinvest the surplus, and impact of soil improvement remains linear.)
Still, even a tiny impact by penning rotten kitties would result in a tiny but significant log curve, if you don't cap the benefit of fertilization over time. (Compound interest on a penny over enough time will bankrupt the planet.)The pests don't have to contain any nutrients or be compostable. They can return any nutrients they steal from the plant back to the soil immediately. There don't have to be any violations of conservation of matter.
Still, even a tiny impact by penning rotten kitties would result in a tiny but significant log curve, if you dont cap the benefit of fertilization over time. (Compound interest on a penny over enough time will bankrupt the planet.)
You misunderstand. I point these out, so that they WONT be implemented that way. :D (not because I like being an argumentative douche. LOL)
Kohaku: Are you intending to implement pesticides? There *ARE* very potent organic pesticides you can use, especially against soft bodied caterpillars. (A jug of warm milk, and some mooshed caterpillar juice, shake it all up, set in the sun, strain out the clumps, and you have yourself concentrated, all natural BT bug killer!)
You seem to be using a fertility modal that I'm not familiar with.
The official fertility modal as I understand it is
- Green manure and other raw biological material: poisonous to plants if there is more than a certain amount. Gets converted to organic matter over several months. When you plow a crop in, this is what is added.
- Organic matter: keeps nutrients from washing away in the water (not necessary for growth)
- Nitrogen: necessary for growth, washes away easily, can be created by growing legumes
- Phosphorus: necessary for growth. Closed on map nutrient cycle
- Potassium: just like phosphorus
None of the composts or other supplements are pure biological material or organic matter, they all contain plenty of nutrients to do the fertilizing for them.
I think NW_Kohaku is arguing that we don't need to bother modeling organic matter because different soil textures already have different amounts of nutrient leaching so organic matter would be redundant.
I want to include organic matter because I'm really attracted to the idea of allowing a badly maintained forest to erode into a sterile wasteland that can no longer hold any nutrients.
what is biomass as separate from humus?
so you have biomass which is the organic material pre composting and you have humus which is it post composting and as it rots it releases some portion of toxins into the soil.
are you planning on modeling the nitrogen that is temporarily used by composting material?
how do you intend to deal with Peat?
Peat is basically just raw humus, from a peat bog. It is often highly acidic, from being saturated in tannins and other organic acids, but is likewise VERY rich in many vital plant nutrients. Treating it with lime as a chellating agent to bring down the pH into a more sane range, would make it a drop in replacement for compost!
(I think it would be simplest to have a "dig compost" job that turns humus from a stat into an item, when it gets set back down it turns back into a stat. That way there would be no fundamental difference between composting on your fields and composting in a pile, just efficiency differences)
I think your intent is for biological toxicity to modal both this nitrogen starvation and the decomposing organisms acting as facilitative plant pests?
The issue, is that the optimization that is optimal for the site, is only optimal FOR THAT SITE. That is how nature WORKS. It establishes and maintains local maxima, based on the available nutrients, and set physics.
Crossbreeding and Variation In Plants:
Why so few and in such a limited scope.?
The goal should be to make something simple to start with, so any random new player survives their first year, but progressively more difficult as time goes on, challenging those who have mastered the basics.
It should be possible for players to get by without knowing terribly many tricks, but with rewards for the player who truly masters the system, in much the same way as dwarfputing.
- Solution 1: Multiple soil quality variables
- Multiple variables for soil quality (instead of just a simple "fertility"). Several of these soil variables, especially the nearly impossible to change ones, may add variables to the game, but not terribly much complexity, as players will have few reasons to actually worry about soil acidity or salinity once you have already picked a plant suited for your soil.
- Solution 3: Different methods of obtaining Fertilizers
- Decomposing organic waste (including corpses, grinding down bones, and manure) into fertilizer is the most sustainable and reliable method.
- Some fertilizers can be mined or traded for, but they are of finite or unreliable supply. Minable Sulfur can be used to change soil acidity, and make some soil suitable for different crops long-term, however.
- Exotic fertilizers, like magma, can be used, but require more elaborate engineering, and may cause soil pollution that limit what crops are viable
- Solution 6: More farmable materials
- If you can farm trees for wood, plants for cloth, flammable oils, medicinal herbs, and many other resources besides just food (basically, anything that isn't mined can be farmed), then there is a reason to constantly upgrade farms - you want more than just basic survival on food, you want more stuff. This lets the complexity of a farm for food become easy, but having to sustain more farms for more crops for more uses means that you are encouraged to farm more complex methods to gain greater yields for non-essential products.
Is Toady realy working on the suggestions (http://www.bay12forums.com/smf/eternal_voting.php) ? I hope Toady is working on this one (even just a little :D) Because it MUST be implemented !
And then responding to this:Spoiler: Original Post (click to show/hide)
QuoteFor that mater, the core of what I am asking of you remains unanswered: How would players actually interact with any of this data?
Building latrines, stables, stockpiles, activity-zones, and hauling water, manure, mulch, and querying farm tiles and farmers' workshops. I don't think the average player wants to have to deal with more greater quantities/qualities of soil amendments than that. Am I understanding your question correctly? I don't think I can get more detailed, as I am not into modding the RAWs or whatever.
QuoteI'm not sure why people are so hung up on sevenths...Because as a player, the 1-7 water-scale is the most immediately available presentation of an already-implemented finer-gradation than the all-or-nothing that-which-needs-to-be-dug and that-which-has-been-dug. Really, the programmable bits and the UI scale really don't matter so much as long as there is some kind of non-zero-sum spectrum of soil characteristics.
This idea is predicated upon farming being done only on adventurer sites or areas tracked like it, which could restrain the bounds of the interface in the same way that Fortress Mode is restrained to the embark boundaries. I.E. you have to "own" a defined piece of real estate to start ordering it farmed, and have to be standing in it to open the menus.
I'm a little unclear on this part. Would this include hamlets that the player has gained proprietorship of?
Well I read the entire thread I must admit you keeping with a thread for 5 years (plus a little) is very impressive if only the rest forums were as active.....
(the walls are great too I happen to love reading however I read very fast so nothing lasts any amount of time however this lasted for a while thanks!)
I sincerely hope all of your ideas (the fesable ones atleast) are added to the game, would be very cool!
Fungal arrangements, made of faintly glowing mushrooms of different colors, arranged and carefully cultured by the most tasteful fungalists in the kingdom create "flowerbeds" underground and illuminate towering statues commemorating the greatest deeds in dwarven history....You could use the same code for statues on a hedge to create Hedge Sculptures. Carve a tree that looks like a crying elf.
Had some adventures in coding of my own. Do coroutines exist for C? (What I assume DF is coded in). If so, you could manage that 'scheduler' idea really easily.
Had some adventures in coding of my own. Do coroutines exist for C? (What I assume DF is coded in). If so, you could manage that 'scheduler' idea really easily.
Absolutely. The problem isn't "do threads exist?" but rather "can I use threads here and not horribly mangle the data?"
Multithreading isn't something you can just bolt on when you need it, because every bit of memory it interacts with is now also multithreaded. And once that happens, your entire program is multithreaded and large portions aren't set up for it.
Not exactly an update, but I've been playing Rune Factory 4, and it actually implements soil nutrient data in a simplistic manner, although it does so in a way that generally requires you deal with it, manually. Still, it makes for interesting material to look at and see in practice, since this sort of thing isn't commonly in games.
Well, I think we should have both options and let people use what they want.
NPK?
North Popular Korea?
The only problem I have with a system like that is that there's no inherent mechanic that encourages crop rotation. Seems to me that every crop depletes one or more aspects of the soil and the only way to raise it again is to use fertilizer.
Now, don't get me wrong, I think fertilizer is a great thing to have and use, but I like the "gamey" feel that crop rotation gives to things.
"Health" (or "HP") - This is more like the biomass/carbon level of the soil. HP is abused when harvesting, especially multi-harvest crops, and if it hits 0, nothing grows or can be harvested until it rises again. Incidentally, stats only drop when you harvest a crop, so threshing crops for seeds or destroying crops before they can be harvested keeps the soil quality high.Also used by hurricane damage.
"Defense" - Reduces HP loss when you harvest.
It is actually rather important given our subterranean lifestyle as dwarves the nutrient factors that control the growth of fungi, as opposed to the growth of surface plants.
It is actually rather important given our subterranean lifestyle as dwarves the nutrient factors that control the growth of fungi, as opposed to the growth of surface plants.
Subterranean life is a major component of the discussions, especially in the spin-off "Xenosynthesis" threads.
As a basic assumption, either subterranean "plants" are decomposers (which means that they consume the biomass stat, which takes constant composting of fresh dead biologicals), or they are magical plants that draw their energy from a magical energy source other than the sun, (http://www.bay12forums.com/smf/index.php?topic=76007.msg2019450#msg2019450) yet still take the same basic elements of Nitrogen, Phosphorous, and Potassium that surface plants do. (They hypothetically could feed on other elements, but you wouldn't be able to eat a silicon-based lifeform built on incompatible compounds instead of proteins, so they'd be unsuitable for farming, anyway.)
Beyond that, it's a discussion of how to make magic biomes function in a way that makes sense and preserves the game's intended fantasy feel (http://www.bay12forums.com/smf/index.php?topic=76578.0), which has been one of the longer-running discussions of this concept, since it's also the one that's obviously untethered from reality and also implicitly becomes an argument about how "magical" Dwarf Fortress should be.
Having them use some mysterious energy source completely messes up the whole ecosystem. As in, the underground plants will take over the surface since the underground energy source is more plentiful than the sun.How are they going to take over the surface when the energy source is underground? They might even be completely unfit for surface survival.
How are they going to take over the surface when the energy source is underground? They might even be completely unfit for surface survival.
Having them use some mysterious energy source completely messes up the whole ecosystem. As in, the underground plants will take over the surface since the underground energy source is more plentiful than the sun.
So I favor the decomposer approach to underground plants.
Because surface plants are already partly underground, as in the roots; since the roots are underground they themselves 'collect' mysterious underground energy. As for the completely unfit for surface survival, the question is rather backwards. Why would surface plants remain surface plants when there is all that underground energy to collect, remember that symbiosis (as in lichen) with underground organisms is a possibility in the event they lack the native ability to exploit such energy.
Ignoring the fact that you've switched which plants are doing the invading between your two posts...How are they going to take over the surface when the energy source is underground? They might even be completely unfit for surface survival.
Because surface plants are already partly underground, as in the roots; since the roots are underground they themselves 'collect' mysterious underground energy. As for the completely unfit for surface survival, the question is rather backwards. Why would surface plants remain surface plants when there is all that underground energy to collect, remember that symbiosis (as in lichen) with underground organisms is a possibility in the event they lack the native ability to exploit such energy.
Ignoring the fact that you've switched which plants are doing the invading between your two posts...
If surface plants could utilize underground energy and spread underground, then they'd just be called underground plants, wouldn't they?
Instead, ecology dictates that the surface plants fill a unique niche, because they can't compete with the underground plants at their own game.
Underground plants, likewise, can't compete with surface plants at photosynthesis (which may or may not be in addition to underground energy from roots.)
Ignoring the fact that you've switched which plants are doing the invading between your two posts...
If surface plants could utilize underground energy and spread underground, then they'd just be called underground plants, wouldn't they?
Instead, ecology dictates that the surface plants fill a unique niche, because they can't compete with the underground plants at their own game.
Underground plants, likewise, can't compete with surface plants at photosynthesis (which may or may not be in addition to underground energy from roots.)
Surface plants are already around 50% underground Bumber. If as a rule the underground is full of energy that can be extracted by plants just by virtue of it being underground, then the balance is going to favour the underground energy both because it is presumably available day+night rather than only in the day and because it's collection is over a 3D rather than 2D area. In any case mysterious underground energy is far superior to the sun.
Here is the problem, just because you live on underground energy does not mean that you do not have an interest in the surface world for 'other reasons'. For instance mushrooms, the actual mushroom energy source is entirely in the 'roots' of them mushroom, the mushroom itself on the other hand is simply there to reproduce more mushrooms; so basically it is akin to a flower rather than a leaf. Given that underground energy is inherently better than solar energy, what we see is that the whole surface is covered in huge forests of potentially enormous mushrooms, rather than the familiar grass and trees we expect to see.
The thing is that these mushroom trees compete with the normal plants and they will win since they have a far better energy source than the normal plants. This means the only photosynthesizing plants we will end up seeing is going to be found atop the mushroom trees, similar to the plants that grow atop rainforest trees in RL.
[Citation Required]
You're throwing around a lot of extremist claims based upon assumptions that no only have no supporting argument, but really need them because nobody else believes those assumptions.
For example, you're assuming that literally any sort of energy source besides photosynthesis, even without giving any regard to what sort of energy source that is or what its limitations are at all, would automatically so vastly outstrip photosynthesis in efficacy that photosynthetic plants would all instantly go extinct... and use mundane mushrooms as an example. Because clearly, mundane mushrooms have driven plants to the brink of extinction with their capacity to out-compete photosynthetic plants for resources...
Why, for starters, should we assume that "underground energy" is omnipresent (even aboveground, belying the name), as or even more concentrated, is as inexhaustible, and more efficiently converted into biological energy than solar energy? That's a massive set of assumptions you have no basis to claim.
Mundane mushrooms don't take over the world because they depend upon a resource that is exhaustible, and requires functionally feeding off the scraps of other living organisms that are in the food chain based upon photosynthesis... just like the xenoenergeia of the xenosynthesis argument.
Once again, xenosynthesis is entirely about limitations that bound the behavior of these sorts of magical fields. It's meant to be a replacement for the current good/savage/evil/cavern biomes... none of which have been argued to be covering the whole world. Even evil biomes, where the most dire changes occur and most mundane plants and animals are likely to be killed by the evil-powered creatures that live in such areas, don't actually constantly spread because the powers of the evil biomes are restrained to within those evil biomes, themselves. The point of the system is talking about how and why those areas are restrained to specific areas, and under what rules they might expand or contract.
I again urge you to actually read the argument I made before making arguments against non-existent strawman arguments that have nothing to do with the topic at hand. Your argument is essentially that an infinite, omnipresent, unlimited-efficiency energy source would be an infinite, omnipresent, unlimited-efficiency energy source, and that's why you stand opposed to a finite, geographically restricted, potentially inefficient energy source, and that's just ridiculous.
nobody other than you however said it was a localized thing but how said plants in general are fed.
... the conclusions that follow is that underground energy based plants will take over the surface world based upon the fact that the underground is everywhere.The underground is everywhere? Then what is even the surface? The infinitesimal layer that separates ground from air? How would you classify a surface plant? Photosynthesis? You say surface plants are already around 50% below ground, but then how can an underground plant compete with a surface/photosynthetic plant for the other 50% and take over? The likely outcome would be surface plants that parasitise on underground plants for nutrients, or blur the definition further by using both sources of energy.
nobody other than you however said it was a localized thing but how said plants in general are fed.
Dude. Xenosynthesis is her1 thread.
It's her suggestion that underground plants operate that way.
You're trying to discount her suggested idea of underground crops by dismissing the limitations she built into the idea on the grounds that "it's only limited because you said so" and "if it's unlimited, there's no reason why underground plants wouldn't outcompete above ground plants."
Seriously. Stop.
1Gender assumption totally made blind.
The underground is everywhere? Then what is even the surface? The infinitesimal layer that separates ground from air? How would you classify a surface plant? Photosynthesis? You say surface plants are already around 50% below ground, but then how can an underground plant compete with a surface/photosynthetic plant for the other 50% and take over? The likely outcome would be surface plants that parasitise on underground plants for nutrients, or blur the definition further by using both sources of energy.
Additional vagueness: What if we transplant soil to the top of a tower? Does it still contain underground energy, or does the soil merely act like a conductor for the energy? You're running with your own specific interpretation and laws of how it works, which can't really prove anything about the concept as a whole. Most I can do is point out that a surface invasion is still fundamentally flawed. An organism can't invade where it can't derive benefit.
My interpretation is that the energy would get weaker closer to the surface, given that the underground sphere would be opposed to sun and sky. That's even assuming that we're talking about underground-derived power, and not just coincidental proximity to the HFS, Armok's Blood, or Cosmic Eggshell. Sunlight could be harmful to underground plants, via sunburn or dehydration. Underground energy could be weaker than the sun. I'm sure there are plenty of other workable ideas, rather than the single one proposed which might not.
Yes a surface plant is being defined as a plant that is sustained by photosynthesis and in a wide sense plants along the lines we are familiar (trees, grass, flowers). Having the surface taken over by parasitic plants that live on the underground energy plants belong them is an just one example of underground energy based plants taking over the surface.They don't have to be special parasitic plants. Regular plants can parasitise merely by having their roots grow through and steal nutrients. They also benefit from decomposers, which is analogous to processing underground energy.
Another problem with the underground energy idea is that yes the underground is everywhere. There is simply no clear point at which the underground ends and the surface begins, if we have a cave and we fill it with underground life sustained by an underground energy and then we make a whole in it, do all the underground plants die off because it now counts as being part of the surface? If not the case then what stops the whole surface world from counting as an extension of said magical cave, resulting in takeover of the world by underground plants?I would assume either it's dependent on sunlight, in which case the ones directly under the opening die, or it's based on soil content / z-level, in which case no immediate effect. Current DF is closer to the former, with quirks.
Yes an organism that is based upon underground energy sources (mushrooms) does takeover the surface world in the real-life. If a mushroom grows somewhere, that physically prevents say a blade of grass from growing in the same location. Even though the mushrooms do not gain any energy benefit from invading the surface, they still take over the surface whenever enough 'underground energy' is present in the real-life soil, competing with surface plants.Notice the greener grass near the mushrooms. (http://cowgarage.com/wp-content/uploads/2011/10/DSC_0094-Fungi-Fairy-Ring-Small-Close-Up-Mid-Ohio-625x625.jpg) The grass actually benefits in the long run, despite the loss of a few blades. The mushroom only surfaces to reproduce, and then the exposed parts of the fungus eventually wither in the sun.
]They don't have to be special parasitic plants. Regular plants can parasitise merely by having their roots grow through and steal nutrients. They also benefit from decomposers, which is analogous to processing underground energy.
I would assume either it's dependent on sunlight, in which case the ones directly under the opening die, or it's based on soil content / z-level, in which case no immediate effect. Current DF is closer to the former, with quirks.
Notice the greener grass near the mushrooms.[/url] The grass actually benefits in the long run, despite the loss of a few blades. The mushroom only surfaces to reproduce, and then the exposed parts of the fungus eventually wither in the sun.
OK, could you stop?
This is arguing something you're openly admitting has absolutely nothing to do with the actual suggestion for... I don't even know what you're trying to prove.
I don't want to call Toady in for thread derailment, here.
At the risk of re-railing the thread, what does the Xenosynthesis theory have to say about artificial caverns? If I dig a hole in bedrock & sprinkle some water in it, I assume I'll be able to grow basic crops (a whole lot of young forts are going to get absolutely shafted otherwise), but will there be enough "underground energy" to support the same kind of mushroom forests found in a bona fide cavern?
Also, suppose I dig this cavern high up in the mountains, and tunnel down so far that I avoid Caverns 1 & 2, and instead breach nothing but Cavern 3. Could I have nether-caps growing at ridiculously high altitudes?
Well, I don't use terms like "underground energy", to start with, but rather that different spheres have their own forms of energy. This is meant to replace the "evil" or "good" or "savage" biomes as they exist now, as well as the caverns, although different depths can have different sphere influences. (Such as the surface having a "Law" sphere influence, the first cavern having a "Darkness" sphere influence, the second cavern having no sphere influence at all, and being a barren cave, and the third cavern having a "Fire" sphere influence.) Similar to how biomes (and the layer stones) have boundaries now, the X and Y coordinate boundaries are just tied to the biomes, and then if there are differences in sphere influence by depth, then they'd be within certain bands of depth from the caverns. (So the soil layer and first half dozen Z-levels of layer stone will likely be whatever sphere is on the surface.)
Also keep in mind that part of the whole point is that you can also build up xenoenergia (xenosynthesis energy) through different player actions, such as building temples to specific sphere-aligned deities, or as a side-effect of actions taken for other reasons (leaving lots of unburied dead may raise an "undeath" sphere that can eventually lead to an undead problem), or through growing xenoenergia-generating plants or raising animals that exude similar magic. (The last of which would consume from one energy source - which could possibly just be sunlight or decomposing organics - to produce xenoenergia in another.) Xenosynthetic plants and animals drain their particular flavor of xenoenergia by existing, and will die if there is insufficient xenoenergia of their particular type. (Again, these are all sphere-related.) This can also tie in directly with magic, making magic require building up xenoenergia. (So necromancers generate the undeath energy they need by being around lots of dead bodies that generate undeath xenoenergia.)
In particular, megabeasts and forgotten beasts are a major source of xenoenergia. In the current game, the eras are based off of the number of remaining megabeasts, and eras generally start off with the mythical/magical eras, and then gradually decay into the more mundane. Following that concept, those creatures are inherently extremely exomagical, and having some around can greatly increase the xenoenergia, for better or for worse.
Xenoenergia inherently attracts creatures that feed off of it, and in extreme levels of xenoenergia, can start manifesting itself directly, or "mutating" creatures. To go back an example, leaving lots of unburied dead around can generate enough death xenoenergia to eventually create an undeath field that causes the dead to rise on their own, similar to some current evil biomes. Even before that, it would attract necromancers, or the occasional skeleton or zombie that would instinctually go where the energy that sustains it can be found. Burning many things can start creating fireproof and spontaneously combusting creatures. Holding many, many song and dance parties in your tavern can start to attract or generate singing animals. etc.
So far as the initial embark goes, I have suggested that the likes of plump helmets just be ordinary mushrooms that require decaying matter to feed. This could generally mean that you throw down a log (or any dead animal bodies you might happen to accrue) and dump water on it to start a plump helmet plot. Something like dimple cups and quarry bushes might be explicitly magical, and require xenoenergia from being around cavern depth, however. Xenosynthesis would generally demand there be a lot more xenoenergia-dependent plants so that there should be at least a dozen plants unique to each sphere major enough to be worth making into biomes.
Underground plants could be just fungus + unique biolog, thats it, fictional and probably not real life working biology but with a biology with some defined rules and be it.
I think that the dwarves would gather up the fallen leaves in the autumn en-masse for their underground gardens too. If dwarves did poop they would also recycle it into fertilizer for said gardens too, but presently they don't ;).
How about procedurally generating magical versions of both surface and underground plants, using the mundane plants as the base; as opposed to having to raw-define individual magical plants for every single random magical biome. Like a lot of these things we need to have defined active words, so instead of us getting fiery plump helmet, we have plump fires or fiery helmets for instance. The magical biome itself feeds an energy to the magical plants, which will die if removed from that biome, but compete with other plants over the biome leading to a maximum density of said plants making room of the mildly magical biomes for regular plants to grow.
I agree however with LordBaal that the magical requirement should be an additional requirement on top of the normal mundane requirement because we need some challenge for the player in maintaining nutrient levels AND while possible it is far too much work for the poor devs to make unique rules for the energy in the other biomes that provides equivalent challenge, by which I mean something other than the environment itself feeding things energy. Another thing to consider is the situation in regard to caverns or lands *of* fertility, in that case I would imagine the 'magical' plants would simply be super nutrient hungry (and nutritious) but live in an environment where nutrients simply get magiked in.