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Dwarf Fortress => DF Suggestions => Topic started by: Celebrim42 on August 24, 2016, 02:14:42 pm

Title: How Immigration Ruins the Game
Post by: Celebrim42 on August 24, 2016, 02:14:42 pm
There are a lot of things the are really cool about Dwarf Fortress, like the fact that you can follow the story of an individual dwarf through his virtual life.  And there are a lot of things that are really weird about Dwarf Fortress that it's best not to think about like where most of the stone goes when you hit it with a pick axe and why you don't have to haul it back out, or why carving out the inside of a mountain doesn't leave a mountain sized tailings pile, or teleporting water, or perpetual motion machines.

And then there are the things that don't make sense either within the game world or taken as a game.

Like why in the world do literally hundreds of dwarves want to make their way from their homes in some distant dwarves civilization to make their way to some wild, gods forsaken, place on the border of goblin-lands, where they might at any moment be devoured by a giant grizzly bear, and they won't even have a proper bed when they get there, much less any normal dwarven amenities like hot and cold running water and magma?

Taken as a simulation, this makes absolutely no sense.  No sooner have seven unimportant dwarves settled down in the wilds with a single wagon load of low value goods and been dropped off by whatever tame roc brought them there, than 20 or 40 migrants come knocking on their door asking for a job and some space on the floor.  What are we, Urist McGalt's Gulch?  Is the dwarfish government that hated that people would rather travel 1000 miles across trackless wilderness, face forgotten beasts and goblin hordes without a military, forgo clean water and the safety of a stout drawbridge, forgo even so much as a silver goblet to lift to your lips, and live under the management of 7 dwarves without so much as 4 levels of skill in anything when they left just to get out from under it temporarily?  Does, "Hey, there are seven dwarves barely scratching a living out in the wilderness, but they don't seem miserable!", send the teaming masses yearning to be free to us?   What in the heck is going on here that I don't have to actually succeed at anything to get hordes of relatively happy, relatively important, relatively high skill, dwarves risking their lives to help out?  I'm sure you can retroactively explain any game mechanic, but this is a game that models the melting point of body fat in an effort to have mechanics from first principles so retroactively justifying a game trope seems a bit counter to the thrust of this games development.

The first time I played Dwarf Fortress, I 'beat the game' in a limited sense.  Within six years, I was hosting the Monarch as the Mountain Home of my civilization.  Yes, I realize that there are other challenges I can set for myself, but really, the only thing I have to do now to keep my fortress alive indefinitely is just not mess up my micromanagement.  I could wall the fortress off, and with my 500+ turkeys and startup farm of pigs, and 400 squares of rotating underground crops, I could sustain my fortress pretty much forever in clothes, food, and booze.  And since everyone is amazingly happy (that's probably a bug) and since nothing can move through a construction, as long as I keep the booze flowing all the civilization destroying random generated massive creatures in the game could show up and I could thumb my nose at them.  And if I was bored, I'd have 200-240 level 20+ dwarf warriors in steel waiting for them, and so far 6-8 have proven more than a match for random titans and forgotten beasts, so just don't open the doors if there is a syndrome bearing critter and don't worry about adamantium because you don't actually need it for anything because it doesn't protect really against anything steel doesn't already protect against.  Best block, no be there.   This is not FUN.

Much of that can be blamed on the steady supply of immigrants that happens almost immediately.  I've seen commentary where the gist of the point was Dwarves were the least valuable resource in Dwarf Fortress because they were the most renewable.  That is bad as a simulation and bad as a game.   As a simulation, the Dwarves need to mostly be able to replace their own through the normal biological process.  It's not like dwarves are coming from the magic cloning center.  Children ought to be desirable, not something you send to an atom smasher because they are blocking an immigrant from arriving.  As a game, there needs to be a logical progression between being a new fortress with inadequate labor, and being in an end game state where you have abundant skilled labor.  In Dwarf Fortress in the present state, you get into the end game in about 18 months of game time.   As a simulation, this is nonsense.   How did my fortress come to be the most wealthy, most secure, and most famed and desirable fortress in just 5 years out of a history spanning centuries?  As a game, this is nonsense. 

Taken as a game, immigration utterly ruins the game.  Sure, now you have to make a bed and ramp up booze production, but you've got the willing hands to do it.  The first few migrations triple or double your labor pool and bring you lots of critical skills missing from your first 7.  In fact, in many ways, your first 7 dwarves are the least skilled ones you'll ever have, and even if they get deeper skills than immigrant dwarves, many will never have the breadth of skills the immigrants have.  (For why this is stupid, see my post on dwarf educational opportunities.)  I have one of the original 7 that has like 24 ranks in mining, a couple of rank 1 skills that date from the first few months when no one was around but the original seven, and zero social skills after 6 years in the fortress.  And he's pretty typical.  The fact that early on when I had few resources and was just learning the game, a few dwarves died or were maimed was meaningless, because here comes 15 or 30 more to replace Urist.  Barring an early bit of bad luck, or simple micromanagement burnout leading to a mistake, it would be very hard to have your fortress crushed because attrition is meaningless.   You don't have to take care of your dwarves.  And that above anything else, ruins what makes this game great.  DF is Lemmings where the lives of your individual Lemmings become meaningful and personalized and you care about them.  If you don't have to care about them, you don't have a great game.

So, how to fix this:

1) The maximum number of immigrants at any time should normally be no more than 1/2 your current dwarves, or 1/10 your maximum population, whichever is smaller.  I say normally, because I'm going to define a term here: "economic migrants".   Economic migrants are dwarves that are coming to your fortress for a better life, specifically for economic reasons.   I'm going to assume that almost all the dwarves arriving at current fortresses are dwarves of this sort.  I'll consider exceptions later, but for now let's consider the these economic migrants.

2) Obtaining the maximum number of economic migrants in a single season should be very difficult.  The percentage of dwarves that actually show up should be limited by all the following:

a) Lack of Displayed Wealth: You shouldn't get the maximum amount with less than say 20,000 displayed wealth per dwarf in the fortress.  Economic migrants are attracted to the promise of wealth.   If you aren't displaying wealth, rumors about your wealth shouldn't be attracting dwarves to the fortress. 
b) Lack of Happiness:  You shouldn't get the maximum amount of immigrant dwarves if the average happiness of dwarves currently in your fortress is less than happy.  No one will want to immigrate anywhere that has a reputation for misery.
c) Lack of Government/Security/Fame:  Dwarves associate security with the presence of nobles of Baronial rank.   Dwarves are social creatures with a strong sense of loyalty to their civilization and their heritage.  The more Barons, Counts, Dukes, and Monarchs in your fortress, the more security the fortress is perceived to have.  Without sufficient nobles in your fortress, few dwarves are going to want to risk it.   Right now in terms of game play, nobles only serve to artificially increase the difficulty of the game in minor ways.  Why do you want nobles in your fortress?  Because nobles are what attracts migrants.  Indeed, nobles are one of the things that attracts desirable migrants, since important and skillful dwarves are only going to want to serve other important, wealthy, famous dwarves.  More on this later.
d) Distance to the nearest outpost of civilization:  If you pick a settlement on the other side of the world from the nearest outpost of your civilization, good luck on getting a lot of migrants. 
e) Intervening Hazards: If there are Evil lands, howling wildernesses, and goblin civilizations between your settlement and your civilization, most anyone that tries to immigrate is going to die on the way or never dare such a risky journey in the first place.  Those that arrive, should on the other hand be more likely to have military skills.

Early on, you should feel good getting 1-2 additional migrants per season added to your fortress.  This also means that there is value early on in displaying wealth, and not just in attracting a caravan.  If you want new residents, you want to advertise your fortress.  Get lots of new migrants, enough to replenish losses from a bad season, should only happen relatively late in the game.  The possibility of losing a fortress to attrition, because the death rate is not high enough to sustain all the dwarves you are losing should be very real.

3) The more economic migrants you get at a time, the less desirable that they should be.

Early on, when one dwarf shows up in your hole in the ground in the wild wilderness, he or she is probably the same sort of pioneer dwarf that your original 7 were.  They should on average have 1 or 2 useful skills, and a small amount of equipment suitable to a traveler.  They probably have a weapon, because otherwise they wouldn't have survived getting here.  They are probably only slightly stressed.  They might even show up with a donkey or wardog other handy pet.  However, the more wealth and fame your fortress has, the more likely it is to attract the tired huddled dwarf masses who see your fortress as a land of opportunity.  These tend to on average be peasants with nothing more than the clothes on their back, and they tend to be rather stressed from their journey.   

4) The more nobles you have, the more likely you are to get desirable migrants.  To counterbalance this trend of success leading to worse migrants, you have to have nobles, which improve average quality of the migrants.  Dwarves with professional or higher skill in something shouldn't be showing up at all unless you have a lot of nobles.   Professionals and masters want to serve in noble courts, where they can enjoy prestige and patronage of the rich and powerful families and obtain the best and most desirable marriages and alliances, and the most desirable apprentices and apprenticeships.   The same is true of mighty dwarf warriors, who only want to pledge their fealty to the most noble dwarf houses.   Having the banner of a mere Mayor of a minor hamlet on your shield is no way to demonstrate your honor.  Mighty dwarven knights want to serve under the King or a Duke!   Scholars and surgeons and great artisans are much the same.

5) All things being equal, economic migrants are most likely to be relations and friends of dwarves already present in the fortress.  Once the number of dwarves is decided, and the general quality calculated, a decision should be made if any of these candidate dwarves could be represent relatives of existing dwarves.  There is absolutely no reason why families, pining for each others company, should remain separated unless the dwarves are writing letters back home saying things like, "Don't come here!  There are no places to sleep, no mugs, and hordes of elephants trample everything!  I wouldn't want you to join me in this gods forsaken wilderness."  If dwarves are happy, they should be sending for their relatives.

6) With no guarantee of large number of migrants, other means of increasing the numbers of your dwarves become much more important  With the expectation that the first 5 or 10 years of your fort will have fairly small numbers of dwarves with little micromanagement and little lag, growing children into useful citizens becomes more necessary.  Likewise, right now there is little reason to open Inns or Libraries or Temples to outsiders, because you are just getting loafers that don't do much for your fort.  But, if these visitors could be induced to become long term citizens and eventually apply for citizenship, then actually opening a tavern in the wilderness might not be a bad idea... even before economy gets tweaked and visitors pay for their drinks.  How else are you going to get that skill 10 mercenary or skill 9 scholar into your citizenry this early in the game?  I suggest that visitors should be more willing to apply for citizenship once they are happy long term visitors. Right now, at least for me, it didn't happen at all until I was the Mountain Home, and even then its been a fairly slow process.  Using locations to increase your effective immigration rate should definitely be a thing.

7) Refugees should be a separate thing from migrants:  I think something like this is planned, but ideally the arrival of refugees should be semi-random events that can occur at any time.  Refugee arrival should be triggered by the Refugees are created event in the world engine, and scheduled for some future season in whatever numbers based on distance from the event.   Far away events might send no refugees your way, while being the closest outpost to the event would be very likely to send refugees your way.  Unlike economic migrants, refugees should be extremely varied in nature.  Some might arrive with nothing, not even clothing.  Most will have worn clothing.  Some might arrive with heavy weaponry, as veterans of battle and have extra military skill.  Some might even arrive as families with wagons and a load of basic quality goods, or even with artifacts rescued from other fortresses.   However, they should all arrive as high stress, unhappy, and potentially volatile dwarves.   Some might be only slightly stressed, and some might be PTS basket cases, but the arrival of refugees should be a mixed blessing.  How many arrive should be calculated similarly to economic migrants with the addition of adding the calculation of whether they are from your civilization (relatively small numbers of refugees might arrive from other dwarf civilizations or even allied human civilizations.  I'm not sure about elves, but perhaps if you're maintaining a no wood cutting policy?), but the caps should be based on the size of the fortress they are arriving from.  So under the best (worst?) conditions you might find a comparative horde has arrived.   I think it's reasonable that you could turn away refugees, with a few caveats.   If you do, all high empathy dwarves in your fortress get unhappy thoughts, and/or may suddenly get grudges with the mayor.  Hospitality is presumably a prized virtue among dwarfs.  Secondly, the refugees get unhappy thoughts, may start brawls, and the whole group may occasionally turn hostile especially in the rare case they outnumber the residents, but also in any case when the group isn't from the same civilization.   Thirdly, whatever source civilization the refugees hail from get the equivalent of an unhappy thought, similar to robbing one of their caravans, treble so if the refugees end up dead (even if they started it).   Refugees you lock out of the fortress without an audience probably should just go insane, poor things.

Part of this reform is motivated by me noticing that the most fun I had playing the game was in the first year or so, when I knew every dwarf by name and had some idea who they were and what they meant for my fortress.  The death of any one of them would have hurt.   Then, very quickly, I moved into a second phase where dwarves were divided into two groups - oldbies (meaning they'd got their in the first year) and newbies.  During this phase, if anyone got hurt, I was like, "Please don't let it be Urist." (Or Bim, or Fath, or whomever).  But then, as the number of dwarves kept skyrocketing every year far faster than I could get to know each new arrival, I stopped caring completely.  It was too much to keep track of.  I've got 240 dwarves now, plus 62 visitors, plus 11 long term visitors, plus 600 animals.  Someone emotes something and I'm like, "Who?" or "Why haven't I given you a job to do?" or just, "Ok, just die.  I don't care."  Plus, my framerate now sucks.  It's effectively the end game, yet I feel I just started this fortress in some sense.
Title: Re: How Immigration Ruins the Game
Post by: Shonai_Dweller on August 24, 2016, 05:11:10 pm
Migrants are a placeholder (or remnant of an ancient more gamey dwarf fortress, whichever you like). They're going to be replaced with something specifically related to the world and the type of site you're building sometime during the Scenarios release.

Your fixes are interesting but only make sense in the very limited scenario of building an outpost similar to the current version of the game. Most of them wouldn't make any sense for a prison colony for example.
Title: Re: How Immigration Ruins the Game
Post by: Celebrim42 on August 24, 2016, 06:14:21 pm
Your fixes are interesting but only make sense in the very limited scenario of building an outpost similar to the current version of the game. Most of them wouldn't make any sense for a prison colony for example.

Sure, but nothing in the game makes any sense for a prison colony simulator. 
Title: Re: How Immigration Ruins the Game
Post by: Shonai_Dweller on August 24, 2016, 10:25:35 pm
Your fixes are interesting but only make sense in the very limited scenario of building an outpost similar to the current version of the game. Most of them wouldn't make any sense for a prison colony for example.

Sure, but nothing in the game makes any sense for a prison colony simulator.
Not right now, no. But that's where the game is heading, and that's when immigrants are due to be overhauled.

Yes, sure it's possible that Toady will take time out of development to introduce a temporary new 'more realistic' system despite knowing it'll be replaced with a completely new 'even more realistic' system as part of the "short-term" plans.

It's more likely though that he'll fix some bugs and continue working on implementing artifacts and magic.

Weirdest thing about the immigrant system for me is that they're all dwarves. What's up with that?!
Title: Re: How Immigration Ruins the Game
Post by: Whisperling on August 24, 2016, 10:55:41 pm
Your fixes are interesting but only make sense in the very limited scenario of building an outpost similar to the current version of the game. Most of them wouldn't make any sense for a prison colony for example.

Sure, but nothing in the game makes any sense for a prison colony simulator.
Not right now, no. But that's where the game is heading, and that's when immigrants are due to be overhauled.

Yes, sure it's possible that Toady will take time out of development to introduce a temporary new 'more realistic' system despite knowing it'll be replaced with a completely new 'even more realistic' system as part of the "short-term" plans.

It's more likely though that he'll fix some bugs and continue working on implementing artifacts and magic.

Weirdest thing about the immigrant system for me is that they're all dwarves. What's up with that?!

Yeah. Definitely good ideas in terms of improving what we have now, but it'll all get completely rewritten later, so the subject is a tad irrelevant right this moment.

Dwarf-only immigration will probably go away when multi-race civs are a thing.
Title: Re: How Immigration Ruins the Game
Post by: Shonai_Dweller on August 24, 2016, 11:58:56 pm
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Dwarf-only immigration will probably go away when multi-race civs are a thing.
Multi-race civs have been a thing for years. That's why it's weird. Your non-dwarf citizens turn up as visitors (or monarchs on occasion), but not immigrants right now.
Title: Re: How Immigration Ruins the Game
Post by: Deboche on August 25, 2016, 06:19:17 am
I think migrants make perfect sense. The DF world is dangerous and horrible with goblins, undead and monsters running amok. If you could make your fortress safe, dwarves would flock to it.

Sure, it needs a lot of tweaking, they shouldn't all come in one big group, the flow should depend on how far you are from other settlements, whether there are roads, and so on and so on. All I'm saying is that it's not that far-fetched.
Title: Re: How Immigration Ruins the Game
Post by: GoblinCookie on August 25, 2016, 03:22:20 pm
This is a very lengthy OP so I will have to cut my response down to the few points I have something specific to say.

c) Lack of Government/Security/Fame:  Dwarves associate security with the presence of nobles of Baronial rank.   Dwarves are social creatures with a strong sense of loyalty to their civilization and their heritage.  The more Barons, Counts, Dukes, and Monarchs in your fortress, the more security the fortress is perceived to have.  Without sufficient nobles in your fortress, few dwarves are going to want to risk it.   Right now in terms of game play, nobles only serve to artificially increase the difficulty of the game in minor ways.  Why do you want nobles in your fortress?  Because nobles are what attracts migrants.  Indeed, nobles are one of the things that attracts desirable migrants, since important and skillful dwarves are only going to want to serve other important, wealthy, famous dwarves.  More on this later.
How do you conclude that dwarves would conclude that a whole bunch of individuals that inherently have no military skills whatsoever would be irrationally perceived by dwarves as a sign of security rather than say the presence of a large number of highly trained soldiers?  Additionally why would important and skillful dwarves want to go where other such dwarves are given that the more of these they are the more competition there is lowering their value to the site government and hence their influence over it. 

3) The more economic migrants you get at a time, the less desirable that they should be.

Early on, when one dwarf shows up in your hole in the ground in the wild wilderness, he or she is probably the same sort of pioneer dwarf that your original 7 were.  They should on average have 1 or 2 useful skills, and a small amount of equipment suitable to a traveler.  They probably have a weapon, because otherwise they wouldn't have survived getting here.  They are probably only slightly stressed.  They might even show up with a donkey or wardog other handy pet.  However, the more wealth and fame your fortress has, the more likely it is to attract the tired huddled dwarf masses who see your fortress as a land of opportunity.  These tend to on average be peasants with nothing more than the clothes on their back, and they tend to be rather stressed from their journey.
   
Your fortress is evidently already seen as a land of opportunity.  Why would the more people who migrate result in a lower quality in migrants, that simply is completely devoid of logic. 

7) Refugees should be a separate thing from migrants:  I think something like this is planned, but ideally the arrival of refugees should be semi-random events that can occur at any time.  Refugee arrival should be triggered by the Refugees are created event in the world engine, and scheduled for some future season in whatever numbers based on distance from the event.   Far away events might send no refugees your way, while being the closest outpost to the event would be very likely to send refugees your way.  Unlike economic migrants, refugees should be extremely varied in nature.  Some might arrive with nothing, not even clothing.  Most will have worn clothing.  Some might arrive with heavy weaponry, as veterans of battle and have extra military skill.  Some might even arrive as families with wagons and a load of basic quality goods, or even with artifacts rescued from other fortresses.   However, they should all arrive as high stress, unhappy, and potentially volatile dwarves.   Some might be only slightly stressed, and some might be PTS basket cases, but the arrival of refugees should be a mixed blessing.  How many arrive should be calculated similarly to economic migrants with the addition of adding the calculation of whether they are from your civilization (relatively small numbers of refugees might arrive from other dwarf civilizations or even allied human civilizations.  I'm not sure about elves, but perhaps if you're maintaining a no wood cutting policy?), but the caps should be based on the size of the fortress they are arriving from.  So under the best (worst?) conditions you might find a comparative horde has arrived.   I think it's reasonable that you could turn away refugees, with a few caveats.   If you do, all high empathy dwarves in your fortress get unhappy thoughts, and/or may suddenly get grudges with the mayor.  Hospitality is presumably a prized virtue among dwarfs.  Secondly, the refugees get unhappy thoughts, may start brawls, and the whole group may occasionally turn hostile especially in the rare case they outnumber the residents, but also in any case when the group isn't from the same civilization.   Thirdly, whatever source civilization the refugees hail from get the equivalent of an unhappy thought, similar to robbing one of their caravans, treble so if the refugees end up dead (even if they started it).   Refugees you lock out of the fortress without an audience probably should just go insane, poor things
There are no specific mechanisms for refugees in the game at the moment.  There is also no particular reason why refugees would all end up going to your fortress in mass rather than scattering about the place.
Title: Re: How Immigration Ruins the Game
Post by: mirrizin on August 25, 2016, 04:05:53 pm
It's worth noting that after a major catastrophe, you will see a lack of migrants for a while, or so it seemed to me.

And I would expect refugees to band together if only for mutual protection and the fact that there aren't often that many places to travel. Economics will tend to push them in a certain direction.  Travelling is dangerous, but travelling alone, as anyone who has played in adventure mode knows, is especially dangerous.
Title: Re: How Immigration Ruins the Game
Post by: Reelya on August 25, 2016, 04:48:03 pm
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Like why in the world do literally hundreds of dwarves want to make their way from their homes in some distant dwarves civilization to make their way to some wild, gods forsaken, place on the border of goblin-lands, where they might at any moment be devoured by a giant grizzly bear, and they won't even have a proper bed when they get there, much less any normal dwarven amenities like hot and cold running water and magma?

The main problem with that argument is that we have countless examples from the real-world of people doing exactly that, regardless of what reasoning people came to for that decision.

So what sorts of reasons get people into that situation? The first thing that's clear is that people get themselves into these situations because they lack information about where they are going. That even happens to travelers in the modern day with the internet being a thing. Back 600 years ago, information was even more spotty. People probably only emigrate one time in their life. So they have no basis to judge what sorts of amenities you have there until after they've already arrived. Probably a more realistic model would be that immigrants arrive, but if it sucks too hard, they go back with the next caravan, and word of mouth cuts into your future immigrants.

You also need to look at the sorts of living pressures in historical cities. Big cities stink bad, especially in history. They have high infant mortality, expensive rent and food, poor opportunities and high crime rates. People in history moved away from that to go farm a patch of dirt from nothing because it gave you economic opportunity. Google at the "Great Stink" of London in the summer of 1858, when hot weather created a cloud of stinking miasma that covered the city center.
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In the summer of 1858, the city of London came to a standstill. Government could barely function; people resisted the urge to leave their homes, but demanded action from the government. What had brought London to its knees was the overwhelming stench that radiated from the surface of the River Thames.

For centuries, England’s most famous river played the role of dumping ground for all of London’s various wastes—human, animal, and industrial. As the population of London grew from a tiny Roman fort into a large, metropolitan city, the amount of waste it produced expanded exponentially. By the 1600’s, many people began to recognise that the pollution of the city’s most vital water source was becoming a problem. Yet with no comprehensive idea on how to fix the issue, no action was taken and the people of London continued to use the Thames as both a water source and a rubbish bin. By the arrival of the 19th century, the problem had been left to stew for too long. Enough waste and pollution had accumulated in the Thames to make it the most contaminated and unhygienic river in the world.
Also note that the Great Fire of London is argued to be one of the biggest boons to the sanitation of London in history.
Title: Re: How Immigration Ruins the Game
Post by: Celebrim42 on August 25, 2016, 06:31:15 pm
How do you conclude that dwarves would conclude that a whole bunch of individuals that inherently have no military skills whatsoever would be irrationally perceived by dwarves as a sign of security rather than say the presence of a large number of highly trained soldiers?

Ipso facto from the existence of the nobility itself.  By extension, from the nature of historical aristocracies in the real world.  Nobility being parasites is a perspective of a society that doesn't have an aristocracy.   It's generally not how aristocracies are perceived, where a king is normally perceived as the surety of justice, health, wealth, and divine favor.  Whether that is rational or not is beside the point, it's how aristocracies persist.

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Additionally why would important and skillful dwarves want to go where other such dwarves are given that the more of these they are the more competition there is lowering their value to the site government and hence their influence over it.

What??  When ever in human history have large numbers of talented individuals ever decided to move out from centers of industry, wealth, and power so that they can be bigger fish in smaller pawns?   I mean, yes, I know that it does happen in individual cases, but on the net people seeking careers move to Hollywood or Broadway.  They don't move to Hobokan so that the can have more influence over the local arts scene, or go from Yale to teach in a junior college where they'd be more respected.  Aggregation into centers of influence is normal.
 
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Your fortress is evidently already seen as a land of opportunity.  Why would the more people who migrate result in a lower quality in migrants, that simply is completely devoid of logic.

I'm getting the feeling I'm wasting my time here, but that's just basic demographics.  Places with low economic opportunity generally only attract immigrants who have the wherewithal to make a life there.  Place with high economic opportunity on the other hand will attract people who lack that wherewithal precisely because it promises an improvement from whatever ghetto life or subsidence farm they are trying to survive in.  Or as a simple matter of fact, wealthy people my by homes in the country - or immigrate to the wilderness, bringing their wealth with them as it were, but wealthy urban areas attract the poor looking for a better life.  Vanderbilt moves from New York to Asheville, while the citizens of Asheville were moving to New York.  Or, if you were, wealthy Americans were going vacationing in Europe in the 1890s, but poor Europeans were moving to America.  Or, wealthy persons may by retirement homes in Costa Rica, while Costa Ricans risk everything to sneak in America.

Of course, as should have been clear, "Quality" in this case represents bring your own wealth and having had extensive education.  It in no way guarantees that the attributes and aptitude of a skilled wealthy dwarf are greater than that peasant that has showed up.

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There is also no particular reason why refugees would all end up going to your fortress in mass rather than scattering about the place.

I didn't say that they would.  As I stated in the post, no more than half the refugee population could or would show up at your door step under optimal conditions, with the rest that I didn't account for presumably scattering hither and yon. 
Title: Re: How Immigration Ruins the Game
Post by: Celebrim42 on August 25, 2016, 06:37:34 pm
I think migrants make perfect sense. The DF world is dangerous and horrible with goblins, undead and monsters running amok. If you could make your fortress safe, dwarves would flock to it.

As a matter of ordinary logic, my 5 year old fortress established by 7 random and not particularly special dwarves should not be safer than fortresses that are at the center of civilizations that have endured for centuries and which have enjoyed all manner of advantages mine does not yet enjoy.

In RPGs and gaming generally, one of the main rules of a simulation perspective is that the PC's aren't particularly special. There is no obvious thing a PC can do nor idea that they can come up with which is not already been tried or implemented by the NPC's in the setting.  Whatever makes my fortresses safe should already be a thing in other fortresses, or you can just give up pretending you are simulating anything.

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Title: Re: How Immigration Ruins the Game
Post by: Deboche on August 26, 2016, 03:33:37 am
Yes, that's true. But the idea is to not have all the dwarves live inside the fortress. There will be villages, hamlets and all sorts of stuff around the world. Migrants could be people who live in a farm somewhere and see the goblin army coming but know that they're headed to the closest fortress so their best bet is to travel to yours.

And there are other reasons to leave, the same ones that had people go to America when it was discovered; freedom of religion, wanting to own their own land, extradited criminals and so on.
Title: Re: How Immigration Ruins the Game
Post by: GoblinCookie on August 26, 2016, 05:39:41 am
Ipso facto from the existence of the nobility itself.  By extension, from the nature of historical aristocracies in the real world.  Nobility being parasites is a perspective of a society that doesn't have an aristocracy.   It's generally not how aristocracies are perceived, where a king is normally perceived as the surety of justice, health, wealth, and divine favor.  Whether that is rational or not is beside the point, it's how aristocracies persist.

You draw a whole lot of conclusions without any in-game basis and make a whole load of assumptions without basis. Having a king makes you less safe since it makes your site the capital and hence the prime target for any invading army, realistically people would also on net be repelled from immigrating by high-ranking nobles since their presence makes the site a prime target for an enemy attack.  People looking for security try to avoid being in the proximity of powerful/important/noble people as those people are prime targets for hostile activity while out of the way places will likely be largely ignored.  People looking for safety will wisely go to heavily fortified sites that lack anybody of importance that would motivate a hostile force to bother with the expense of laying siege, not lightly fortified places that also have a target painted on them because such important people are located there. 

What??  When ever in human history have large numbers of talented individuals ever decided to move out from centers of industry, wealth, and power so that they can be bigger fish in smaller pawns?   I mean, yes, I know that it does happen in individual cases, but on the net people seeking careers move to Hollywood or Broadway.  They don't move to Hobokan so that the can have more influence over the local arts scene, or go from Yale to teach in a junior college where they'd be more respected.  Aggregation into centers of influence is normal.

The United States of America? 

But we are not talking about human history, we are talking about DF history which works rather differently; talented individuals are not automatically elevated above the herd because of their talents, in order to be elevated they need to be elevated by a site government.  The more talented dwarves there are per site government, the lower the possibility of any talented individual getting special attention from the site government.  If you are individual with great talents that has been overlooked by the site government back home then the logical thing is to migrate to a new site as quickly as possible and butter up the site government there with your unique skills before other individuals that are your professional equals turn up to do likewise. 

I'm getting the feeling I'm wasting my time here, but that's just basic demographics.  Places with low economic opportunity generally only attract immigrants who have the wherewithal to make a life there.  Place with high economic opportunity on the other hand will attract people who lack that wherewithal precisely because it promises an improvement from whatever ghetto life or subsidence farm they are trying to survive in.  Or as a simple matter of fact, wealthy people my by homes in the country - or immigrate to the wilderness, bringing their wealth with them as it were, but wealthy urban areas attract the poor looking for a better life.  Vanderbilt moves from New York to Asheville, while the citizens of Asheville were moving to New York.  Or, if you were, wealthy Americans were going vacationing in Europe in the 1890s, but poor Europeans were moving to America.  Or, wealthy persons may by retirement homes in Costa Rica, while Costa Ricans risk everything to sneak in America.

Of course, as should have been clear, "Quality" in this case represents bring your own wealth and having had extensive education.  It in no way guarantees that the attributes and aptitude of a skilled wealthy dwarf are greater than that peasant that has showed up.

It is not basic demographics but entirely dependent upon context.  You are not reasoning based upon the actual context of the game, you are superimposing an alien real-world context while showing a complete lack of actual historical perspective in the process (how is 19th Century stuff relevant?).

Fact is, there is no gilded elite and starving peasants.  Nobody brings their own wealth beyond the clothes on their back and everybody automatically gets dealt the same standard lot in life, though that will vary between fortresses based upon how much the site government prioritizes the welfare of individual dwarves.  The sole means to get dealt a better lot in life than the average guy is to attract the attention of the site government, as per the big fish in the little pond situation above mentioned.  Since the attention and positions of a site government are zero-sum however, there is a limited window of opportunity in which migrating will probably lead to an increase in your social status for a highly talented individual.  This means that a site that is vastly smaller than the site the talented individual comes from will attract a disproportionate number of such individuals initially with before they start receiving a proportionate amount of such people to the general population. 

This is because talented individuals are drawn by the general advantages of living in a more desirable site equally with everyone else as they automatically enjoy those advantages even if additional privileges/influence are in question.  A talented individual will migrate along the lines of everybody else even if due to the size of the site he is moving too he has no prospects of improving his actual social standing by doing so. 
Title: Re: How Immigration Ruins the Game
Post by: Shonai_Dweller on August 26, 2016, 06:17:10 am
The fact is, there's no point in implementing changes to immigration based on a perceived notion of what should or should not motivate dwarves to migrate, as all of the factors, social, political, economical, etc are planned to actually be implemented into the game in various procedurally generated mish-mashes of real world and fantasy trope systems (no doubt influenced in part by hundreds of pages of goblincookie text walls...). Dwarves will then migrate for the reasons their world presents to them.

Until then, crazy unrealistic placeholder migrants, some of which are produced out of thin air instead of the actual populations, will continue to invade our fortresses. Lower the population cap if you don't like them.
Title: Re: How Immigration Ruins the Game
Post by: Salmeuk on August 27, 2016, 12:24:25 pm
As Shonai_Dweller has said, this suggestion might make sense for the current state of the game but it would soon become irrelevant as context-based immigration is introduced. I did think this suggestion was well thought out.

Like many other things in this game, your best bet is to exhibit self-control and roleplay around the missing features. This game is not hard unless YOU make it hard. I suggest defining a series of wealth goals which correlate to an increase in maxpop in the init file. That way, you have a reason to engrave literally everythingm and build obscene amounts of high-quality goods since it's the only way to get more dwarves.

I also suggest trying to incorporate the individual bio's of every dwarf into your assignment of labors. You might find it kind of refreshing to have a more democratic fortress where dwarves self-elect into positions they personally think would be a best fit. You can base their preferences off of a favorite material, a personality trait, or even their intellectual abilities. And by refreshing I mean obscenely difficult, like "everyone wants to be a carpenter but I've embarked in a desert."
Title: Re: How Immigration Ruins the Game
Post by: Celebrim42 on August 27, 2016, 12:54:37 pm
As Shonai_Dweller has said, this suggestion might make sense for the current state of the game but it would soon become irrelevant as context-based immigration is introduced.

I'm a little mystified to keep seeing this sort of thing as a response, because much of my suggestion is intended to make immigration seem more realistic to the context.  If context based immigration is implemented, it would have work much like this.

There are of course other contexts that are possible than economic migrants and migrants that are refugees from disasters.  Yes, presumably a Duke could order you to house a dozen dangerous prisoners, and some sort of 'prisoner transfer' immigration could occur.  However, while that's possible it doesn't do anything obvious to enhance gameplay, and to make it enhance gameplay would require massive overhaul of far more subsystems than merely immigration - cages would have to be less absolute, the loyalty system would need revamping, NPCs would have to be able to engage in their own goal directed sapping/tunneling behavior, the behavior of stone when tunneled therefore might need to change, you'd need much better fog of war so that things could take place outside your omnipresent observation and so forth.   And many of those changes would have major impact on gameplay elsewhere which wouldn't necessarily be positive, so you'd have to be asking, "Why am I making any effort at all implementing penal colonies when not only do lots of things not work already, but if I implemented them fewer things would work." 

So when someone answers, "These changes you suggest aren't needed [because magic is going to happen and then somehow immigration is going to work].", I frankly don't think they've ever designed a game in their life.   Moreover, I don't think even they know what they mean by 'contextual immigration'.   I did actually take the time to read through the development notes before posting suggestions, and they certainly aren't clear about what immigration is intended to be like.

There are no ways to get the whole system to be simulated from first principles.   You aren't going to be able to check each of the 100,000 entities in the game world to see if they want to immigrate, and if you tried to do those sort of first principles, you'd almost certainly screw it up - like trying to simulate an economy from first principles you'd never have enough realism to make it work.   Any attempt at fixing immigration is going to have to rely on some sort of abstraction informed by desired gameplay.
Title: Re: How Immigration Ruins the Game
Post by: GoblinCookie on August 27, 2016, 03:17:36 pm
I'm a little mystified to keep seeing this sort of thing as a response, because much of my suggestion is intended to make immigration seem more realistic to the context.  If context based immigration is implemented, it would have work much like this.

There are of course other contexts that are possible than economic migrants and migrants that are refugees from disasters.  Yes, presumably a Duke could order you to house a dozen dangerous prisoners, and some sort of 'prisoner transfer' immigration could occur.  However, while that's possible it doesn't do anything obvious to enhance gameplay, and to make it enhance gameplay would require massive overhaul of far more subsystems than merely immigration - cages would have to be less absolute, the loyalty system would need revamping, NPCs would have to be able to engage in their own goal directed sapping/tunneling behavior, the behavior of stone when tunneled therefore might need to change, you'd need much better fog of war so that things could take place outside your omnipresent observation and so forth.   And many of those changes would have major impact on gameplay elsewhere which wouldn't necessarily be positive, so you'd have to be asking, "Why am I making any effort at all implementing penal colonies when not only do lots of things not work already, but if I implemented them fewer things would work." 

So when someone answers, "These changes you suggest aren't needed [because magic is going to happen and then somehow immigration is going to work].", I frankly don't think they've ever designed a game in their life.   Moreover, I don't think even they know what they mean by 'contextual immigration'.   I did actually take the time to read through the development notes before posting suggestions, and they certainly aren't clear about what immigration is intended to be like.

There are no ways to get the whole system to be simulated from first principles.   You aren't going to be able to check each of the 100,000 entities in the game world to see if they want to immigrate, and if you tried to do those sort of first principles, you'd almost certainly screw it up - like trying to simulate an economy from first principles you'd never have enough realism to make it work.   Any attempt at fixing immigration is going to have to rely on some sort of abstraction informed by desired gameplay.

No your suggestion does not regard the context at all, it applies the logic of an entirely alien context that either cannot exist at present or would not exist under most circumstances.  You make heavy use of real-world analogies but then you reference multiple historical eras at the same time as though immigration was somehow timeless.  The only real problem with immigration at the moment is that it provides an endless supply of bodies that are willing to throw away their lives for the player's incompetent or malevolent goals.  The only factor that immigrants take into account is how much wealth you have produced, that as a simplistic mechanic makes complete sense but there should be some accounting for the degree to which your fortress is a death-trap and there should also be emigration as well, people who continually get neglected/abused by the fortress government should eventually leave the fortress.  Once those two factors are in then immigration will completely and totally WORK for the present context since it is the lack of regard for security and inability to emigrate that makes it not work. 

The key detail about context is the upcoming starting scenarios.  It is no longer intended to be the case that our fortresses be necessarily generic in function as they are at the moment, fortresses are intended to potentially have a specific specialist function.  Based upon that function we can surmise that the immigrants we will be getting will be different so as to allow us to carry out that specialist function rather than being sidetracked into lots of different things.  If your fortress is a prison, the duke in your scenario should always send the dangerous prisoners your way and other non-prison sites present inmates should also send their existing prisoners to you as well.  However if there is no prison then if there is a sudden influx of prisoners such as if your civilization wins a major battle other non-prison sites will get handed the prisoners fairly equally but if the civilization has a prison site then all the prisoners will end up there instead. 

Any suggestions about immigration must be based around the starting scenario of your fortress and the general situation.  People of a given type should be drawn to a given type of site, indeed they must for the starting scenario system to work and make sense.  Combined with emigration we could see an exodus from generic sites or sites with the wrong starting scenario of a certain type of dwarf, so that the generic sites will tend to specialize over time based upon the circumstances but civilizations that are small will tend to have only generic sites that try to do everything.  The buildup of citizens of a given type in generic sites or sites with a starting scenario could act as a trigger leading to the creation of new sites using that scenario or the conversion of other sites to that scenario.  In that way political and economic circumstances in the wider world will not only effect your emigration/immigration patterns but will actually dictate what starting scenarios your fortress is allowed to adopt, while that starting scenario will determine what kind of immigrants you attract. 
Title: Re: How Immigration Ruins the Game
Post by: Shonai_Dweller on August 28, 2016, 06:25:35 pm
Your suggestion is based on what you perceive to be realistic society, law and economics for the world the game presents you with.

However, when implemented, just like the creation of the universe, laws and societies and (possibly) economic systems will be unique for each world (and each society in each world). They'll also be customisable.

Which is why your suggestion is kind of limited right now since nobody really knows how any of that will work. Migrants will act (hopefully vaguely realistically) according to the social, legal and economic pressures placed on them and will turn up at your site depending on what your site's role in your civilization is supposed/perceived to be.

Lots of people suggest without taking into account the bigger picture, which is fine I guess, all ideas are useful, but people probably wouldn't be jumping on this thread if it weren't so "the simulation is broken!!" focussed.

The simulation isn't complete. Migrants (amongst many other things) are leftovers from a 2D game about a fortress in a static world. The "short term" plans include implementing procedurally generated society, laws and economics.

How to get that all working to create both unique and mod-friendly worlds probably needs a lot of good suggestions.


-- edit, I appreciate of course, that Toady's words are scattered all over the internet and it can be pretty difficult to keep track of what's been said recently in interviews, panel discussions, future of the fortress replies and various other places. Just going by the development notes isn't quite enough. Although my suggestion to put together a Toady knowledge base seems to have dropped off the front page...
Title: Re: How Immigration Ruins the Game
Post by: Celebrim42 on August 29, 2016, 09:22:04 pm
Your suggestion is based on what you perceive to be realistic society, law and economics for the world the game presents you with.

Yes. 

Quote
However, when implemented, just like the creation of the universe, laws and societies and (possibly) economic systems will be unique for each world (and each society in each world). They'll also be customizable.

Look, I hate to break this to you but economic systems tend to be grounded in the physics of a universe, and if you changed the physics of the universe radically it would no longer have anything recognizable in it.  Laws likewise are based on basic biology, which in turn is grounded in the same sort of hard realities as economic systems are because they are both based on scarcity.  So while I can easily imagine creating an engine that diversifies minor points of ethics and traits and tendencies of a race, creating diverse gameplay and religion, when it comes to something as basic as immigration, the fundamentals here are going to be fairly similar - whether or not my race does slave trading or kidnaps the children of other races or is matriarchal or whatever because my civilizations god said, "Thou Shalt" or "Thou Shalt Not".  Things like that might create additional subsystems that you could turn on or off to create different scenarios, but they will fundamentally just be subsystems - whether or not caravans show up with sentient races in cages to be enslaved, for example.  Whether they do or not has nothing to do with economic migration.

None of those objections about me not actually seeing the big picture here are actually pertinent.   The fact that economic migration might be turned off by a flag in event of a strict prison scenario isn't actually an objection to a discussion of the basics of economic migration or refugees (which are more like 'emergency economic migrants').   In fact, what they strike me as is objections by people who themselves couldn't and can't explain the big picture, but who are bristling at perceived criticism.

Quote
Which is why your suggestion is kind of limited right now since nobody really knows how any of that will work.

Well, at least you are honest there.  And while we are at it, lets add Toady to that list of people that doesn't really know how any of that will work.   How do we know?  Because this game has as more subsystems that are broken now than work.  This is a game defined by its bugs, where the bugs are an integral part of what has created the gameplay in the past.  And I'm not just talking about the abandoned ill-thought out economic system, but core pillars of the game play like the Happiness/Stress system are broken in the 2014 release I'm playing.  Right now, it's so easy to make dwarves happy that the pillar of the gameplay might as well not exist.  And even a cursory examination of the mechanics indicates that in their basic structure they could never been tweaked to work, and it will always produce absurd results.  The whole system will need to be ripped out.  And that's not because the replacement system is fundamentally more complex, but simply because the current system is wrong.  That's because Toady is clearly learning as he goes like well... just about anyone would be.  No doubt if I was doing it, I'd go down even more dead ends and wrong paths. 

But yes, at least you are honest in admitting that sense you have no idea how any of this other stuff will work, you have no basis for claiming whether or not my suggestions would work with that stuff that doesn't exist yet.  It's fundamentally absurd to claim my stuff is invalidated by stuff whose content you don't even know, and whose specifications are still being worked out by the designer.  In the mean time... 

Quote
Migrants will act (hopefully vaguely realistically) according to the social, legal and economic pressures placed on them and will turn up at your site depending on what your site's role in your civilization is supposed/perceived to be.

Yes.  And presumably that role that could morph depending on your relationship to the civilization.  You might start out as a fort tasked to defend a trade route against goblin incursions, and such with certain constraints about that role - civilians aren't going to show up to be long term residents of a military installation, and replacements are going to depend on your relationship to the local military governor.  Fine, I get all that, but whatever your current role, once your site becomes perceived as a colony or settlement, it will begin to be subject to economic migration and be more attractive to refugees - and both those subsystems will have to work.  I suppose thinking about it we could add more factors (like a colony reputation system based on my colonies relationship to civilization ethics, am I known as a 'den of inquity' or a 'wretched hive of scum and villainy' or as a great place to raise a family), but they would be additional factors to that basic description I just made, with fairly small and obvious modifications of the default behavior.

Quote
Lots of people suggest without taking into account the bigger picture, which is fine I guess, all ideas are useful, but people probably wouldn't be jumping on this thread if it weren't so "the simulation is broken!!"

Well the simulation is broken.  I imagine no one is more painfully aware of that than Toady.  Why is it some sort of taboo to notice how broken the game is in a suggestion forum?
Title: Re: How Immigration Ruins the Game
Post by: Deboche on August 30, 2016, 05:42:02 am
Laws likewise are based on basic biology
Not really. There have been thousands of different societies, law systems and economic systems throughout history. We don't really know how it will turn out in the end or how much we'll be able to mess with it but the current economic and social system in DF isn't unrealistic.

There is no currency, no private property(in the sense of rents), no economic hierarchy, feudal hierarchy with very limited authority, crime is handled ad-hoc(or at least the crimes are so ridiculous and the legal system so pointless you're better off without it) and there's no poverty. If you take away the ruling deity(the player) it's not that different from certain societies that have existed.

A little tweak in how much power nobles wield, implementing money, implementing religion and a number of different things would result in a completely different society.
Title: Re: How Immigration Ruins the Game
Post by: GoblinCookie on August 31, 2016, 11:44:41 am
Look, I hate to break this to you but economic systems tend to be grounded in the physics of a universe, and if you changed the physics of the universe radically it would no longer have anything recognizable in it.  Laws likewise are based on basic biology, which in turn is grounded in the same sort of hard realities as economic systems are because they are both based on scarcity.  So while I can easily imagine creating an engine that diversifies minor points of ethics and traits and tendencies of a race, creating diverse gameplay and religion, when it comes to something as basic as immigration, the fundamentals here are going to be fairly similar - whether or not my race does slave trading or kidnaps the children of other races or is matriarchal or whatever because my civilizations god said, "Thou Shalt" or "Thou Shalt Not".  Things like that might create additional subsystems that you could turn on or off to create different scenarios, but they will fundamentally just be subsystems - whether or not caravans show up with sentient races in cages to be enslaved, for example.  Whether they do or not has nothing to do with economic migration.

None of those objections about me not actually seeing the big picture here are actually pertinent.   The fact that economic migration might be turned off by a flag in event of a strict prison scenario isn't actually an objection to a discussion of the basics of economic migration or refugees (which are more like 'emergency economic migrants').   In fact, what they strike me as is objections by people who themselves couldn't and can't explain the big picture, but who are bristling at perceived criticism.

Scarcity is quite simply a lie; what is more not only is scarcity a lie but it always has been, even in the world of nature prior to humans ever existing.  What economics and biology are both based upon is economic surplus or in a market situation surplus value.  This means the amount of stuff a worker (or creature) produces above the amount that the worker themselves consumes, this means that if a fisherman produces 10 fishes but eats only 5 of them we have a surplus value of 5 fish.  What happens to the 5 fish the fisherman produces on top of what he himself eats, that is ab economic question but at core is a political question, so economics is but the smoke rising from the political fire. 

What happens if there is actually scarcity in a world?  All life becomes impossible in that world, this is because in order for a population to survive long-term it must produce a surplus value sufficient to feed a number of children equal to it's own numbers until they can themselves produce sufficient value to sustain themselves.  A world where there is scarcity is a world where it is not possible for any children to be born to said creatures so in the end the whole population dies out.  Not of starvation but simply of old age since they were unable to get enough food to feed any children to replace them.

Well, at least you are honest there.  And while we are at it, lets add Toady to that list of people that doesn't really know how any of that will work.   How do we know?  Because this game has as more subsystems that are broken now than work.  This is a game defined by its bugs, where the bugs are an integral part of what has created the gameplay in the past.  And I'm not just talking about the abandoned ill-thought out economic system, but core pillars of the game play like the Happiness/Stress system are broken in the 2014 release I'm playing.  Right now, it's so easy to make dwarves happy that the pillar of the gameplay might as well not exist.  And even a cursory examination of the mechanics indicates that in their basic structure they could never been tweaked to work, and it will always produce absurd results.  The whole system will need to be ripped out.  And that's not because the replacement system is fundamentally more complex, but simply because the current system is wrong.  That's because Toady is clearly learning as he goes like well... just about anyone would be.  No doubt if I was doing it, I'd go down even more dead ends and wrong paths. 

But yes, at least you are honest in admitting that sense you have no idea how any of this other stuff will work, you have no basis for claiming whether or not my suggestions would work with that stuff that doesn't exist yet.  It's fundamentally absurd to claim my stuff is invalidated by stuff whose content you don't even know, and whose specifications are still being worked out by the designer.  In the mean time... 

I take it you are willing to volunteer all the time needed to rip everything out and replace everything from scratch?  Basically find yourself another game to play Celebrim42. 

Yes.  And presumably that role that could morph depending on your relationship to the civilization.  You might start out as a fort tasked to defend a trade route against goblin incursions, and such with certain constraints about that role - civilians aren't going to show up to be long term residents of a military installation, and replacements are going to depend on your relationship to the local military governor.  Fine, I get all that, but whatever your current role, once your site becomes perceived as a colony or settlement, it will begin to be subject to economic migration and be more attractive to refugees - and both those subsystems will have to work.  I suppose thinking about it we could add more factors (like a colony reputation system based on my colonies relationship to civilization ethics, am I known as a 'den of inquity' or a 'wretched hive of scum and villainy' or as a great place to raise a family), but they would be additional factors to that basic description I just made, with fairly small and obvious modifications of the default behavior.

You seem there is some kind of migration *other* than economic migration; there is not.  If soldiers or prisoners are sent to your fortress they come because you have the economic means to support them.

Well the simulation is broken.  I imagine no one is more painfully aware of that than Toady.  Why is it some sort of taboo to notice how broken the game is in a suggestion forum?

The simulation is incomplete, not broken.
Title: Re: How Immigration Ruins the Game
Post by: Appelgren on September 04, 2016, 01:06:18 pm
I think Celebrim42 puts his or her finger on a real flaw in DFs current gameplay and has some interesting ideas on how to fix it. That the starting scenarios update is going to change how immigration works makes this sort of analysis more useful -not less. I sort of wish discussion centered around how to solve the problems OP points out, rather than which models of immigration are the most realistic.
Title: Re: How Immigration Ruins the Game
Post by: Deboche on September 05, 2016, 06:15:51 am
I think Celebrim42 puts his or her finger on a real flaw in DFs current gameplay and has some interesting ideas on how to fix it. That the starting scenarios update is going to change how immigration works makes this sort of analysis more useful -not less. I sort of wish discussion centered around how to solve the problems OP points out, rather than which models of immigration are the most realistic.
Some of his ideas don't make sense, others were discussed. Why not discuss them yourself instead of pointing out that others should?
Title: Re: How Immigration Ruins the Game
Post by: GoblinCookie on September 05, 2016, 03:08:57 pm
I think Celebrim42 puts his or her finger on a real flaw in DFs current gameplay and has some interesting ideas on how to fix it. That the starting scenarios update is going to change how immigration works makes this sort of analysis more useful -not less. I sort of wish discussion centered around how to solve the problems OP points out, rather than which models of immigration are the most realistic.

Most of the OPs problems are not problems at all.
Title: Re: How Immigration Ruins the Game
Post by: lightstar on September 12, 2016, 04:18:47 am
I think Celebrim42 puts his or her finger on a real flaw in DFs current gameplay and has some interesting ideas on how to fix it. That the starting scenarios update is going to change how immigration works makes this sort of analysis more useful -not less. I sort of wish discussion centered around how to solve the problems OP points out, rather than which models of immigration are the most realistic.

Most of the OPs problems are not problems at all.

Handwaving away problems is not going to make them disappear. I agree that putting constraints on immigrations will help make gaming more goal-oriented.

In general, a lot of systems in this game have been implemented in a broken fashion. For example, as a player, it is much more meaningful to have three different kinds of wood (light, medium, heavy) and a meaningful role for each, compared to having hundreds of different kinds of wood trees.

This is not meant as criticism, which like the OP's post, people seem to have taken offense to. It is meant to discuss regarding the direction new development can take.

In this context, scenarios development seems like a good place to make immigration more meaningful to the player.
Title: Re: How Immigration Ruins the Game
Post by: Deboche on September 12, 2016, 06:16:58 am
Handwaving away problems is not going to make them disappear. I agree that putting constraints on immigrations will help make gaming more goal-oriented.

It is meant to discuss regarding the direction new development can take.
I don't think people did that. The OP started a discussion about the current system of immigration specifically, not a suggestion about an ideal system. Should the game remain essentially as it is, some of his suggestions, however gamey, might make sense. But as was said, it's pointless to address it in that way right now because we know significant changes are coming which would make OP's suggestions useless and ultimately a waste of time.

We can discuss immigration and the role it should take in a future version of Dwarf Fortress but I wouldn't even know where to begin. I have no idea what the game will look like years from now, especially when hill dwarves are implemented.
Title: Re: How Immigration Ruins the Game
Post by: GoblinCookie on September 12, 2016, 01:49:29 pm
Handwaving away problems is not going to make them disappear. I agree that putting constraints on immigrations will help make gaming more goal-oriented.

In general, a lot of systems in this game have been implemented in a broken fashion. For example, as a player, it is much more meaningful to have three different kinds of wood (light, medium, heavy) and a meaningful role for each, compared to having hundreds of different kinds of wood trees.

This is not meant as criticism, which like the OP's post, people seem to have taken offense to. It is meant to discuss regarding the direction new development can take.

In this context, scenarios development seems like a good place to make immigration more meaningful to the player.

There are very few serious problems with the present system under present game-world conditions. 
Title: Re: How Immigration Ruins the Game
Post by: Putnam on September 12, 2016, 10:05:41 pm
Handwaving away problems is not going to make them disappear. I agree that putting constraints on immigrations will help make gaming more goal-oriented.

In general, a lot of systems in this game have been implemented in a broken fashion. For example, as a player, it is much more meaningful to have three different kinds of wood (light, medium, heavy) and a meaningful role for each, compared to having hundreds of different kinds of wood trees.

This is not meant as criticism, which like the OP's post, people seem to have taken offense to. It is meant to discuss regarding the direction new development can take.

In this context, scenarios development seems like a good place to make immigration more meaningful to the player.

I don't like the direction implied by "three different kinds of wood". It requires a complete and total misunderstanding of what Dwarf Fortress actually is.
Title: Re: How Immigration Ruins the Game
Post by: Celebrim42 on September 13, 2016, 08:41:36 pm
There are very few serious problems with the present system under present game-world conditions.

There are more things that are broken to the point of being fatally flawed than there are things that actually work.   The gameplay as it exists is more defined by the emergent properties of its bugs, broken systems, and inattention to detail than it is by its design.  Like for example, its the only game I know of where experienced players have to steer their gameplay away from activities that would break the game engine, and yet whose design is built around those very activities.   It's the only game I know where there are more abandoned subsystems - happiness, economy, contaminants, etc. - than there are working subsystems.  It's the only game I know that lavishes more attention on things that have no functional impact on the game than it does on the actual pillars of its gameplay.  It's kind of interesting in the same way that a messenger RNA mutates until it reaches the limits of where it can still fulfill its function as a molecule, but never any further, and thus is defined by its accumulated baggage.  But as a game system, right now things are a brilliant train wreck. 

Brilliant enough I sent him money to continue his dream, but a train wreck nonetheless.

Maybe he'll be able to use that money to produce a game that doesn't crash every three hours or so.

Seriously, I enjoyed playing this game but how is it possible that anyone could actually have played this game and came away with the idea that it works, that it has ever worked, or that it ever will 'work' - least of all if they have an actual degree in Computer Science and game design credentials.   This in the industry is called a 'Fantasy Heartbreaker', and like all fantasy heartbreakers it is a thing of aching stunning beauty and a source of inspiration, and a terrible tragedy at the same time.  This did not start as any attempt to put down DF but as a heartfelt and honest suggestion to improve one area, but since you have insisted on throwing your chips down on the idea that this game is without flaw and criticism is inappropriate - I call.
Title: Re: How Immigration Ruins the Game
Post by: Putnam on September 13, 2016, 08:52:55 pm
except it, um, doesn't crash every three hours or so

happiness isn't abandoned, it's actually a new subsystem? from 2014?

Also, you're not the final arbiter on what the "pillars of its gameplay" are. You're not even the first, and if you think that anything that the last few updates haven't been assisting in the "pillars of its gameplay", then you don't even begin to know what they actually are.
Title: Re: How Immigration Ruins the Game
Post by: Celebrim42 on September 13, 2016, 09:40:43 pm
except it, um, doesn't crash every three hours or so

Yes. It. Does.  (Why would I lie about that?)

For example:

Faulting application name: Dwarf Fortress.exe, version: 0.0.0.0, time stamp: 0x57420c94
Faulting module name: ntdll.dll, version: 10.0.10586.306, time stamp: 0x571afb7f
Exception code: 0xc0000374
Fault offset: 0x000dc7c9
Faulting process id: 0x1100
Faulting application start time: 0x01d20d641e46bde2
Faulting application path: ###########################\PERIDE~1.03-\Dwarf Fortress 0.43.03\Dwarf Fortress.exe
Faulting module path: C:\WINDOWS\SYSTEM32\ntdll.dll
Report Id: 1976382d-0353-406a-93f1-c965dc42e337
Faulting package full name:
Faulting package-relative application ID:

Unfortunately, the error logging system is so deficient, I can't even file a bug report to assist the developer in figuring out what's wrong.  As a developer, this sends up big time warning signs.

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happiness isn't abandoned, it's actually a new subsystem? from 2014?

That abandons the system, in that dwarfs now never become unhappy and so all the subsystems and emergent behavior that depended on that never happen.  And as I said, a cursory examination of how the new system works shows that you can't tweak it to make it work.   It has some basic flaws as a simulation of how happiness works.  These flaws and those of the prior systems are more important to Dwarf Fortress lore than a working system would be, since the sort of macabre things that DF are famous for... lines of contradictory happy and sad statements linked together for example.

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Also, you're not the final arbiter on what the "pillars of its gameplay" are.

You have a exploration, resource management, sandbox game with elements of fantasy roleplaying and you think I need to be an arbiter about the pillars of the gameplay?  The freaking menu system tells you want the intended pillars of the gameplay are.  It doesn't take a genius to figure that out.   Hey, look, I have a two military submenus up at the primary menu level... I wonder if that's intended to be a pillar of gameplay.  Look, at all the freaking crafting/construction options... I wonder if that is intended to be a pillar of gameplay.
Title: Re: How Immigration Ruins the Game
Post by: Putnam on September 13, 2016, 10:25:33 pm
Why in the world do you think that any thought went into the UI?
Title: Re: How Immigration Ruins the Game
Post by: Celebrim42 on September 13, 2016, 11:03:01 pm
Why in the world do you think that any thought went into the UI?

Oh good grief, now you are making my point for me.

Look, as a point of fact, I don't think enough thought went into the UI.  The UI sucks, but not because it is a menu driven system.  Not because its ASCII and all based around essentially hot keys.  No it sucks, because it can't even be consistent about how it wants you to traverse that menu: +/-, up arrow/down arrow.  It changes without rhyme or reason.  All controls are contextual and each context has to be learned.  Knowledge of any other area of the menu not only doesn't necessarily help you navigate another area, but can be downright misleading.  The same concept can appear under different names in different parts of the UI - refined coal OR coke OR coal. 

And just as there is no consistency in the UI, there is absolutely no consistency in how different concepts are treated.  So, you smelt metal and form bars, which are then used to form objects, which can in turn be melted back into bars.  Fine.  But, you smelt sand into raw glass.... and it can only be used as a gem.  You can't melt it back down.  You can only melt sand into objects directly.  Why?  What game play advantage is there to treating the two objects differently?  Is the fact that you can create infinite iron by making an object and repeatedly melting it a bug, or intended gameplay?  Does it matter, since the gameplay is more defined by its bugs than by its intention or conception?

But, back on topic, gameplay is defined by what the game allows you to do.  The pillars of your gameplay are the systems that the player is expected to spend the most time engaged in.  A pillar of gameplay in Minecraft might be for example collection of resources.   Another pillar might be exploration.   In a first person shooter, the pillar of gameplay might be tactical reflex based squad combat.  So, for example, if you implement a bunch of different skills for the dwarves and then have a system where dwarves gain XP and then become more proficient in these skills, then training up your dwarves becomes a pillar of the gameplay by definition.   I'm not defining that as a pillar of gameplay.  It just bloody well is. 
Title: Re: How Immigration Ruins the Game
Post by: Putnam on September 14, 2016, 01:57:13 am
Why in the world do you think that any thought went into the UI?

Oh good grief, now you are making my point for me.

No, you can't base a point on intent in design then say that I'm agreeing with you when I say that no such intent exists.

But, back on topic, gameplay is defined by what the game allows you to do.  The pillars of your gameplay are the systems that the player is expected to spend the most time engaged in.  A pillar of gameplay in Minecraft might be for example collection of resources.   Another pillar might be exploration.   In a first person shooter, the pillar of gameplay might be tactical reflex based squad combat.  So, for example, if you implement a bunch of different skills for the dwarves and then have a system where dwarves gain XP and then become more proficient in these skills, then training up your dwarves becomes a pillar of the gameplay by definition.   I'm not defining that as a pillar of gameplay.  It just bloody well is. 

This assumes a game that actually has completed gameplay.
Title: Re: How Immigration Ruins the Game
Post by: Deboche on September 14, 2016, 03:39:03 am
So is this actually a thread moping about the current state of DF in general? Did you check the frontpage where it says:

0.43.05

That means the game is 43% done. You'd be lucky to play for 3 hours without a crash and without becoming completely bored with the limited features in any other game that's 43% done. And for years I've played DF for hours and hours without crashes except immediately after a new version comes out.

The pillars of the game are pretty tall and sturdy already in my view. Stories sometimes get quite intricate, the fortress simulation is challenging, unpredictable and fun - in both senses of the word - and the freedom and scope of what you can do are unparalleled.

As for crash reports being a bad sign for a developer like you, it doesn't make sense. Have you seen the bug report page? Are you aware of the back and forth that goes on when a new version comes out where Toady fixes all the new crashes and bugs that he can and even adds some last minute suggestions? This is pretty much the best experience I've had with a developing game.
Title: Re: How Immigration Ruins the Game
Post by: Bumber on September 14, 2016, 12:21:33 pm
except it, um, doesn't crash every three hours or so
Yes. It. Does.  (Why would I lie about that?)
Are you playing vanilla? A large majority of the crashes I've heard about are from people using TWBT (a DFHack plug-in.) Some crashes also happening on the Linux version.

If you're playing on one of the latest two versions, they use a new compiler. Lots of opportunity for issues there.

So, you smelt metal and form bars, which are then used to form objects, which can in turn be melted back into bars.  Fine.  But, you smelt sand into raw glass.... and it can only be used as a gem.  You can't melt it back down.  You can only melt sand into objects directly. Why?
It might need to be a powder to heat properly. It's generally made directly from sand IRL.
Title: Re: How Immigration Ruins the Game
Post by: Libash_Thunderhead on September 15, 2016, 07:21:48 am
Maybe wild animals and migrants can act similar?
I mean, they both should be more random or follow certain patterns.
For example, you don't kill off one group of camels just to let another group spawn in their places. Some animals also migrate, and you won't see them during certain seasons.

Title: Re: How Immigration Ruins the Game
Post by: Celebrim42 on September 15, 2016, 11:57:09 pm
]It might need to be a powder to heat properly. It's generally made directly from sand IRL.

Glass is the consummate recyclable material.  Glass makers recycle their broken pieces all the time.  Although you may not be old enough to remember when most containers in real life were glass, glass is pretty much the material that started the recycling movement. 

Moreover, from a realism perspective bars of glass were one of the original commodities that drove long distance trade.  People didn't trade sand.  Areas with sand that was good for glass production (that is, it made particularly beautiful, unusual or attractive glass - often with vivid colors) produced standardized glass 'bars' (actually more like thick disks) and traded them to other region for 'hides' of copper, jars of olive oil, and other standard commodities. 

So no, it really doesn't make much sense from a game play perspective that glass industry doesn't or can't produce bars, or that sand but not bars are available for trade.  My guess is that its a technical artifact of the implementation of glass that has kind of hung around without a lot of examination.
Title: Re: How Immigration Ruins the Game
Post by: Celebrim42 on September 16, 2016, 12:07:15 am
Maybe wild animals and migrants can act similar?

In a sense.  I've complained elsewhere that the way animals in the game behave is at the same time obviously random and yet behaves according to rigid rules that makes it seem our little "100 acre wood" snapshot is the whole of the world.  They point is that a correct implementation will necessarily be random because simulating the whole world is impossible, as witness just how the engine chugs and puffs when you have just a few hundred dwarfs around "standing in" for the 10's of thousands of dwarves you might expect in a place like Moria or Erebor.  But this randomness if done well will create the illusion of arising from the larger simulated space.

Right now we have randomness that doesn't even create the illusion of a simulation.  Some of my critics are acting like at some point something like the methodology I outline will be unnecessary, because the whole simulated world will be well.... simulated.  But it doesn't take much reflection to figure out that is never going to happen.

If you are interested in this sort of thing, I encourage you to read up on creating AI for video games.  Humans are predisposed to imagine that any organized behavior they observe or apparently organized behavior they observe stems from mental behavior similar to their own mind.   They therefore develop a theory of the mind behind this behavior.  Game designers can leverage that behavior to create the illusion of intelligence where in fact something more rudimentary is going on.   In fact, Dwarf Fortress is really all about this, generating behaviors algorithmically that when observed trick the player into believing there is more going on than there is, and ultimately creating empathy for the dwarf characters.  So it's rather odd to see the same idea not really extended to the immigration system.
Title: Re: How Immigration Ruins the Game
Post by: Bumber on September 17, 2016, 02:17:41 pm
Glass is the consummate recyclable material.  Glass makers recycle their broken pieces all the time.  Although you may not be old enough to remember when most containers in real life were glass, glass is pretty much the material that started the recycling movement.
Wikipedia says it gets crushed into cullet first (https://en.wikipedia.org/wiki/Glass_recycling), which sounds like a labor-intensive task. Probably needs an intermediate step at a millstone/quern.

Quote
Moreover, from a realism perspective bars of glass were one of the original commodities that drove long distance trade.  People didn't trade sand.  Areas with sand that was good for glass production (that is, it made particularly beautiful, unusual or attractive glass - often with vivid colors) produced standardized glass 'bars' (actually more like thick disks) and traded them to other region for 'hides' of copper, jars of olive oil, and other standard commodities.
So it would seem. (https://en.wikipedia.org/wiki/Ancient_glass_trade)

Quote
So no, it really doesn't make much sense from a game play perspective that glass industry doesn't or can't produce bars, or that sand but not bars are available for trade.  My guess is that its a technical artifact of the implementation of glass that has kind of hung around without a lot of examination.
Could just be an oversight due to time constraints. We can't burn clothes or wood items into ash. Ore furniture and blocks can't be melted. Furniture from glass blocks would probably add a bunch of reactions, since it's not desirable to replace the direct sand reactions. (Hopefully the reactions system will be overhauled at some point, now that we have job details.)
Title: Re: How Immigration Ruins the Game
Post by: Celebrim42 on September 17, 2016, 03:04:06 pm
Wikipedia says it gets crushed into cullet first[/url], which sounds like a labor-intensive task. Probably needs an intermediate step at a millstone/quern.

While modern cullet is probably ground mechanically to ensure uniformity for industrial production methods, historically cullet was just broken or scrap glass that was produced incidentally as objects broke during the glass blowing process.  You just swept it up, and put it back in the furnace. 
Title: Re: How Immigration Ruins the Game
Post by: Evans on September 18, 2016, 06:28:20 am
This is because talented individuals are drawn by the general advantages of living in a more desirable site equally with everyone else as they automatically enjoy those advantages even if additional privileges/influence are in question.  A talented individual will migrate along the lines of everybody else even if due to the size of the site he is moving too he has no prospects of improving his actual social standing by doing so.
Well, human population and dwarven/elven/kobold/whatever might differ in why they do migrate to smaller sites.
Come to think of it:
- elves would come to help grow the trees and protect the site. Think of druid migrating with a bag of seeds
- kobolds simply move from overcrowded areas to increase in numbers and conquer the world
- orcs for the same reasons
- as for dwarves, when I think about it, if you are a legendary mason in 200 y old fortress that has been build and "set in stone" (both literally and figuratively speaking) you have to do but fix the walls occasionally. Same with the miners. So moving to a new construction site makes a lot of sense - builder are needed there for the glory of dawrfkind, I am a builder bored to HFS at capitol, so why not go to help and for some extra thrill?

For the humans historical reason would apply. I long to see when the new system will be finally implemented. By that time quantum processors might be already on the market, so no worrying about FPS hit.
Title: Re: How Immigration Ruins the Game
Post by: expwnent on September 19, 2016, 05:47:55 am
I agree that dwarves are too easy to get your hands on and that can create balance issues. "Ruins the game" is a bit strong, but hyperbole is to be expected on the internet. Posting to watch.
Title: Re: How Immigration Ruins the Game
Post by: GoblinCookie on September 21, 2016, 02:18:18 pm
There are more things that are broken to the point of being fatally flawed than there are things that actually work.   The gameplay as it exists is more defined by the emergent properties of its bugs, broken systems, and inattention to detail than it is by its design.  Like for example, its the only game I know of where experienced players have to steer their gameplay away from activities that would break the game engine, and yet whose design is built around those very activities.   It's the only game I know where there are more abandoned subsystems - happiness, economy, contaminants, etc. - than there are working subsystems.  It's the only game I know that lavishes more attention on things that have no functional impact on the game than it does on the actual pillars of its gameplay.  It's kind of interesting in the same way that a messenger RNA mutates until it reaches the limits of where it can still fulfill its function as a molecule, but never any further, and thus is defined by its accumulated baggage.  But as a game system, right now things are a brilliant train wreck. 

Brilliant enough I sent him money to continue his dream, but a train wreck nonetheless.

Maybe he'll be able to use that money to produce a game that doesn't crash every three hours or so.

Seriously, I enjoyed playing this game but how is it possible that anyone could actually have played this game and came away with the idea that it works, that it has ever worked, or that it ever will 'work' - least of all if they have an actual degree in Computer Science and game design credentials.   This in the industry is called a 'Fantasy Heartbreaker', and like all fantasy heartbreakers it is a thing of aching stunning beauty and a source of inspiration, and a terrible tragedy at the same time.  This did not start as any attempt to put down DF but as a heartfelt and honest suggestion to improve one area, but since you have insisted on throwing your chips down on the idea that this game is without flaw and criticism is inappropriate - I call.

I think that you have a skewed idea of what you mean by 'pillars of gameplay'.  This thread mystifies me since for an incomplete game immigration is basically a fully functional system that works very well, even down to getting to the 'right' dwarves for your present economic circumstances.  All that is really missing is some consideration of how dangerous your fortress is as well as how rich it is and the ability of unhappy dwarves to leave your fortress (emigrate). 

Well, human population and dwarven/elven/kobold/whatever might differ in why they do migrate to smaller sites.
Come to think of it:
- elves would come to help grow the trees and protect the site. Think of druid migrating with a bag of seeds
- kobolds simply move from overcrowded areas to increase in numbers and conquer the world
- orcs for the same reasons
- as for dwarves, when I think about it, if you are a legendary mason in 200 y old fortress that has been build and "set in stone" (both literally and figuratively speaking) you have to do but fix the walls occasionally. Same with the miners. So moving to a new construction site makes a lot of sense - builder are needed there for the glory of dawrfkind, I am a builder bored to HFS at capitol, so why not go to help and for some extra thrill?

For the humans historical reason would apply. I long to see when the new system will be finally implemented. By that time quantum processors might be already on the market, so no worrying about FPS hit.

I do not see why it has to be done directly by race, can it not be done directly by personality/values/profession on an individual basis?

I agree that dwarves are too easy to get your hands on and that can create balance issues. "Ruins the game" is a bit strong, but hyperbole is to be expected on the internet. Posting to watch.

The fact that your fortress is a people magnet regardless of how badly you play the game and how high the death rate is a little easy on the player but hardly ruining the game.  The dangerousness of your fortress is a missing mechanic, one that would add something to the game but there are many such mechanics.
Title: Re: How Immigration Ruins the Game
Post by: Evans on September 21, 2016, 03:55:05 pm
Seriously, I enjoyed playing this game but how is it possible that anyone could actually have played this game and came away with the idea that it works, that it has ever worked, or that it ever will 'work' - least of all if they have an actual degree in Computer Science and game design credentials.   This in the industry is called a 'Fantasy Heartbreaker', and like all fantasy heartbreakers it is a thing of aching stunning beauty and a source of inspiration, and a terrible tragedy at the same time.
I think that you have a skewed idea of what you mean by 'pillars of gameplay'.  This thread mystifies me since for an incomplete game immigration is basically a fully functional system that works very well, even down to getting to the 'right' dwarves for your present economic circumstances.  All that is really missing is some consideration of how dangerous your fortress is as well as how rich it is and the ability of unhappy dwarves to leave your fortress (emigrate). 
Actually as an ex gamedev professional I kinda know what he means.

An example might be Megabeast behavior in legends, while in fort mode they are nothing but berserk bullets coming your way.
Or how the game gives you few dozen types of trees but no way of actually *planting one*.

Still, I wouldn't call it tragedy. For a proceduraly generated game it beats others like No Man's Buy on the market and it costs nothing.

Quote
Well, human population and dwarven/elven/kobold/whatever might differ in why they do migrate to smaller sites.
Come to think of it:
- elves would come to help grow the trees and protect the site. Think of druid migrating with a bag of seeds
- kobolds simply move from overcrowded areas to increase in numbers and conquer the world
- orcs for the same reasons
- as for dwarves, when I think about it, if you are a legendary mason in 200 y old fortress that has been build and "set in stone" (both literally and figuratively speaking) you have to do but fix the walls occasionally. Same with the miners. So moving to a new construction site makes a lot of sense - builder are needed there for the glory of dawrfkind, I am a builder bored to HFS at capitol, so why not go to help and for some extra thrill?

I do not see why it has to be done directly by race, can it not be done directly by personality/values/profession on an individual basis?
Why not?  :D
Title: Re: How Immigration Ruins the Game
Post by: Celebrim42 on September 22, 2016, 12:30:52 am
Still, I wouldn't call it tragedy.

It wasn't my intention when I wrote this thread to start bashing DF.   I've been driven to that by a combination of watching the game I was enjoying and excited about dwindle into pointlessness, and people in this thread acting like DF is above criticism even in a suggestions forum.

Quote
For a proceduraly generated game it beats others like No Man's Buy on the market and it costs nothing.

No Man's Sky's problems were obvious before it came out.  I'm not sure what the hype was about.   The key problem with No Man's Sky is that it had no compelling pillar of gameplay.  Open ended sandbox games depend on players being able to define and implement their own goals of play.  But No Man's Sky had no way to persist the player's activities, meaning that the players were unable to define or implement their own goals.  Everything that a player does in a game is strictly speaking meaningless.  But in No Man's Sky it not only was meaningless, but it feels meaningless.  And if a game feels meaningless, why play it?   No Man's Sky is supposed to be an exploration game, but exploration as a pillar of gameplay is about finding the surprising depths - which is going to happen in a PnP game with a fiercely intellectual and creative gamemaster or in something like Skyrim with its creativity poured into the setting by an army of developers - but isn't going to happen in a procedural game.

For a procedurally generated game, I can think of almost no game where the generated world is more meaningless to the game play than Dwarf Fortress.  Sure, you can explore it in Adventure mode, but ultimately its not Adventure mode that made DF so interesting.  If DF only had Adventure mode, it would just be another Rogue-like with massive meaningless scale that lacked any of the tight well thought out intense gameplay of say NetHack.  NetHack has this well earned reputation of 'the developers have thought of everything'.  Oddly, DF never feels that way for me.

It's interesting how decent the procedurally generated world is and how many things it tries to keep track of, but the vast majority of that generated content is meaningless to the gameplay.  And, it's also as shallow as a puddle, which becomes obvious whenever the game tries to link gameplay to the procedurally generated content, and you get spammed with 100's of meaningless names performing the same meaningless actions - The Blah of Blah became refugees.  The Blah of Blah became refugees.  Blah blah blah.  It's not a narrative, and its not adding to the gameplay.

Ironically, DF is a game that doesn't even really know why it is successful.   It's not because of the procedurally generated content, save to the extent that that creates a mystique around the game.   The reason DF is successful is that quite the opposite of No Man's Sky, Dwarf Fortress makes the choices the players make feel meaningful, and provides the player tons of opportunities to set their own goals and implement plans.  Whether its having a throne room made of solid gold, or having a whole unit of legendary axe dwarfs in adamantium, or its making that 100 z magma safe pump stack to bring a magma reservoir up to near the surface, DF provides lots of gameplay around setting your own goals and implementing them.   NMS provides practically none.

The great tragedy of No Man's Sky is that scale provides almost no gameplay in and of itself.  In fact, I'd bet the scale ultimately got in the way of implementing a good game.  That was obvious for 6-8 months before the game out even to someone who had only a casual knowledge of the game.

Quote
An example might be Megabeast behavior in legends, while in fort mode they are nothing but berserk bullets coming your way.
Or how the game gives you few dozen types of trees but no way of actually *planting one*.

Eh.  I'm thinking more about things like it spends all this time generating a civilization, but the last names of the dwarfs are completely random so that none of these connections between dwarfs are really evident or apparent.  I would think that having some sort of naming scheme would be priority #1 in a game like this.  And because the immigration is random, none of those connections ever really impact your gameplay.  Dwarfs don't immigrate in families.  Family reunions don't take place.  There is this stuff in the legendarium, but it is not only mere repetition but has no meaningful impact on play.

Some dwarf in your fortress apparently cares that some human was struck down by a sasquatch in 156 because he carved it on your walls, but why should you?   

And sometimes abandoned mechanics intersect with the lack of gameplay focus, as in not only do dwarves never throw parties anymore, but typical of the game's shallow design, parties when they did exist served solely as random artificial source of game difficulty that added nothing to the core gameplay (much like nobles mandates).  Dwarves get married without ceremony, they give birth without ceremony, they die without ceremony, they invest new nobles without ceremony.  This is a hugely lost opportunity to tell story, or at least give the illusion of story which is what DF does well.  Who gives a frack about the procedural generation.  If this game is supposed to be a massive story generation engine, give us story.

Or the fact that it implements dozens of types of trees, but for the most part none of it has anything to do with gameplay.  Or the fact that it implements hundreds of sorts of animals, but makes you play within a 100 acre wood where the game engine basically only brings one animal type at a time per layer procedurally one after the other as you kill off the prior one as if the animals were being queued up off screen.   And, why should we give a frack about the procedural generation.  Does it really do anything for the game?  It's a great example of DF making the same sort of mistake as NMS, in thinking that scale is the same as depth.

Or the fact that it implements 100's of food sources, but makes farms so insanely productive with such minimal effort and dwarf food requirements so low (owing to its distorted time scales), that food scarcity is almost never an issue of any sort and the real problem with food very quickly comes to be that you are tracking 1000's or 10000's of thousands of pointless food items that are eating up CPU time and thus actually detracting from game play rather than adding to it.  I'm exporting 1000's of food items now, not because I need anything, but just to keep my food production from burying my already painfully slow frame rate.  So why do we have food again?

Or the fact that the combat engine is supposed to provide for all sorts of detail, and yet so much of it is, "Blah Blah grab's Blah Blah by its left third finger, bruising the fat.  Blah Blah breaks the grip of Blah Blah on on its left third finger."   Not only is much of the combat often unintentionally(?) comical in its pettiness or in the bizarre nature of its outcomes, but the combat engine gives little in the way of score or direction to the fight. I'm not suggesting bringing hit points into the game, and I'm actually really into a cRPG finally experimenting with non-hit point based mechanics PnP RPGs have long experimented in, but one thing that is missing that hit points do provide is a way for the observer to 'keep score' and thus become dramatically invested in the fight.  So much of DF's combat devolves down to uninteresting 'death spirals' where its just a matter of how long it will take the loser to finally succumb fully, and really there is almost never any give and take to a fight.  It never sways back and forth with the outcome in the balance, or at least it does it so rarely that when it did it would be remarked on.

A really good example of how shallow the game is can be found by inspecting the engravings on the wall and how rarely they meaningful record anything that you'd call a narrative event.  Dwarves don't really interact with each other, and to the extent that they do, they don't remember doing so.  The record of the settlement mostly revolves around artifacts being constructed, but the artifacts themselves aren't a narrative event.  Feanor creating the Silmarils isn't important.  What's important is how this act impacts the characters in the story and sets the stage for their actions.  Instead we get 1000 carvings of cheese, which is a good example of why I say that its the bugs that are more important to the emergent gameplay than the intention.  We member that fondly, because of the unintentional incongruity of it.  With so much important to say, the game engine didn't intentionally spam carvings of cheese out of irony.  It spammed out carvings of cheese because it had no ability to say anything interesting.
Title: Re: How Immigration Ruins the Game
Post by: Evans on September 22, 2016, 03:40:25 am
Eh.  I'm thinking more about things like it spends all this time generating a civilization, but the last names of the dwarfs are completely random so that none of these connections between dwarfs are really evident or apparent.  I would think that having some sort of naming scheme would be priority #1 in a game like this.  And because the immigration is random, none of those connections ever really impact your gameplay.  Dwarfs don't immigrate in families.  Family reunions don't take place.  There is this stuff in the legendarium, but it is not only mere repetition but has no meaningful impact on play.

Some dwarf in your fortress apparently cares that some human was struck down by a sasquatch in 156 because he carved it on your walls, but why should you?   
I know - like I said, I understand what you mean, I just didn't elaborated on it too much.
The fact that masterwork granite statue of my current fort leader will depict him as raising masterwork dog bone bin created 2 years ago is bothering me as well.

So much in fact that I considered adding a suggestion(or necroing a thread with it, if it's there) that masterwork events should be removed from legends altogether.
I am like spawning masterwork tallow cakes for sale.
I am really not interested in having burial chamber engraved with depiction of my cook preparing hundreds of masterwork tallow cakes, because as you said, it is irrelevant to gameplay.

Also unification of materials is another reason for why I play Masterwork DF Mod. I really can do with a single type of meat, bone, wood and leather. I don't need to have cat bones, pig bones, dog bones, Dwarven Axeman bones, Giant Aardvark bones etc.
Title: Re: How Immigration Ruins the Game
Post by: Salmeuk on September 22, 2016, 03:41:30 am
But, back on topic, gameplay is defined by what the game allows you to do.  The pillars of your gameplay are the systems that the player is expected to spend the most time engaged in.  A pillar of gameplay in Minecraft might be for example collection of resources.   Another pillar might be exploration.   In a first person shooter, the pillar of gameplay might be tactical reflex based squad combat.  So, for example, if you implement a bunch of different skills for the dwarves and then have a system where dwarves gain XP and then become more proficient in these skills, then training up your dwarves becomes a pillar of the gameplay by definition.   I'm not defining that as a pillar of gameplay.  It just bloody well is. 

Your attempt to categorize game systems via this strange "pillar" terminology is a bit odd since such categories are absolutely subjective. Going by your logic, I could define yet another pillar of minecraft as being something like "practicing basic math in order to build symmetrical bases" or "learning to cope with the hopeless A.I." or "overcoming the immediate frustration experienced when you discover that trees won't collapse on their own and you have to spend an aggravating amount of time cutting through the floating trunk." These things might not have been by design, but any player who has spent enough time playing Minecraft will have to interact in those fashions in order to get on with the game. And yes, you could just build awful looking houses or never try to herd your pigs, but I refuse to believe anyone has picked up Minecraft and not become immediately frustrated with the way trees work.

Back on topic. I could describe infinite pillars, each of which would describe yet another category of system interaction, each of which is perfectly valid as long as the player spends time interacting with it, at least by your logic. Perhaps the most interesting thing is that the more pillars I describe, the less meaningful each one becomes, and as meaning approaches the asymptote we're left to wonder what the point of all of this was in the first place.
Spoiler (click to show/hide)

Basically, you aren't proving anything to anyone by claiming such-and-such is inherent proof that this-or-that should be removed/added/modified, when such-and-such is a highly arbitrary and unproven categorization. I could easily describe one of the pillars of DF's gameplay as "Interacting with the U.I." or "Visiting the Wiki," and that's kind of awesome, but it is still a matter of opinion as to whether Toady should emphasize (or de-emphasize) either of these pillars.


I was going to write more about your perspective, but this thread has become your personal soapbox and I'd rather not encourage that. Stick to constructive criticism and avoid writing things like "XXX ruins the game" and "Why you are all wrong about liking this game, the poorly constructed essay" and "Please come argue with me!". Like moths to a flame, or perhaps cheese makers to a pair of !!xXxcave spider silk trousersxXx!!, argumentative types are drawn towards these threads. There are better ways to phrase your thoughts, though people will still poke and prod despite your diplomatic efforts. Sometimes the best response is to give no response at all.

Title: Re: How Immigration Ruins the Game
Post by: Putnam on September 22, 2016, 03:42:55 am
Still, I wouldn't call it tragedy.

It wasn't my intention when I wrote this thread to start bashing DF.   I've been driven to that by a combination of watching the game I was enjoying and excited about dwindle into pointlessness, and people in this thread acting like DF is above criticism even in a suggestions forum.

No, disagreeing with your specific view of how the game should be is not "acting like DF is above criticism".
Title: Re: How Immigration Ruins the Game
Post by: Evans on September 22, 2016, 03:58:28 am
Your attempt to categorize game systems via this strange "pillar" terminology is a bit odd since such categories are absolutely subjective. Going by your logic, I could define yet another pillar of minecraft as being something like "practicing basic math in order to build symmetrical bases" or "learning to cope with the hopeless A.I." or "overcoming the immediate frustration experienced when you discover that trees won't collapse on their own and you have to spend an aggravating amount of time cutting through the floating trunk." These things might not have been by design, but any player who has spent enough time playing Minecraft will have to interact in those fashions in order to get on with the game. And yes, you could just build awful looking houses or never try to herd your pigs, but I refuse to believe anyone has picked up Minecraft and not become immediately frustrated with the way trees work.
No.
http://technicalgamedesign.blogspot.com/2011/04/pillars.html
In gamedev industry there does exist a definition of pillars or key gameplay elements or key selling points (if you are working for EA).
That is industry jargon for years now, just because it is the first time you heard of it, doesn't mean it wasn't there for many years.

If I am making a platformer game, jumping between the platforms is my key gameplay element, or as Celebrim called it "pillar".
It is like this, because it was defined during a design process.

Key gameplay elements (named pillars in this thread) are usually well described in GDD (Game Desing Document) prior to start of development.
An awful lot of research, design, concept work and review goes into designing key gameplay elements *right*.
Because if you fukk them up, game you develop will end up in disaster. See No Man's Buy for most recent example.

Quote
Back on topic. I could describe infinite pillars, each of which would describe yet another category of system interaction, each of which is perfectly valid as long as the player spends time interacting with it, at least by your logic. Perhaps the most interesting thing is that the more pillars I describe, the less meaningful each one becomes, and as meaning approaches the asymptote we're left to wonder what the point of all of this was in the first place.
*sigh*
Each industry has it's naming conventions that are more or less accepted and used throughout that industry.
You are arguing about something apparently without understanding of what the other side is trying to say.

Are we now going to start discussions with a list of definitions so that people would understand each other?
Anyone heard of google search engine?

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Basically, you aren't proving anything to anyone by claiming such-and-such is inherent proof that this-or-that should be removed/added/modified, when such-and-such is a highly arbitrary and unproven categorization. I could easily describe one of the pillars of DF's gameplay as "Interacting with the U.I." or "Visiting the Wiki," and that's kind of awesome, but it is still a matter of opinion as to whether Toady should emphasize (or de-emphasize) either of these pillars.
*sigh* x2
Interaction with UI is rarely considered to be a key game element, unless you are developing a hidden object game.
In which case it becomes important to consider how certain elements (like hints) will work etc etc.

He is stating his opinion, making use of the existence of forum (which purpose would be to let him do so) but he wrongly assumed people outside of game dev industry are familiar with certain internal concepts and terminology.
As your example shows, they aren't .

Quote
I was going to write more about your perspective, but this thread has become your personal soapbox and I'd rather not encourage that. Stick to constructive criticism and avoid writing things like "XXX ruins the game" and "Why you are all wrong about liking this game, the poorly constructed essay" and "Please come argue with me!". Like moths to a flame, or perhaps cheese makers to a pair of !!xXxcave spider silk trousersxXx!!, argumentative types are drawn towards these threads. There are better ways to phrase your thoughts, though people will still poke and prod despite your diplomatic efforts. Sometimes the best response is to give no response at all.[/i]
Ah, now. Gamedev is special for having people who tend to say things in such a manner that might appear rude to an outsider.
It is an industry specific behavior, I am afraid :) It happens.
Roots of this is that producers sometimes have no fk*g clue about what they are doing and you need to yell at them to get your point across.

Title: Re: How Immigration Ruins the Game
Post by: Celebrim42 on September 22, 2016, 07:45:53 pm
No, disagreeing with your specific view of how the game should be is not "acting like DF is above criticism".

Look, I would love to argue with you about how the immigration should be implemented, and whether gamist, or simulationist, or narrativist logic should take priority and how to blend those concerns.  And I would love to give and take about what the most elegant mechanics are to achieve a particular effect.  I love all that stuff.

But the point is, you and no one else on the thread has actually done anything like that.  You don't have vision how it should work.  You don't have a mechanism in mind.  You don't even really understand what Toady's vision is nor can you explain it.  I'm arguing with people that think magic happens.   

You just have Faith.  And I've questioned your Faith, and now I must be condemned.
Title: Re: How Immigration Ruins the Game
Post by: Celebrim42 on September 22, 2016, 07:59:50 pm
The fact that masterwork granite statue of my current fort leader will depict him as raising masterwork dog bone bin created 2 years ago is bothering me as well.

So much in fact that I considered adding a suggestion(or necroing a thread with it, if it's there) that masterwork events should be removed from legends altogether.

lol

Yeah, there is something to that.  Or even if you didn't remove them, you could describe them in a more narrative fashion and only mark them with events if they truly were events.  Like, they might only be considered historical events if the creator had as their fondest ambition creating a work of art and it was their first one AND the item had notable value, and then you could have some sort quasi-story generator around that creation depending on the personality traits of the creator similar to what happens when you replace a noble and one of the nobles is shown weeping, or meekly stepping aside, or displaying relief, or angry or whatever.   But even then, it might be best to only make artifact creation - and only some artifact creation - a historical event.

All this would need to tie into a better emotion generation system.  Right now - despite never throwing parties - all my dwarves are on a one way bus to happy street, and they never seem to have any meaningful interaction nor do they bring that interaction to my attention by doing something, anything, to make me notice that a story is going on.   Now, if they had jobs like 'Courting a Lover' or 'Celebrating a Marriage' or 'Attending Wake of a Friend' or if my noble had a status like 'Mediating a Conflict', then I might notice and all this might have meaning.

Supposedly Toady is doing something with artifacts right now, so I'd like to see what he's thinking there before I'd advocate removing creating items from the historical events completely, but I definitely understand the concern.