Bay 12 Games Forum

Dwarf Fortress => DF Suggestions => Topic started by: Detoxicated on August 06, 2018, 06:43:22 pm

Title: Government Types
Post by: Detoxicated on August 06, 2018, 06:43:22 pm
So we need more government types. I can see that kingdoms were the norm in the middle ages, but there were quite many powerful republics too. Think venice, Frankfurt, Genua... Having different types of government adds a new layer for conflict. A republic of hill dwarves will want to destroy the duke of a closeby fortress of humans...
The differences between governments should be that in democratic governments the laws are created through vote and election whilst a monarchy will create laws on the whims of individuals.
Title: Re: Government Types
Post by: SixOfSpades on August 06, 2018, 09:01:44 pm
Those city-states you mention were run largely by coalitions of wealthy families, usually merchants. And you can't have wealth or merchants until the Economy arc.
Nations could also be organized around religion, with priests in charge of all matters secular as well as sacred. Again, the Religion arc isn't here yet.
You could also have a stratocracy, a government in which the state and the military are largely indistinguishable. (Think a military junta, but long-lasting and accepted by the people.) The current game may be able to support this.

Not that I'm saying we shouldn't consider these types of government: By all means, postulate. I'm just saying that once these parts of the game are added, we'll have a better idea of what sort of framework we'll be building on. (Then again, discussing them now may help tell Toady what sorts of framework we'd like.)

The game as-is is something like a dictatorial autocracy (almost nothing is outside the overseer's control) interacting with a very weak constitutional monarchy (There is a king, but the very worst thing he can do is send an army, precisely what your fort is designed to defeat), with slight elements of a meritocracy (the game will automatically suggest the most qualified replacements for Broker or whatever, but of course those officers have no real power).
Title: Re: Government Types
Post by: GoblinCookie on August 07, 2018, 06:08:41 am
So we need more government types. I can see that kingdoms were the norm in the middle ages, but there were quite many powerful republics too. Think venice, Frankfurt, Genua... Having different types of government adds a new layer for conflict. A republic of hill dwarves will want to destroy the duke of a closeby fortress of humans...
The differences between governments should be that in democratic governments the laws are created through vote and election whilst a monarchy will create laws on the whims of individuals.

Really at a basic level things are as SixOfSpades mentioned, there are quite a limited array of possible government forms unless we fundamentally change the way the society works, which may be never, since it is a can of worms that may not be worth it. 

Though using the middle ages as the base of idea is not a good idea in DF, there are a number of possible government arrangements that can feasibly exist.  At the present things work as a de-centralised constitutional monarchy, the king and nobility clearly have limited powers and things are done mostly by elected mayors. 

The main issue government wise is how much power do the king/nobility have against that of the elected mayors.  How much power do the elected mayors have to decree laws themselves against how much to they have to hold referendums to pass laws.  Centralising power in present DF means increasing the power of king/nobility, which leads to the question of having elected prime ministers like we have in Britain. 

All of these issues exist without us having to have wealthy merchants in the game.
Title: Re: Government Types
Post by: Miles_Umbrae on August 07, 2018, 08:26:11 pm
Suggesting Theocracy as a possible governance type that can be fleshed out with the "Religion arc" is a good suggestion.
Suggesting City States as a possible governance type that can be fleshed out with the "Economy arc" is also a good suggestion.
Military Junta(or whatever a militaristic governance is called) is a good suggestion as well.
There are ways to implement many governance types by name and basic concept at least without having everything already available .. that's the basic idea of Dwarf Fortress, that things gets fleshed out as development of the game progresses.
Title: Re: Government Types
Post by: Azerty on August 08, 2018, 06:09:11 pm
We should also consider the differences inside the same kind of government: for exemple, republics could differ over which classes get to vote and/or get elected (in some, merchants and craftsmen get to vote, in others, only landowners get to power) and their internal working (is the leadership done by an individual (consul, mayor) or a body (directoire, ), and how is the nomination? Does a senate exists and, if so, who elect it?). Monarchy would be whether they are elective (who elect the king?) or whether they are hereditary (what is the laws of succession?).
Title: Re: Government Types
Post by: GoblinCookie on August 10, 2018, 05:28:48 am
Suggesting Theocracy as a possible governance type that can be fleshed out with the "Religion arc" is a good suggestion.
Suggesting City States as a possible governance type that can be fleshed out with the "Economy arc" is also a good suggestion.
Military Junta(or whatever a militaristic governance is called) is a good suggestion as well.
There are ways to implement many governance types by name and basic concept at least without having everything already available .. that's the basic idea of Dwarf Fortress, that things gets fleshed out as development of the game progresses.

Most of those are basically what is implied under starting scenarios.  Aside from city state, which is basically what we already are. 

We should also consider the differences inside the same kind of government: for exemple, republics could differ over which classes get to vote and/or get elected (in some, merchants and craftsmen get to vote, in others, only landowners get to power) and their internal working (is the leadership done by an individual (consul, mayor) or a body (directoire, ), and how is the nomination? Does a senate exists and, if so, who elect it?). Monarchy would be whether they are elective (who elect the king?) or whether they are hereditary (what is the laws of succession?).

Arguments over who gets to vote among the actual citizenry really only make sense if we adding in privilaged/oppressed economic classes into the game.  While this may seem historically realistic, we have gay marriage even when homophobia might seem 'historically realistic' instead.  If we don't intend to add in homophobia, or sexism, or racism why would we add in a disenfranchised class of poor people, where is the consistency in that?

The actual nature of the government structure itself is very much a hot issue however.  As is the actual mechanics by which the democratic system itself, as in elections is going to work in general.  I propose we use the loyality idea from Corporate Personality/Values (http://www.bay12forums.com/smf/index.php?topic=171631.0) and apply it to elections.  We would divide the population into two 'parties' and divide the election into two elections. 

We the player *are* the government party, if we lose the election we lose the game.  However the first election is the 'primaries', it is when our party internally selects a candidate to stand for mayor. The opposition party will then select their own candidate at the same time.  Then we have the actual real election for mayor which pits our candidate against the opposition's candidate.  How dwarves vote depends upon their loyalty, loyal dwarves always vote for the government candidate, disloyal dwarves always vote for the opposition candidate and those in the middle will vote depending upon the personal characteristics of the two candidates and how in the middle they are. 

Democracy runs the risk of the player being voted out of office.  However democracy has an advantage in that it increases the loyalty of all dwarves THAT CAN VOTE, which reduces the chance of an uprising being launched against you, since the disloyal are fewer in number. 
Title: Re: Government Types
Post by: Detoxicated on August 10, 2018, 02:24:22 pm
If you have a king you already have created a class of people with no rights....

Also the player is a force that cannot be voted because it is above the entire universe of DF...

When the economy is added it would make sense to have economic classes, but again we already have classes and oppression as the nobles are exempt from work And get to make mandates...

I don't know if toady said that he was not going to include things like racism, but even if not, the system intends to have slavery which in itself is an economical class that has no rights and freedom whatsoever, at least in the sense of american slavery. I dont really get your entire point there. so maybe you could explain it to me in a different way
Title: Re: Government Types
Post by: Miles_Umbrae on August 10, 2018, 05:05:49 pm
Couldn't put it better myself there Detoxicated.
Title: Re: Government Types
Post by: PlatinumSun on August 10, 2018, 05:36:44 pm
"Comrades the proletariat shall rule! Down with the bourgeoisie!"
-Urist McLenin   
Title: Re: Government Types
Post by: Detoxicated on August 10, 2018, 11:52:34 pm
"Comrades, the world and its opressed Proletariats shall be freed once they unified!
Trotsky McUrist
Title: Re: Government Types
Post by: GoblinCookie on August 12, 2018, 08:04:12 am
If you have a king you already have created a class of people with no rights....

Further explanation needed. 

Also the player is a force that cannot be voted because it is above the entire universe of DF...

It is the player's government that is being voted out.  This just happens to mean defeat for the player as well, it is not that the dwarves are aware of the player; they have just rejected the player's government and voted it out.  The point of this is that if you wish to try to rule with naught but an iron fist you have to implement an actual dictatorship in your fortress, you cannot run a shadow-dictatorship behind a democratic facade because you as an immortal spirit cannot be voted out.

When the economy is added it would make sense to have economic classes, but again we already have classes and oppression as the nobles are exempt from work And get to make mandates...

I don't know if toady said that he was not going to include things like racism, but even if not, the system intends to have slavery which in itself is an economical class that has no rights and freedom whatsoever, at least in the sense of american slavery. I dont really get your entire point there. so maybe you could explain it to me in a different way

Individuals are not classes and neither is the division of labour inherently a class division.  The economy does not imply the existence of economic classes, since the economy in itself being implemented merely means that sites and adventurers will continue to produce/exchange stuff after the end of world-gen, which is presently not the case.  Yes this is intended to be preceded by the law/customs/status/property release and the starting scenarios, but the former remains very much a black box. 

My point was simply that we cannot discuss things like voting rights until we know how the economy/law/customs/status/property are all going to work.  We cannot simply rifle through the history books and copy-paste the workings of medieval Europe and simply assume that is how dwarf fortress is going to end up, because the devs have already shown short shift to two key elements of those societies, that is sexism and homophobia.  They also tend to be uneasy with those topics when they are raised in discussions, which implies their absence is by intent rather than simply because they have not got around to adding them in yet.

"Comrades the proletariat shall rule! Down with the bourgeoisie!"
-Urist McLenin   

What was the point of that post?
Title: Re: Government Types
Post by: Miles_Umbrae on August 12, 2018, 10:21:46 am
"Comrades the proletariat shall rule! Down with the bourgeoisie!"
-Urist McLenin   

What was the point of that post?

Fun?
Title: Re: Government Types
Post by: Detoxicated on August 12, 2018, 11:54:48 am
Thank you for explaining what you meant. I can see what you mean, and it is true that we cannot tell how the game ends up being but we can start discussions based on assumptions to inspire toady.

Now, when I said that by having a king you already have a class system, I meant to point out that a king ultimately has the last word in all matters therefore rendering the rest of the people second class citizens. They might be allowed to shape society however they want, but if king does not agree then he can stop them how he seems fit.
Therefore the existance of an all powerful king implies that the rest are powerless naturally.
Title: Re: Government Types
Post by: VislarRn on August 12, 2018, 03:45:07 pm
Quote from: GoblinCookie
Arguments over who gets to vote among the actual citizenry really only make sense if we adding in privilaged/oppressed economic classes into the game

What's the deal of you constantly being worried about portrayal of class oppression in game?
I know you are probably into some PC stuff, but seriously - what the hell? Not portraying/portraying it in game does not put it into higher moral standard. Also, subjugating art to ideology is always something I consider a bad thing.
Title: Re: Government Types
Post by: Detoxicated on August 12, 2018, 04:31:31 pm
Maybe you should not post if it annoys you so much when people talk about such issues. Class oppression is a common trope in human history and its art, so it does make sense to include it in one way or another as it a) creates interesting stories of heroes overcoming such struggles and b) it can make a deep simulation like dwarf fortress rounder and more realistic.
In my opinion there should be worlds where this is a part of the history while still having worlds where there is no class struggles, though I find that quite silly as about every civilization has had these struggles one way or another. These struggles continue to this day in some countries so I wonder why it poses such a problem to you when people discuss these possibilities for the game.

Furthermore I would like to point out that your first sentence as well as your pc assumption read as passive aggressive, but as I believe that your ibtention was not to infuriate, I wonder if you could use a less aggressive language to get your point across.
Title: Re: Government Types
Post by: Miles_Umbrae on August 12, 2018, 04:56:34 pm
VislarRn was arguing for the possible portrayal of classes and societal tiers of privilege.

GoblinCookie was arguing against the portrayal of a society where some have more privilege than others.

If it is not allowed to use a "passive-aggressive" tone in comments to other posters then why did you, Detoxicated just do do?
Title: Re: Government Types
Post by: PlatinumSun on August 12, 2018, 05:10:51 pm
''We are socialists, we are enemies of the capatilist economic system for the exploitation of the economically weak, with its unfair salaries, with its unseenly evaluation of a human being according to wealth and property instead of responsibility and performance and we are all determined to destroy this system under all conditions ''

-Urist McHitler
Title: Re: Government Types
Post by: PlatinumSun on August 12, 2018, 05:16:00 pm
Well I dont really feel the people should be able to uprise the player. I dont think we should have it be this complex unless it can be toggled. For those who like games with advanced governments can keep it on while laymen like me who simply want to have UNLIMITED POWAHR! And only want to deal with keeping my Dwarves happy with nice decor and trinkets of there favourite materials.

And I disagree with GoblinCookie if your going to add in advanced governments dont half ass the job becuase of PC bollocks.
Title: Re: Government Types
Post by: Shonai_Dweller on August 12, 2018, 05:23:21 pm
Well I dont really feel the people should be able to uprise the player. I dont think we should have it be this complex unless it can be toggled. For those who like games with advanced governments can keep it on while laymen like me who simply want to have UNLIMITED POWAHR! And only want to deal with keeping my Dwarves happy with nice decor and trinkets of there favourite materials.

And I disagree with GoblinCookie if your going to add in advanced governments dont half ass the job becuase lf PC bollocks.
Toady disagrees with you, however. When talking about stress and needs he said a long-term solution (as opposed to the current 'go insane, smash stuff, die' ) would more likely end up being political. To have the dwarves begin to rebel against you if you insist on keeping them in terrible conditions.
Title: Re: Government Types
Post by: Detoxicated on August 12, 2018, 06:11:02 pm
Well your post only targeted gonlincookie while not adding anything to the discussion, so that comes across as p.a. I merely pointed it out because these things tend to heat up quickly. Also I didn't say it wasn't allowed I merely tried to inform you that there is more constructive behaviour patterns that are more constructive in a discussion and that we all should thrive to cultivate.

We are all flawed beings, and therefore my communication is too, so I would like you to point out in what way I was passive aggressive so I can adjust my speech in future interactions. Since we cannot read the body language and facial expressions of one another it is hard for us to understand what the other is trying to say if we don't use extremely precise language.
In no way did I intend to be aggressive towards you, so sorry if I made you feel otherwise.
Title: Re: Government Types
Post by: PlatinumSun on August 12, 2018, 06:32:47 pm
Well I dont really feel the people should be able to uprise the player. I dont think we should have it be this complex unless it can be toggled. For those who like games with advanced governments can keep it on while laymen like me who simply want to have UNLIMITED POWAHR! And only want to deal with keeping my Dwarves happy with nice decor and trinkets of there favourite materials.

And I disagree with GoblinCookie if your going to add in advanced governments dont half ass the job becuase lf PC bollocks.
Toady disagrees with you, however. When talking about stress and needs he said a long-term solution (as opposed to the current 'go insane, smash stuff, die' ) would more likely end up being political. To have the dwarves begin to rebel against you if you insist on keeping them in terrible conditions.

What are you talking about, I just said I think its a good idea, as long as "it can be toggled". I would like to once in a while try out complex governments turned on. Who know maybe I will really like it and only use it from then on.
Title: Re: Government Types
Post by: PlatinumSun on August 12, 2018, 07:00:19 pm
WAIT!

AMAZING IDEA AFOOT!

WHAT IF!

WE! Make it so the rest of the world works with all this fancy governments and voting and uprising.

But your fort being ran by the all powerfull god which is you. The worst that happens is Dwarves tantrum but I can understand making it so the player needs to start making furniture or jewelry for dwarves of a specific material or dwarves will be much less happy. Or just have a marketplace when the economy update arrives so dwarves can buy what fancies them, unless your Fortress isa giant gulag like mine.

So this is the perfect compromise (I think) for those who dont want complex governments becuase they just like the way it currently is. Not for PC reasons becuase other civilizations may or may not have sexism or racism. Also if you wanted you could make homlsexuals or dwarves of certain race second class seeing as it is your fort. Or the devs could just add in economical and caste classes and not touch on this non PC stuff (people can mod it in anyways). I simply cant find the sense that GoblinCookies thinks theres no reason to add in econimical and caste classes unless you also add in other things like sexism. Also in DF the devs said there not going to stay just with english mythology so why should they just stay with medieval europe cultures? Ever here of Sparta where men and women were equal. But I feel the way it should work is every government local or federal (unless prohibited by the federal one) does a coin flip f there is discrimination based on race or sex and then for sex 2 dice rolls for men or women the other for homosexuals. And for race, lets say there can be no more than 3 master races so there is a dice roll for how many master races and then which ones become the master race. For religion it has to do with the values of a specific civilization and if a certain religion conflicts with them or if the population is lied to like and told it conflicts with them (People can also lie about a certain race being savages to cause a racist value to exist in a government) like Hitler so a certain value might be the outlaw of a certain religion in this case Judaism and the Hebrew and Judah race this could also happen for homosexuals or certain fetishes.

And also Detoxicated when you said what I said could come off as a personal attack and said VislaRn was passive aggressive. Well with what your saying you sound alittle condescending.

EDIT: AND PRETENTIOUS I FORGOT TO MENTION PRETENTIOUS. Sorry, caps lock.
Title: Re: Government Types
Post by: VislarRn on August 12, 2018, 07:28:09 pm
Maybe you should not post if it annoys you so much when people talk about such issues. Class oppression is a common trope in human history and its art, so it does make sense to include it in one way or another as it a) creates interesting stories of heroes overcoming such struggles and b) it can make a deep simulation like dwarf fortress rounder and more realistic.
In my opinion there should be worlds where this is a part of the history while still having worlds where there is no class struggles, though I find that quite silly as about every civilization has had these struggles one way or another. These struggles continue to this day in some countries so I wonder why it poses such a problem to you when people discuss these possibilities for the game.

Furthermore I would like to point out that your first sentence as well as your pc assumption read as passive aggressive, but as I believe that your ibtention was not to infuriate, I wonder if you could use a less aggressive language to get your point across.
And now I feel myself a little autistic because I were not able to tell right-away if this post was meant as a a clever irony or not.  :-\

To answer your question. My criticism was not meant to be argument-filled complex discussion about society and classes, because I find these discussions generally not guiding game development at all. DF developers take general ideas and try to put them inside the framework of the game while not trying to follow every single philosophical implication that it brings along.

My criticism was only meant as a metaphorical *smack* to GoblinCookie's head, because I don't find the guy dumb and I wouldn't even care if GC was dumb. But the problem is that he is very obsessive about certain ideas. And I actually find it kinda fascinating how this obsession leads him to react to things and ideas very specific way. Like in the topic of "Dwarven Social Lives" he brought out some existential ideas he found horrifying and I compared his existential fears to mine concluding that he is probably metaphysical opposite of me :D since, I am also obsessed with different philosophical ideas and ideals, but they are located in opposite spectrum.

I have realised that these obsessions are unhealthy when not controlled. And in case of myself, when I find out that I act on behalf of obsession, I metaphorically smack myself and ask - "Is this me or is this my obsession acting out right-now?" This simple Cognitive-behavioral technique has helped me to find out if my behaviour is unconstructive and save huge amount of my time and energy. Otherwise I fear I might be really annoying person in every social circle :D

I hope this explained my post and my emotionally motivated need to smack GC while telepathically yelling him that "Hey, you don't have to take these things obnoxiously seriously!"
Title: Re: Government Types
Post by: Dorsidwarf on August 12, 2018, 07:50:20 pm
The idea that conflicts and political dramas and rebellions are happening elsewhere in the world but I’m deliberately banned from participating fills me with horror, Platinum
Title: Re: Government Types
Post by: Detoxicated on August 12, 2018, 08:29:12 pm
Thank you for your response there.
I too feel that going to much into detail about these philosophical ideas derails the actual topic when overextended. At times they can bring insight though and i feel that the opposed views of you and gc should be represented in DF as reasons for conflicts of varying types.


Maybe I was a bit condescending earlier. I just saw many threads derailed because people became more and more aggressive towards one another even though they all held the interest to create possible additions to the game we all loved, and I wanted to counter it before the flaming actually started.

Your suggestion is kind of how I envisioned the game to play out. These government types should have way more influence in adventure mode than in fortress mode.
Title: Re: Government Types
Post by: PlatinumSun on August 13, 2018, 09:38:40 am
I HAVE ANOTHER GREAT IDEA!

So this ties in to the economical arc of our favorite anime known as Dwarf Fortress. And its a way for trading reputation to work. So there are to variables for trading fortress reputation and civilization reputation with a specific trade partner. Two things effect fortress reputation the percentage of dwarves that dont like the civilization or race of the traders vs the ones that do or dont care. The other thing that matters is what system we currently have which there happier the more stuff that we trade with them.

EDIT: Also every site with a -rep with another civ will lower the overall civ rep of the civ its part of a little bit. This is true for +rep sites aswell. Also the capital of a civ always has double the effect aswell.

EDIT: ALSO TARIFFS which the effects they would have are self explanatory.

For civilization reputation its just how two civilizations get along the variables for getting along ive already mentiond in my last comment.
Title: Re: Government Types
Post by: KittyTac on August 13, 2018, 09:46:20 am
I HAVE ANOTHER GREAT IDEA!

So this ties in to the economical arc of our favorite anime known as Dwarf Fortress. And its a way for trading reputation to work. So there are to variables for trading fortress reputation and civilization reputation with a specific trade partner. Two things effect fortress reputation the percentage of dwarves that dont like the civilization or race of the traders vs the ones that do or dont care. The other thing that matters is what system we currently have which there happier the more stuff that we trade with them.

For civilization reputation its just how two civilizations get along.
SOunds pretty simple, I'm surprised if this isn't already planned for the next 20 years.
Title: Re: Government Types
Post by: PlatinumSun on August 13, 2018, 09:56:35 am
YET ANOTHER GREAT IDEA!

So lets say you have 3 civs, one civ the dorfs get along with the humans but not the elves. The humans get along with both the dorfs and the elves. The dorfs complain to the humans about them being on good terms with the elves, whlist the elves do the same but complain to the humans about them being on good terms with the dorfs. So now what? The humans must choose between the elves or the dorfs or lose a military alliance with both since the dorfs and elves are about to go to war with each other. So since the player isnt playing any of these civs. Both the elves and dorfs will start giving the humans land and resources and get rid of tarrifs and get trade and military deals. So then all land gained or items gotten will be measuered in one unit and added together. So the unit used will be called phaffs. A phaff is every certain amount of worth of an item up to a certain number, lets say one million. Once an items value gets above one million it stops counting as phaffs how much item value is a phaff is not important. For land lets say every 1 tile in the local map when embarking is a phaff. So since dorfs, obviously superior to elves will of course give the humans more phaffs and the humans an dorfs go to war with the elves. Another factor of what the humans decide has to do with the military might of either the dorfs or elves becuase why would the humans join the elves side if they see the dwarves will most likely beat them?
Title: Re: Government Types
Post by: PlatinumSun on August 13, 2018, 10:07:33 am
I hope Toady reads this thread.
Title: Re: Government Types
Post by: KittyTac on August 13, 2018, 10:14:50 am
Also, the plan is (I think) to NOT have the overseer as an omnipotent god. Toady has the final say everywhere. If a suggestion goes against the plan, it won't be implemented. And yes, he reads all suggestion threads that aren't obvious trolls (like your battle royale thing).
Title: Re: Government Types
Post by: Detoxicated on August 13, 2018, 10:28:15 am
Of we add republics, no matter what specific type, I would like to be able to vote on important issues as if were going to war, if we want to create a new settlement for the civ, who becomes a leader, where to settle, etc. Before the actual voting happened there would be a discussion phase where each voting member could try to persuade others to join their side. So maybe the civ discusses the possible change of law to forbid slavery and I as a player could potentially sway the humans to do just that. Nobles in noble republics would have to travel to the capital to vote and on the way fun stuff happens. Maybe there is a violent group that wants to assassinate a certain individual who votes against said group.

In a absolutist monarchy there wouldn't be any votes, but in a feudal monarchy the dukes would get to vote on some manners...
Title: Re: Government Types
Post by: KittyTac on August 13, 2018, 10:35:02 am
The player is pretty much a representation of the current fort's ruler (or the collective will of the dwarves).
Title: Re: Government Types
Post by: PlatinumSun on August 13, 2018, 10:47:05 am
The player is pretty much a representation of the current fort's ruler (or the collective will of the dwarves).

I hope what ever Toady does theres always a toggle for the player to not have to deal with elections and dwarves uprising. Im fine if all other civs have all that but I dont want to be forced to deal with it. So as long as it can be toggled I dont mind.
Title: Re: Government Types
Post by: KittyTac on August 13, 2018, 11:01:24 am
The player is pretty much a representation of the current fort's ruler (or the collective will of the dwarves).

I hope what ever toady does theres always a toggle for the player to not have to deal with elections and dwarves uprising. Im fine if all other civs have all that but I dont want to be forced to deal with it. So as long as it can be toggled I dont mind.
I'm not sure that it could be toggled. Go ask in FOTF.
Title: Re: Government Types
Post by: PlatinumSun on August 13, 2018, 11:02:41 am
Also, the plan is (I think) to NOT have the overseer as an omnipotent god. Toady has the final say  everywhere. If a suggestion goes against the plan, it won't be implemented. And yes, he reads all suggestion threads that aren't obvious trolls (like your battle royale thing).

Well I should have been more specific. Toady reading the thread who cares. I want him to comment on it.
Title: Re: Government Types
Post by: PlatinumSun on August 13, 2018, 11:03:23 am
The player is pretty much a representation of the current fort's ruler (or the collective will of the dwarves).

I hope what ever toady does theres always a toggle for the player to not have to deal with elections and dwarves uprising. Im fine if all other civs have all that but I dont want to be forced to deal with it. So as long as it can be toggled I dont mind.
I'm not sure that it could be toggled. Go ask in FOTF.

You might be correct.
Title: Re: Government Types
Post by: KittyTac on August 13, 2018, 11:04:37 am
Also, the plan is (I think) to NOT have the overseer as an omnipotent god. Toady has the final say  everywhere. If a suggestion goes against the plan, it won't be implemented. And yes, he reads all suggestion threads that aren't obvious trolls (like your battle royale thing).

Well I should have been more specific. Toady reading the thread who cares. I want him to comment on it.
Toady never comments on suggestion threads. Just silently takes notes. That's it.
Title: Re: Government Types
Post by: PlatinumSun on August 13, 2018, 11:10:03 am
Also, the plan is (I think) to NOT have the overseer as an omnipotent god. Toady has the final say  everywhere. If a suggestion goes against the plan, it won't be implemented. And yes, he reads all suggestion threads that aren't obvious trolls (like your battle royale thing).

Well I should have been more specific. Toady reading the thread who cares. I want him to comment on it.
Toady never comments on suggestion threads. Just silently takes notes. That's it.

Thats a little disappointing to be honest.
Title: Re: Government Types
Post by: PlatinumSun on August 13, 2018, 11:13:33 am
Of we add republics, no matter what specific type, I would like to be able to vote on important issues as if were going to war, if we want to create a new settlement for the civ, who becomes a leader, where to settle, etc. Before the actual voting happened there would be a discussion phase where each voting member could try to persuade others to join their side. So maybe the civ discusses the possible change of law to forbid slavery and I as a player could potentially sway the humans to do just that. Nobles in noble republics would have to travel to the capital to vote and on the way fun stuff happens. Maybe there is a violent group that wants to assassinate a certain individual who votes against said group.
 
In a absolutist monarchy there wouldn't be any votes, but in a feudal monarchy the dukes would get to vote on some manners...

No thats not how rebublics work. Your confusing republics with democracy. Democracy is when everyone votes not just leaders no country at the moment exists that is a democracy. Republics is just when the people vote in leaders and the leaders vote on issues and what not, which is the system most countries currently use.
Title: Re: Government Types
Post by: Detoxicated on August 13, 2018, 11:17:55 am
Lol ok thanks for the info. Does that nullify the argument wntirely though?
Title: Re: Government Types
Post by: PlatinumSun on August 13, 2018, 11:37:00 am
Lol ok thanks for the info. Does that nullify the argument wntirely though?

'entirely' not "wntirely".

Is Donald Trump king of America? Is Justin Trudeau SUPREME LEADER OF CANADA AND WEALD UNLIMITED POWAHR! No neither of them are. And as such this doesnt nullify the argument at all. Becuase the USA and Canada is a Republic.
Title: Re: Government Types
Post by: Detoxicated on August 13, 2018, 12:36:45 pm
Okay. May I point out that it's supposed to say world and power...
Your earlier post doesn't even conflict with what I said, as nobles voted on different matters in the examples I used. It seems that you are confused about republics and democracy. Freek democracies didn't include every person, yet they made decisions in a democratic manner.
Title: Re: Government Types
Post by: PlatinumSun on August 13, 2018, 12:43:57 pm
Well even then its not a proper republic. Becuase the nobles and barons are not voted in by the people.
And in DF the nobles reign over what they reign over and then the king reigns iver the whole civ. It hasnt been programmed in yet so the king can overule any mandates of the barons.
Title: Re: Government Types
Post by: Detoxicated on August 13, 2018, 01:01:00 pm
Indeed, and this is why we discuss these things in the suggestion forum. It seems to me that you get hanged up on a word.
[url]https://en.m.wikipedia.org/wiki/Golden_Liberty
This explains what I meant earlier.
Title: Re: Government Types
Post by: Miles_Umbrae on August 13, 2018, 03:46:17 pm
Wait...
Is this a discussion about what defines different types of governance?
Title: Re: Government Types
Post by: KittyTac on August 13, 2018, 10:25:50 pm
Also, the plan is (I think) to NOT have the overseer as an omnipotent god. Toady has the final say  everywhere. If a suggestion goes against the plan, it won't be implemented. And yes, he reads all suggestion threads that aren't obvious trolls (like your battle royale thing).

Well I should have been more specific. Toady reading the thread who cares. I want him to comment on it.
Toady never comments on suggestion threads. Just silently takes notes. That's it.

Thats a little disappointing to be honest.
It would soak up valuable development time. DF development is quite efficient for such a complicated game.
Title: Re: Government Types
Post by: Shonai_Dweller on August 13, 2018, 11:29:12 pm
Also, the plan is (I think) to NOT have the overseer as an omnipotent god. Toady has the final say  everywhere. If a suggestion goes against the plan, it won't be implemented. And yes, he reads all suggestion threads that aren't obvious trolls (like your battle royale thing).

Well I should have been more specific. Toady reading the thread who cares. I want him to comment on it.
Toady never comments on suggestion threads. Just silently takes notes. That's it.

Thats a little disappointing to be honest.
It would soak up valuable development time. DF development is quite efficient for such a complicated game.
Toady answers questions by email, responds to questions on Twitter, holds a monthly q&a, ensures all his seminars are uploaded for free somewhere and he reads every suggestions thread (first post at least anyhow). He also monitors and responds to queries in each release thread, comments and takes action on the bug tracker and occassionally posts in other threads.

He also moderates the forum in general, taking action against spam and forum political fights. Oh and he and Threetoe draw pictures for everyone who donates on request.

It's a wonder he still has time to make the game too.
Not sure what's "disappointing" about any of that.
Title: Re: Government Types
Post by: GoblinCookie on August 14, 2018, 06:22:51 am
Thank you for explaining what you meant. I can see what you mean, and it is true that we cannot tell how the game ends up being but we can start discussions based on assumptions to inspire toady.

Now, when I said that by having a king you already have a class system, I meant to point out that a king ultimately has the last word in all matters therefore rendering the rest of the people second class citizens. They might be allowed to shape society however they want, but if king does not agree then he can stop them how he seems fit.
Therefore the existance of an all powerful king implies that the rest are powerless naturally.

The king has the last word because it is his job to have the last word.  That does not imply that he is a different class to you and you are second-class, any more than the master carpenter having the last word as to how the tables and chairs are to be assembled.  There is a group, the group has functions, you are part of that group and the king has the job of making certain decisions, while you have other decisions to make, possibly ones delegated to you by the king.

What's the deal of you constantly being worried about portrayal of class oppression in game?
I know you are probably into some PC stuff, but seriously - what the hell? Not portraying/portraying it in game does not put it into higher moral standard. Also, subjugating art to ideology is always something I consider a bad thing.

I have some remnant left of a conscience, therefore I am naturally concerned about oppression of folks and depictions thereof.  ;) :)

I actually was not arguing against the implementation of class oppression, merely saying that we cannot simply assume that the devs will go through the history book to find out what oppressions they ought to add in, so as to be true to 'history'.  That means there is little point is discussing certain political details like enfranchisement, since those things depend upon the class oppression's in society.

Art is inseparable from ideology, it does not need subjugating since it is automatically subjugated by it's very nature.  From my perspective it is fine to add in oppression provided that this is not the protagonists role but that of antagonists.  It is immoral to make a game where the player is cast in the role of the oppressor, that is because playing *as* the oppressor will cause you to think as the oppressor thinks and that will inevitably promote empathy with the oppressors perspective and lack of empathy with the victims perspective in real-life. 

The interesting question for is what happens if we play *as* a card-carrying villain, that is the game explicitly tells us that we are wrong/bad/evil.  Does the characterisation overcome the protagonist-empathy or does the player end up simply becoming like a card-carrying villain in real-life?

No thats not how rebublics work. Your confusing republics with democracy. Democracy is when everyone votes not just leaders no country at the moment exists that is a democracy. Republics is just when the people vote in leaders and the leaders vote on issues and what not, which is the system most countries currently use.

Children don't vote in a democracy nor do foreign visitors; so it not exactly everyone voting. 

And now I feel myself a little autistic because I were not able to tell right-away if this post was meant as a a clever irony or not.  :-\

To answer your question. My criticism was not meant to be argument-filled complex discussion about society and classes, because I find these discussions generally not guiding game development at all. DF developers take general ideas and try to put them inside the framework of the game while not trying to follow every single philosophical implication that it brings along.

My criticism was only meant as a metaphorical *smack* to GoblinCookie's head, because I don't find the guy dumb and I wouldn't even care if GC was dumb. But the problem is that he is very obsessive about certain ideas. And I actually find it kinda fascinating how this obsession leads him to react to things and ideas very specific way. Like in the topic of "Dwarven Social Lives" he brought out some existential ideas he found horrifying and I compared his existential fears to mine concluding that he is probably metaphysical opposite of me :D since, I am also obsessed with different philosophical ideas and ideals, but they are located in opposite spectrum.

I have realised that these obsessions are unhealthy when not controlled. And in case of myself, when I find out that I act on behalf of obsession, I metaphorically smack myself and ask - "Is this me or is this my obsession acting out right-now?" This simple Cognitive-behavioral technique has helped me to find out if my behaviour is unconstructive and save huge amount of my time and energy. Otherwise I fear I might be really annoying person in every social circle :D

I hope this explained my post and my emotionally motivated need to smack GC while telepathically yelling him that "Hey, you don't have to take these things obnoxiously seriously!"

Certain things in life are quite serious.  Taking those things obnoxiously seriously is not being an annoying person in every social circle, it is called being a decent person, to whom other people's miseries are not funny. 
Title: Re: Government Types
Post by: Detoxicated on August 14, 2018, 07:10:10 am
aokay here are some thoughts I have gathered from this post.

1: There is decision makers, making decisions. They are single persons or a body of several people who make these decisions.
2: In the game I want to see a process of how these decisions come to be, and depending on the nature of the decision maker. A king makes decisions by himself, and thus it should be based on his personality. If the decision maker is made up or dependent on more than one person their personalities should also be important for the decision, but there should be interactions about these decisions.
3. Checks and balances should come up in many governments. Things such as, a religion giving a person kibgship in the first place and maybe even the power to cast the king as an outsider (think excommunication). There should be occassional despots with unchecked power.
4. The People should consider the decisions made and like and dislike them based on their situations and personalities.
5. The decision maker should have a way to make his decision known to the world (messengers) and should also enforce these laws(police and punishing)
6. The people should be able to like and dislike laws and decisions and based upon it occassionally revolt.
7. People should be allowed to request aid from decision makers which they could refuse or decide to follow. ( if the highest priest came in, he would have a higher chance of gaining support than a mere dabbling soap maker)
8. Represemtatives should be present, so that the decision maker didnt have to be present in every hamlet, instead hed send one of these as representative for their system (apready in the game in form of barons and dukes)
Title: Re: Government Types
Post by: PlatinumSun on August 14, 2018, 03:13:30 pm
GoblinCookie of course children and foreign visitors dont vote in a republic or democracy. When I said everyone, I was expecting you to comprehend that within reason. But maybe I should have remembered why the Confederates lost the battle of Gettysburg.

Also I would say you are arguing adding opression into the game. Why souldnt the player be allowed to have Nazi dwarf? The reason you provided is absurd.

Your also saying since the devs might not add something in theres no point in us talking about it? You do realise this is called the suggestion boards.
Title: Re: Government Types
Post by: PlatinumSun on August 14, 2018, 04:20:35 pm
Anyway our arguing is not important. Ive already said what I think should be added to the game.
Title: Re: Government Types
Post by: Miles_Umbrae on August 14, 2018, 05:18:41 pm
Quote
I have some remnant left of a conscience, therefore I am naturally concerned about oppression of folks and depictions thereof.

Implying that the rest of us arguing against you don't?
Title: Re: Government Types
Post by: Detoxicated on August 14, 2018, 06:49:07 pm
I wonder if people will actually start discussing government types and functions for dwarf fortress?
Title: Re: Government Types
Post by: Miles_Umbrae on August 14, 2018, 07:00:53 pm
I wonder if people will actually start discussing government types and functions for dwarf fortress?
I've tried twice in this thread.
Title: Re: Government Types
Post by: PlatinumSun on August 14, 2018, 07:24:05 pm
I wonder if people will actually start discussing government types and functions for dwarf fortress?
I've tried twice in this thread.

I already have. Read some of my comments before I started arguing with GoblinCookie. Ill elaborate with a nice long wall of text tomorrow.
Title: Re: Government Types
Post by: Detoxicated on August 14, 2018, 08:40:08 pm
I did read it  ;)
Title: Re: Government Types
Post by: KittyTac on August 14, 2018, 09:54:55 pm
Recent studies have shown that violent video games don't make people violent (unless they're really mentally immature, but if you're playing DF you're probably mentally mature), so your argument is flawed, GoblinCookie.
Title: Re: Government Types
Post by: Miles_Umbrae on August 15, 2018, 04:32:18 am
The only difference between a Monarchy and a Dictatorship is as follows; the Line of Succession, the Title, and title of those legitimizing your power.
Other than that it is depending on your own acts if you are a benevolent or malevolent leader.
Title: Re: Government Types
Post by: KittyTac on August 15, 2018, 04:34:48 am
The only difference between a Monarchy and a Dictatorship is as follows; the Line of Succession, the Title, and title of those legitimizing your power.
Other than that it is depending on your own acts if you are a benevolent or malevolent leader.
A dictator is pretty much a president for life with a bit more power.
Title: Re: Government Types
Post by: Miles_Umbrae on August 15, 2018, 04:47:54 am
The only difference between a Monarchy and a Dictatorship is as follows; the Line of Succession, the Title, and title of those legitimizing your power.
Other than that it is depending on your own acts if you are a benevolent or malevolent leader.
A dictator is pretty much a president for life with a bit more power.
In a Dictatorship you are either a military leader or the leader of a military coup, and those legitimizing your power are other military leaders.
In a Monarchy you are a noble that either inherited the thron from a parent or you and other nobles overthrew the previous monarch, and it is the nobles that legitimizes your power.
The citizens of either system has very little influence on the ruling of the nation other than reporting the progress of projects and the quality/quantity of taxable goods.
Title: Re: Government Types
Post by: thompson on August 15, 2018, 06:06:16 am
Thanks GoblinCookie. I think I finally understand where you are coming from in your opposition to any implementation of class systems in game. I think most people are more mature than that, but there are of course exceptions.

I have a somewhat different perspective. I feel modern media tends to (inadvertently) downplay past discriminatory behaviour by making protagonists have unusually modern values. It bothers me as it tends to portray this myth of racism etc being some unusual aberration, when in fact those sorts of things were quite ubiquitous. Ironically, I feel censoring those ideas makes overcoming these issues more difficult as people are never confronted with them.

For DF:

Without some framework for social hierarchy (beyond the limited roles of nobles now) the game will be quite limited in how societies are structured. I'd personally prefer governance and social structures to be as intricate as the geology. The concept of class can be interpreted quite broadly: You could have a "class" system based on seniority, for instance. It could be discriminatory in the sense that elders have more privileges than young dwarves, but everyone gets a chance to be an elder eventually. So, rule by a council of elders as a form of government.

What we would need is a "privilege" framework which defines certain prerequisites for a dwarf to gain certain rights (voting, eligibility for military service, noble title, right to make mandates, eight to own land and collect rents, etc). From there you could build up whatever system of government you like by defining whatever privilege structure you need. So, for a dictatorship you have a leader with the right to do anything, generals who can do almost anything but are obliged to demonstrate loyalty to the leader, and everyone else who must obey the laws but can otherwise do what they want. In a democracy, some citizens will be eligible to vote. Immigrants may only vote after being naturalized. Children cannot vote. All citizens are eligible to serve in parliament.

Please no arguments about semantics.
Title: Re: Government Types
Post by: KittyTac on August 15, 2018, 06:17:35 am
The only difference between a Monarchy and a Dictatorship is as follows; the Line of Succession, the Title, and title of those legitimizing your power.
Other than that it is depending on your own acts if you are a benevolent or malevolent leader.
A dictator is pretty much a president for life with a bit more power.
In a Dictatorship you are either a military leader or the leader of a military coup, and those legitimizing your power are other military leaders.
In a Monarchy you are a noble that either inherited the thron from a parent or you and other nobles overthrew the previous monarch, and it is the nobles that legitimizes your power.
The citizens of either system has very little influence on the ruling of the nation other than reporting the progress of projects and the quality/quantity of taxable goods.
Hmm. Maybe we have different definitions. Also, Stalin has been described as a dictator, despite being the second Soviet leader (after Lenin) after the revolution, and therefore not coming to power via a military coup.
Title: Re: Government Types
Post by: Detoxicated on August 15, 2018, 07:46:13 am
Your idea seems pretty nice. Of course the levels of privileges should be broad and well defined.
With your picture i can envision a theocracy backed by military (god of war and swords). The generals are equal to low priests and may vote on bishops and the grand bishop/pope who is the de facto leader. A theocratic monarchy of a god of birth religion might install a king who's son will become the next by birthright.

To add to your suggestion: Maybe there could be certain jobs available to certain classes. A dwarf civ might consider smithing to be sacred and therefore only members of the chucrch are allowed to smith. Or the same civ might consider fishing as a low job so only immigrants and criminals may fish and this could create bad thoughts in them because the job is considered low.


I would also like to see symbolism within the government types. A new king HAS TO be crowned on Shimmerrock the Fall of Kings an artifact throne, and if the throne is stolen it creates a huge crisis because the country cant crown legitimately anymore.

Lastly, I would like privileged classes to partake in events that could shape the course of the civ as described earlier by me. In that theocracy of war, generals could come up with different plans of action and then wrestle over which course to take while in a democracy the same military issue might be voted on. It is fun when the leader of the religion of the god of games is decided by playing a sacred game... ( Urist McGamey has become Pope, as he won the sacred game of monopoly)

Title: Re: Government Types
Post by: Miles_Umbrae on August 15, 2018, 08:53:22 am
The only difference between a Monarchy and a Dictatorship is as follows; the Line of Succession, the Title, and title of those legitimizing your power.
Other than that it is depending on your own acts if you are a benevolent or malevolent leader.
A dictator is pretty much a president for life with a bit more power.
In a Dictatorship you are either a military leader or the leader of a military coup, and those legitimizing your power are other military leaders.
In a Monarchy you are a noble that either inherited the thron from a parent or you and other nobles overthrew the previous monarch, and it is the nobles that legitimizes your power.
The citizens of either system has very little influence on the ruling of the nation other than reporting the progress of projects and the quality/quantity of taxable goods.
Hmm. Maybe we have different definitions. Also, Stalin has been described as a dictator, despite being the second Soviet leader (after Lenin) after the revolution, and therefore not coming to power via a military coup.
Just because there's a military coup it does not necessarily mean it is a bloody coup.
The ones being overthrown might simply throw down their arms or they could even join the insurrection.
A military coup might also consist of the military imprisoning the party leaders, as was the case in Soviet.
Title: Re: Government Types
Post by: Miles_Umbrae on August 15, 2018, 10:21:03 am
A Republic is a type of governance where a collection of representatives(usually elected) form the government body, and either they elect a primary representative to lead the entire Republic, or they rule together cooperatively.
The representatives are either elected among themselves in the local governance group, or they are elected by all their constituents.
The constituency is either members of a group such as which economic bracket they belong to, or the inhabitants of a geographic region within the larger nation.
Title: Re: Government Types
Post by: Splint on August 15, 2018, 12:06:58 pm
So I skimmed the thread, and felt I should say I'm actually proud of everyone involved, because this has been way less of a shitshow than I was expecting.
Title: Re: Government Types
Post by: Detoxicated on August 15, 2018, 12:26:21 pm
A Republic is a type of governance where a collection of representatives(usually elected) form the government body, and either they elect a primary representative to lead the entire Republic, or they rule together cooperatively.
The representatives are either elected among themselves in the local governance group, or they are elected by all their constituents.
The constituency is either members of a group such as which economic bracket they belong to, or the inhabitants of a geographic region within the larger nation.
This is quite helpful. The game should give some civs constituency based on nobility while some covs should allow all people to partake in votes. Maybe to keep it simple the votes decide on the people who actually make decisions be it one or more people who need to hold discussions before deciding.
Title: Re: Government Types
Post by: Miles_Umbrae on August 15, 2018, 02:14:45 pm
An actual true Democracy(a.k.a. Direct Democracy) is more along the lines of the Netherlands - or maybe even more extreme - meaning that the governing body handles the day-to-day business of running a nation, but the more important decisions are voted on by the voting body in regular referendums.
Title: Re: Government Types
Post by: KittyTac on August 15, 2018, 09:20:39 pm
So I skimmed the thread, and felt I should say I'm actually proud of everyone involved, because this has been way less of a shitshow than I was expecting.
Mostly because GC has learned to back out when an argument is clearly lost instead of trying to save it.
Title: Re: Government Types
Post by: GoblinCookie on August 16, 2018, 06:35:30 am
Recent studies have shown that violent video games don't make people violent (unless they're really mentally immature, but if you're playing DF you're probably mentally mature), so your argument is flawed, GoblinCookie.

You're wrong but we weren't talking about that.

Thanks GoblinCookie. I think I finally understand where you are coming from in your opposition to any implementation of class systems in game. I think most people are more mature than that, but there are of course exceptions.

I have a somewhat different perspective. I feel modern media tends to (inadvertently) downplay past discriminatory behaviour by making protagonists have unusually modern values. It bothers me as it tends to portray this myth of racism etc being some unusual aberration, when in fact those sorts of things were quite ubiquitous. Ironically, I feel censoring those ideas makes overcoming these issues more difficult as people are never confronted with them.

Racism is either nonexistent or very weak in the medieval times.  Someone failing to depict racism in the medieval era then is pretty much historically accurate.  Other things however that are unacceptable in modern times, sexism, homophobia and general religious bigotry are very much rife.  The rise of racism is actually an interesting inversion of the normal story of societal progress towards the better.

The key problem with what you are saying however is that history is not some set of historical eras magically transforming into the next era.  The next era has to fight against the present era in order to be born, but the present era has the majority of people on it's side, which is why historical progress takes centuries and millennia rather than happening in a single human lifetime.  A story is also not something static, a story has a protagonist who fights against powerful enemies ultimately to bring about a desired outcome. Historical development is generally like that, a line of hero-protagonists overcoming the evil of their society, though in the case of racism it is a villain-protagonist making their society more evil. 

It makes sense for the author to choose as a hero-protagonists in a medieval story someone who has a closer resemblance to the modern ideals than the average person of that era.  The danger however is that in order to be realistic we cannot expect a person to hold such values in their entirety, but there is a considerable moral danger in this not being so.  The reason for his is that the audience empathises with the hero-protagonist, that is fine if the hero protagonist is as good as or better than the audience but what happens when the hero-protagonist is only good because the villain-antagonist is worse than him?

That is one reason why historical fiction generally makes me uneasy.  You don't want to identify, empathise with and hence think like people who are quite realistically worse than you are simply because they are more like you than villain-antagonists.  That results in a kind of reactionary hybridisation, by which we in the modern world instead of moving forward end up resurrecting elements of the past which we left behind for a good reason. 

For DF:

Without some framework for social hierarchy (beyond the limited roles of nobles now) the game will be quite limited in how societies are structured. I'd personally prefer governance and social structures to be as intricate as the geology. The concept of class can be interpreted quite broadly: You could have a "class" system based on seniority, for instance. It could be discriminatory in the sense that elders have more privileges than young dwarves, but everyone gets a chance to be an elder eventually. So, rule by a council of elders as a form of government.

What we would need is a "privilege" framework which defines certain prerequisites for a dwarf to gain certain rights (voting, eligibility for military service, noble title, right to make mandates, eight to own land and collect rents, etc). From there you could build up whatever system of government you like by defining whatever privilege structure you need. So, for a dictatorship you have a leader with the right to do anything, generals who can do almost anything but are obliged to demonstrate loyalty to the leader, and everyone else who must obey the laws but can otherwise do what they want. In a democracy, some citizens will be eligible to vote. Immigrants may only vote after being naturalized. Children cannot vote. All citizens are eligible to serve in parliament.

Please no arguments about semantics.

A more limited number of social structures does mean less work for Toady One.   :)

As I have explained already to the OP, class divisions are not divisions in political decision-making within a class, those are more akin to the division between carpenter and fisher-dwarf than class divisions which are more akin to the difference between master and slave.  The latter kind of divisions I am uneasy about because you will never be playing the slave but instead one of the masters, since only the masters have stories that we would actually wish to play. 

One idea that contributes to your suggestion is the idea that in election campaigns, some individuals have more personal clout than others, which allows them to influence other voters and decide the election for the candidate they support. 

A Republic is a type of governance where a collection of representatives(usually elected) form the government body, and either they elect a primary representative to lead the entire Republic, or they rule together cooperatively.
The representatives are either elected among themselves in the local governance group, or they are elected by all their constituents.
The constituency is either members of a group such as which economic bracket they belong to, or the inhabitants of a geographic region within the larger nation.

That is basically similar to what we would have in kings and nobles were elected.  I could see that happening if the central government got strong enough that it's undemocratic nature offended against the traditional democracy of the sites which were previously mostly autonomous. 

Mostly because GC has learned to back out when an argument is clearly lost instead of trying to save it.

I just have a policy of only posting every few days in order to give other people the time to comment so the thread does not become dominated by me and some other person.  Backing out of arguments is still not my style.
Title: Re: Government Types
Post by: KittyTac on August 16, 2018, 06:56:14 am
Recent studies have shown that violent video games don't make people violent (unless they're really mentally immature, but if you're playing DF you're probably mentally mature), so your argument is flawed, GoblinCookie.

You're wrong but we weren't talking about that.
What source are you using?
Title: Re: Government Types
Post by: Detoxicated on August 16, 2018, 07:24:24 am
I understand your reasoning against racost depiction in the game , though I think many people would actually play the slave. I would lve to play the dwarf fortress version of spartacus killing his master and leading a revolution against the slaver empire. Without adding this kind of discrimination we won't see such a story where the oppressed overcomes the oppressor.

Title: Re: Government Types
Post by: KittyTac on August 16, 2018, 07:27:12 am
I understand your reasoning against racost depiction in the game , though I think many people would actually play the slave. I would lve to play the dwarf fortress version of spartacus killing his master and leading a revolution against the slaver empire. Without adding this kind of discrimination we won't see such a story where the oppressed overcomes the oppressor.
This. DF is a plot generator. If it makes for a good plot, it should go in.
Title: Re: Government Types
Post by: Detoxicated on August 16, 2018, 07:40:17 am
Thats how I feel but the points raised by gc are understandable, and one has to wonder what kind of atrocities actually need to enter a game to be fun. I for one wouldn't mind if things like torture wouldn't make it in the game, though it would be enough for me if it only wasn't available to the player.
Title: Re: Government Types
Post by: KittyTac on August 16, 2018, 07:42:09 am
Thats how I feel but the points raised by gc are understandable, and one has to wonder what kind of atrocities actually need to enter a game to be fun. I for one wouldn't mind if things like torture wouldn't make it in the game, though it would be enough for me if it only wasn't available to the player.
They're letters on a screen. If erasing letters is a bad thing, then the backspace key is a crime against humanity.
Title: Re: Government Types
Post by: Detoxicated on August 16, 2018, 07:50:55 am
Well, I wouldn't stop you if you pursued virtual torture... Don't pursue me for not engaging that activity myself...
Title: Re: Government Types
Post by: KittyTac on August 16, 2018, 07:53:53 am
Well, I wouldn't stop you if you pursued virtual torture... Don't pursue me for not engaging that activity myself...
But those who WANT virtual torture could still use an option. If you don't want to do it, don't. Simple as that.
Title: Re: Government Types
Post by: Detoxicated on August 16, 2018, 09:22:00 am
True.
Title: Re: Government Types
Post by: Rowanas on August 16, 2018, 11:00:30 am
It'd be a little odd for every race in the game to have ethics regarding torture and then there to be no torture.  Although given all the awful things you can do to someone with wrestling, I doubt there's very much else you could do without going into absurd and specific agonies that would be a waste of valuable development time.

I'd also like to add that GC's statements about what people would and wouldn't want to play are more indicative of their own harrowing psychological profile than anyone else's.
Title: Re: Government Types
Post by: Detoxicated on August 16, 2018, 12:22:23 pm
Best leave it at that.

So anyway, I think for a functioning kingdom there should be bookkeepers that send out messengers to find out about the settlements. They should also control taxes but of course there could be other factions in control of this honour. Not all economies should depend on taxes. The vassal keeps contact with the king through messengers. I feel that messengers should become an outright new profession
Title: Re: Government Types
Post by: Rowanas on August 16, 2018, 04:36:36 pm
In order not to bloat things up, it might be best to have all messengers be plenipotentiary ambassadors, much as tradebrokers and liaisons currently are.  Using the same system as we use for trade, non-local nobility (or local nobility, honestly) could set a "trade deal" in which they get whatever they've requested, and you get sod all, thus simulating taxes, levies and whatnot.  The cultural and personal qualities of your nation and king would determine what, how much or even if, things are requested.
Title: Re: Government Types
Post by: Miles_Umbrae on August 16, 2018, 04:38:22 pm
...
Racism is either nonexistent or very weak in the medieval times.  Someone failing to depict racism in the medieval era then is pretty much historically accurate.  Other things however that are unacceptable in modern times, sexism, homophobia and general religious bigotry are very much rife.  The rise of racism is actually an interesting inversion of the normal story of societal progress towards the better.
...

That is one reason why historical fiction generally makes me uneasy.  You don't want to identify, empathise with and hence think like people who are quite realistically worse than you are simply because they are more like you than villain-antagonists.  That results in a kind of reactionary hybridisation, by which we in the modern world instead of moving forward end up resurrecting elements of the past which we left behind for a good reason. 
...
I would LOVE to see your source for your claim that racism barely existed in medieval times
And I would also LOVE to see your source for your claim that fiction influences reality.

Seriously, out of genuine scholarly curiosity I actually would love to see those sources.
Because every time I've come across someone making those claims they've either turned to ad hominem attacks or they have completely ignored my request
Title: Re: Government Types
Post by: Detoxicated on August 16, 2018, 04:50:41 pm
Are you really questioning the ability of fiction to change the perception of the world?

I would recommend you simulations and simulacra by baudrilliard to you if you have never come it. Seriously, fiction is just as real as fact in the perception of the single individual...
Title: Re: Government Types
Post by: Miles_Umbrae on August 16, 2018, 05:17:58 pm
Are you really questioning the ability of fiction to change the perception of the world?

I would recommend you simulations and simulacra by baudrilliard to you if you have never come it. Seriously, fiction is just as real as fact in the perception of the single individual...
My curiosity revolves around the apparent claim that fictional violence and hatred turns otherwise peaceful and harmless citizens into vicious murdering beasts.
Title: Re: Government Types
Post by: KittyTac on August 16, 2018, 10:06:58 pm
Are you really questioning the ability of fiction to change the perception of the world?

I would recommend you simulations and simulacra by baudrilliard to you if you have never come it. Seriously, fiction is just as real as fact in the perception of the single individual...
It isn't. I am violent in DF, but I'm not violent IRL.
Title: Re: Government Types
Post by: KittyTac on August 16, 2018, 10:08:19 pm
It'd be a little odd for every race in the game to have ethics regarding torture and then there to be no torture.  Although given all the awful things you can do to someone with wrestling, I doubt there's very much else you could do without going into absurd and specific agonies that would be a waste of valuable development time.

I'd also like to add that GC's statements about what people would and wouldn't want to play are more indicative of their own harrowing psychological profile than anyone else's.
But only the player can torture things. I'd like for NPCs to be able to do that.
Title: Re: Government Types
Post by: Bumber on August 16, 2018, 11:47:26 pm
The latter kind of divisions I am uneasy about because you will never be playing the slave but instead one of the masters, since only the masters have stories that we would actually wish to play.
Tell that to Spartacus. Playing as the underclass can make things more interesting.

Even better if you get a tragic backstory of betrayal that got you there.
Title: Re: Government Types
Post by: Rowanas on August 17, 2018, 06:08:31 am
If I recall correctly, there was a study which indicated that violent games were an outlet for violent tendencies.  Just imagine if a child were full of energy and instead of letting them burn it off in a park, we kept them locked in a small room.  It's obvious which one solves the problem of having too much energy and which one results in penning it up until the child literally explodes, throwing gibs everywhere and slapping passersby with arcing limbs.
Title: Re: Government Types
Post by: thompson on August 17, 2018, 06:18:43 am
The latter kind of divisions I am uneasy about because you will never be playing the slave but instead one of the masters, since only the masters have stories that we would actually wish to play.
Tell that to Spartacus. Playing as the underclass can make things more interesting.

Even better if you get a tragic backstory of betrayal that got you there.

Then you could set out with 6 of your comrades to strike the Earth and found you own anarchist utopia, only to face the wrath of your former masters. I'd love to see the engravings on those walls.

My take on GoblinCookie's claim that racism didn't exist in the middle ages is that he is referring to white supremacism. If that's the case, then I'm inclined to agree. I don't feel that sort of thing is necessary in game (except amongst evil creatures). Other forms of discrimination should definitely be included, and systems of government could be build around discriminatory social hierarchies. Presumably civilization values will be more varied once the Customs arc comes around. In that case, we could have a slider or something to determine how dystopian we want our social order, or how much variance, and so on.

This is only tangentially related to forms of government, but getting the social hierarchy right is essential for any truly engaging political system.

It is worth remembering that there ARE evil civs as well, so we will need some truly awful forms of government too. I'd imagine anything run by a demon would be some form of totalarianism where slavery is widespread and disloyalty is punishable by torture and death. The law would probably only be loosely enforced for crimes committed against the lower classes. A goblin peasant would more-or-less have to fend for itself. Perhaps military service is viewed as a means of advancement, which reinforces their cultural affinity with violence.

Dwarves should have more egalitarian forms of governance (partially democratic, rule by wise elders, or monarchies which are not too despotic), humans a little more despotic but oppression would only be viewed as a means to an ends. For goblins, oppression is the ends. All of this should be open for modders to influence.

Specific forms of government for each civ could differ as well, so two neighboring dwarf civs could both have monarchs, bit one has a parliamentary democracy with a prime minister and cabinet, while the other could have a council of Dukes who manage day to day governance but the monarch has veto rights. In another civ the monarch may be purely ceremonial, but you could have a Meiji restoration-type revolution to restore the monarch to power. Another civ will have no monarch at all

From a development perspective, these different forms of government would only differ in terms of a few tags, which could be procedurally generated and change dynamically during play in response to world events. Having an infinite number of variations is thus straightforward. The behaviour associated with each tag is what needs to be programmed in, so the more tags the more work for Toady. If the framework is well designed, you could mix-and-match tags to allow a great deal of variability without putting it in by hand. Specific government models could be used as inspiration for the tags, but may not exist in game with that specific arrangement.
Title: Re: Government Types
Post by: Detoxicated on August 17, 2018, 06:29:47 am
I agree with you. Especially on the part where few tags could describe many different systems.
Title: Re: Government Types
Post by: KittyTac on August 17, 2018, 06:35:09 am
If I recall correctly, there was a study which indicated that violent games were an outlet for violent tendencies.  Just imagine if a child were full of energy and instead of letting them burn it off in a park, we kept them locked in a small room.  It's obvious which one solves the problem of having too much energy and which one results in penning it up until the child literally explodes, throwing gibs everywhere and slapping passersby with arcing limbs.
Yeah. If anything, violent video games REDUCE violence. It's better if some extremely frustrated and angry 13-year-old brutalizes some peasants in DF than if he brutalizes his peers IRL.
Title: Re: Government Types
Post by: Miles_Umbrae on August 17, 2018, 07:00:35 am
If I recall correctly, there was a study which indicated that violent games were an outlet for violent tendencies.  Just imagine if a child were full of energy and instead of letting them burn it off in a park, we kept them locked in a small room.  It's obvious which one solves the problem of having too much energy and which one results in penning it up until the child literally explodes, throwing gibs everywhere and slapping passersby with arcing limbs.
Yeah. If anything, violent video games REDUCE violence. It's better if some extremely frustrated and angry 13-year-old brutalizes some peasants in DF than if he brutalizes his peers IRL.
Let's put Urist McFumbleFingers in the rack and make him human!
That should make him think twice before spilling beer on the king again...
Title: Re: Government Types
Post by: Detoxicated on August 17, 2018, 07:05:31 am
So you guys want to have that video game debate that nobody asked for?

Art does influence the beliefs of its beholders just as anything does. Art pieces are small beacons of ideas floating through time space... At times fiction becomes reality to some... An atheist might say, afterall so many billions believe that the crucifiction and reaurecction of a carpenter was real and this belief still shapes societies. Tribal beliefs shape the behaviour of the tribes too so one surely can argue that literature and art shapes the mind. Its kind of ridiculous that you made me point it out.

Also it is interesting to note that some of you are fighting FOr the introduction of torture in the game vehemently while trying to portray someone who is against it as the insane one... Maybe if we'd agree that we disagree on some matters would lead to an actual discussion about dwarf fortress instead of continuous insult rants of opposing world views.
Title: Re: Government Types
Post by: Miles_Umbrae on August 17, 2018, 07:10:19 am
My take on GoblinCookie's claim that racism didn't exist in the middle ages is that he is referring to white supremacism.
He is talking about racism in general because he is referencing other forms of generalised hatred/bigotry/discrimination such as sexism and homophobia.
And racism was actually quite common(though instances of easily different ethnic people crossing paths was rare due to distances and traveltimes) in medieval times.
Title: Re: Government Types
Post by: KittyTac on August 17, 2018, 07:12:14 am
So you guys want to have that video game debate that nobody asked for?

Art does influence the beliefs of its beholders just as anything does. Art pieces are small beacons of ideas floating through time space... At times fiction becomes reality to some... An atheist might say, afterall so many billions believe that the crucifiction and reaurecction of a carpenter was real and this belief still shapes societies. Tribal beliefs shape the behaviour of the tribes too so one surely can argue that literature and art shapes the mind. Its kind of ridiculous that you made me point it out.

Also it is interesting to note that some of you are fighting FOr the introduction of torture in the game vehemently while trying to portray someone who is against it as the insane one... Maybe if we'd agree that we disagree on some matters would lead to an actual discussion about dwarf fortress instead of continuous insult rants of opposing world views.
My point is backed by scientific studies. Violent video games only make their players less violent by producing an outlet for violent tendencies.

And I'm actually for implementing racism if it was around pre-1400 (and it was).
Title: Re: Government Types
Post by: Detoxicated on August 17, 2018, 07:32:24 am
Okay then please provide me with a link. I have no sources as of now but consider this: To say it is absolutely impossible that violence in video games could strengthen aggressive and violent behaviour is just as outrageous as promoting the opposite. There has been connections at shootings in the past and it wasn't all media hype. If you desire to delve deeper on the matter we should do that elsewhere, not in this thread.
Title: Re: Government Types
Post by: Splint on August 17, 2018, 07:45:57 am
Racism in dwarf fortress sounds more like it'd stem from drastically different cultures, which could affect how new entities might form.

Goblins in general are massive jerks, so even a nice one or say, an elf or human raised by them, is gonna have to deal with bullshit because of the perception of all goblins (and as a result anyone raised by them,) being absolute pricks.

Same goes for that one elf who actually doesn't care if other people chop down trees, or that dwarf who personally holds good craftsmanship in disdain - in general, elves are seen as tree fondling hippies and they have to work extremely hard to be accepted fully as dwarves (which I admit in this case I really refer to the playerbase in general, as there's few elves who enjoy open embrace by it,) and that dwarf is  presumably gonna be press-ganged into a crafting job in a non-dwarven settlement because it's assumed he'll be a decent craftsman or strive to be one, even if he doesn't give two shits about making good products and would rather swing a sword or smelt ore instead.

That being said, there's nothing stopping an elf, goblin, or whatever becoming a king or queen, because they're presumably the best qualified for the job (or were able to browbeat everyone else nearby into letting them take the job,) when honestly unless raised in a given civ, it's not really likely everyone would just accept that there's an elf, goblin, hamster man or what have you suddenly in power now  when dwarves have always ruled the civ.

This potentially leads to either serious pushback and the new non-dwarf leader being deposed somewhat peacefully, or to full-blown civil wars, which can lead to an entity splitting up or changing its government type, such as Party A remaining a hereditary monarchy that is strictly dwarves only in leadership, while B is a non-hereditary one that goes to the best qualified regardless of species (or simply the loudest one, take your pick.)

Those are just random examples, and won't apply so much when civs become a bit more randomized, but still.

The mention of tortue makes me imagine how justice could be dispensed in some civs, specifically via TORTURE_AS_EXAMPLE - the justice unit sets out to cause pain as restitution, and tries to break bones or tear skin instead of just generally wailing on someone like in a beating. For example, a murderer might have thier legs and arms broken, plus the isolation caused by being intraction.

Which could lead to some surreal stuff via the random generation of stuff like a despotic state that finds torture abhorrent (preferring to exile trouble-makers rather than needlessly injure people who haven't done anything damaging to the state) while there's some republic that views it as an acceptable form of punishment for serious crimes (and viewing exile as worse than torture because you separate someone from most of thier family and friends,) or a gender-egalitarian monarchy next door to a highly bigoted theocracy that views males as inferior (with both offending the sensibilities of the other in that area, but both taking umbrage with the exile and torture punishments the despot and republic have.)

My apologies for the stream of consciousness there.
Title: Re: Government Types
Post by: KittyTac on August 17, 2018, 08:16:46 am
Okay then please provide me with a link. I have no sources as of now but consider this: To say it is absolutely impossible that violence in video games could strengthen aggressive and violent behaviour is just as outrageous as promoting the opposite. There has been connections at shootings in the past and it wasn't all media hype. If you desire to delve deeper on the matter we should do that elsewhere, not in this thread.
Ask Rowanas. He knows more about this stuff and could provide a better source. Now, could you please provide me with links to said descriptions of shootings caused by games?
Title: Re: Government Types
Post by: Miles_Umbrae on August 17, 2018, 09:30:35 am
So you guys want to have that video game debate that nobody asked for?

Art does influence the beliefs of its beholders just as anything does. Art pieces are small beacons of ideas floating through time space... At times fiction becomes reality to some... An atheist might say, afterall so many billions believe that the crucifiction and reaurecction of a carpenter was real and this belief still shapes societies. Tribal beliefs shape the behaviour of the tribes too so one surely can argue that literature and art shapes the mind. Its kind of ridiculous that you made me point it out.

Also it is interesting to note that some of you are fighting FOr the introduction of torture in the game vehemently while trying to portray someone who is against it as the insane one... Maybe if we'd agree that we disagree on some matters would lead to an actual discussion about dwarf fortress instead of continuous insult rants of opposing world views.
IF fiction influenced people the way and to the severity it is claimed then why are we NOT seeing a radical increase in violence among teens and young adults; i.e. the primary target demographic for shooter games.
Title: Re: Government Types
Post by: Detoxicated on August 17, 2018, 09:45:08 am
I never spoke of severity actually but there are cases where the people involved in shootings had been massive players of such games, though there might not be a correlation.
To back YOUR argument actually, apparantly the youth crime has dropped significantly in the US, over the past 10-15 years. So this must not be connected to video games per se but it COULD be interrelated.
Title: Re: Government Types
Post by: Miles_Umbrae on August 17, 2018, 10:09:19 am
I never spoke of severity actually but there are cases where the people involved in shootings had been massive players of such games, though there might not be a correlation.
To back YOUR argument actually, apparantly the youth crime has dropped significantly in the US, over the past 10-15 years. So this must not be connected to video games per se but it COULD be interrelated.
In the cases I believe you are referring to it was shown that they were all troubled youth with a lot of social and/or mental baggage, all known contributing factors to violent dysfunctional individuals.
Title: Re: Government Types
Post by: KittyTac on August 17, 2018, 10:14:52 am
Spoiler: Relevant (click to show/hide)
Title: Re: Government Types
Post by: Detoxicated on August 17, 2018, 10:21:34 am
Thank you yes. There was a fair consideration that these games partially contributed to the shootings. I did not want to make it seem like it was the norm but you shouldn't forget about that either.
Portrayal of such Offtopics has to be done in a delicate way or else it becomes a depravity machine void of any story, but at the same time there needs to be a certain level of realism to appease reality...
So looking at the ethics tags we have now we can see that slavery and torture is already presented and therefore intended in one way or another. Instead of going into detail of tfe atrocities of these things let us look how a civ could act depending on their ethics.

Allowed slavery should have slaves worked in that the economy depends on it.
Somewhat accepted slavery should have the occasional dlave gained from trade of individuals. Slavery is in no way promoted even frowned upon in lower ranks. Then there should be societies that punish slavery by one degree or another. There is no slaves only in secrecy and they are punished by law if caught.
Unacceptable Unthinkable would bring civilizations to attack others based on their slavery, similar to elves going to war with others for wood.
Title: Re: Government Types
Post by: Miles_Umbrae on August 17, 2018, 03:59:04 pm
Thank you yes. There was a fair consideration that these games partially contributed to the shootings. I did not want to make it seem like it was the norm but you shouldn't forget about that either.
Portrayal of such Offtopics has to be done in a delicate way or else it becomes a depravity machine void of any story, but at the same time there needs to be a certain level of realism to appease reality...

Why should we tread carefully when portraying violence?
Are you saying that there is a definitive link between fictional violence and real-life violence?
https://www.sciencedaily.com/releases/2018/01/180116131317.htm
Title: Re: Government Types
Post by: Detoxicated on August 17, 2018, 04:17:04 pm
Thank you yes. There was a fair consideration that these games partially contributed to the shootings. I did not want to make it seem like it was the norm but you shouldn't forget about that either.
Portrayal of such Offtopics has to be done in a delicate way or else it becomes a depravity machine void of any story, but at the same time there needs to be a certain level of realism to appease reality...

Why should we tread carefully when portraying violence?
Are you saying that there is a definitive link between fictional violence and real-life violence?
https://www.sciencedaily.com/releases/2018/01/180116131317.htm
No but at this point i realized that you like polarizing...
I am saying that violence in video games is a delicate subject invoking strong emotions for many as the diacussion shows, and therefore you as a developer should tread this topic carefully and with lots of thought to not piss people off too much.

So what i was wondering was if you want certain elements like torture in the game so you can roleplay being a torturer?

Edit:
The article says that there was moxed results and measured by choosing words... Thank you for providing your source it is interesting to read anyway, but the articles ends on the term further studies are needed and therefore it can't still be considered impossible that there can be links between virtual and real violence.

Title: Re: Government Types
Post by: PlatinumSun on August 17, 2018, 05:59:06 pm
If I recall correctly, there was a study which indicated that violent games were an outlet for violent tendencies.  Just imagine if a child were full of energy and instead of letting them burn it off in a park, we kept them locked in a small room.  It's obvious which one solves the problem of having too much energy and which one results in penning it up until the child literally explodes, throwing gibs everywhere and slapping passersby with arcing limbs.
Yeah. If anything, violent video games REDUCE violence. It's better if some extremely frustrated and angry 13-year-old brutalizes some peasants in DF than if he brutalizes his peers IRL.

Also such kids usually name there Dwarves after there enemies so its a warning sign to parents and friends something is off.
Title: Re: Government Types
Post by: PlatinumSun on August 17, 2018, 06:01:26 pm
Here is in general what I feel should be added in to DF;

Groups: Civs have values, civs have customs, civs have constitutions and laws, civs have, institutions, government agencies, civs have religions, civs can own items, land, buildings, people, and intellectual property. Civs can be Communists, Capitalists, Feudalists, Theocracies, Republics, Democracies, Monarchies, Constitutionl Monarchies, Anarchists. There is civ and site government which are of the same type so no Capitalist civ with a Communist town of St. Georgia.

For religion it has to do with the values of a specific civilization and if a certain religion conflicts with them or if the population is lied to like and told it conflicts with them (People can also lie about a certain race being savages to cause a racist value to exist in a government) like Hitler so a certain value might be the outlaw of a certain religion in this case Judaism and the Hebrew and Judah race this could also happen for homosexuals or certain fetishes.

Make it so racism, sexism, and religion acan be civ and religious values cough cough AS ANYONE WOULD EXPECT FOR A GAME LIKE DWARF FORTRESS cough cough. This way a civs  or sites value is determined for racism is there is a coin flip for arch-race (Elf, human, dwarf, goblin etc) discrimination being a thing or no. Another way is if what people are in power and if they as individuals are racist or how many sites have racist government or majority racist populations etc. If yes there can be no more than 2 accepted arch-races or only 1. Then there is a coin flip for discrimination of traits of individuals of allowed races if yes then dice rolls for what traits are deemed allowed or superior (which is another dice roll)for example skin color, hair color, eye color, height, ear length, nose size ect.

Add castes, so certain professions get more respect than others, so lets say a pump operator or hauler are a low caste and are not aloud to vote and are not respected much. While a miner, smith and military dwarf are considered high castes with renown and repect and if they vote there vote is worth 2 of the lowest caste allowed to vote. This could be a civ value or a religious value. religions and civs are coded the same. But civs always have higher priority of power unless a civ in a theocracy. So a civ with a no killing value will veto a religious value of the killing of members of another religion, unless said civ is a theocracy.

For leaders being chosen make it so it by heritage, by force, by challenge of mind, might or skill, by vote (In some civs children can vote in most not, sometimes certain races cant vote, sometimes certain members of a religion cant) by choice of another entity for example the current king chooses the next or a deity chooses the leader, or random pick of a Dwarf. In some civs child labor is a thing. Make it so there are certain rituals that must be performed so a Bishop must drink from the water of a certain holy ground to become Pontiff. So lets say that ground is taken by enemies chaos ensues since no new Pontiff can arise. Or a royal must be crowned on a certain artifact throne to become king but if the throne is stolen the kingdom erupts into civil wars.

Trading: Trading should be based off negative and positive point system between specific sites and civs as a whole. And is self explanatory what effects it seeing as what I've already talked about.


Systems: Torture. More info about items, thickness, length, actually where things are engraves on. Do the same thing for entities too. Make it so you can read books. Make it so dwarves can write and share music, give dwarves memories of smells, sounds, colors, places, ideas, items and people they remember which the player can look at. Intellectual property. Give entities fetishes, height, body part, skin color, animal people if there furries. Add in pedophile dwarves too. Add in pronouns since if there are idiots in real life there must too be in DF. Why not have it be a thing of certain civ or religion customs. Make it so pleasing dwarves is trickier and give a reason to make items for dwarves of a certain matierial they like or something to stop them from tantruming. Becuase at the moment its too easy to make dwarves happy.


Items:

Pots, Cooking pots, pans, trays, shifting pans, tablets.

Weapons:  Sabers, scimitars, rapiers, glaives, Japanese swords, gladius, arming swords, long swords, short swords, great swords, zwiehanders, dane axes, curves swords of each variety, war hammers one sides, war hammer 2 sides, war picks, war hammer plus war pick all of these in 2 sizes, trebuchet, catapult, ring axes of 2 sizes, crescent axes, war shovels, slings, giant slings, giant sling shots, great bows, staves, muskets, puckle guns, Gatling guns, musket revolvers, cannons, grenades, beenades, liquid grenades, Holy Hand Grenades that serenade, gas grenades, Molotov cocktails, semi auto rifles, bolt actions rifles, air rifles, spring rifles, automatic rifles, multi barreled rifles, rotary cannons, artillery, rockets, incendiary, HE, High Velocity, AP, tracer, liquid coated bullets, standard, rubber, magic, blanks, and hollow point ammunition types.

Spells: Look at DnD CRPG's and Dark souls spells and Elderscrolls spells. A portal that opens up to the arrow dimension and arrows fly out. Do the same thing with bullets. And swords or potions, any small items.

Performance: Thread support (I know this is impossible at the moment), GPU support.

Misc: Add in a default world that looks like earth. So all the bioms are the same but not areas them selves.
Title: Re: Government Types
Post by: PlatinumSun on August 17, 2018, 06:58:21 pm
I did read it  ;)

I was referring to Miles_Umbrane not you.
Title: Re: Government Types
Post by: PlatinumSun on August 17, 2018, 06:59:43 pm
The only difference between a Monarchy and a Dictatorship is as follows; the Line of Succession, the Title, and title of those legitimizing your power.
Other than that it is depending on your own acts if you are a benevolent or malevolent leader.
A dictator is pretty much a president for life with a bit more power.

No no no, you have UNLIMITED POWAHR!. Otherwise your correct. If your benevolent or malevolent has nothing to do as to how you have gotten into power or how much power you have.

Miles_Umbrane here is the actual definition: https://www.google.ca/search?q=dictator+definition&rlz=1C1MSNA_enCA669CA669&oq=d&aqs=chrome.0.69i59j69i65j69i57j69i60l2j69i61.1046j1j7&sourceid=chrome&ie=UTF-8
Title: Re: Government Types
Post by: PlatinumSun on August 17, 2018, 07:09:53 pm
Your idea seems pretty nice. Of course the levels of privileges should be broad and well defined.
With your picture i can envision a theocracy backed by military (god of war and swords). The generals are equal to low priests and may vote on bishops and the grand bishop/pope who is the de facto leader. A theocratic monarchy of a god of birth religion might install a king who's son will become the next by birthright.

To add to your suggestion: Maybe there could be certain jobs available to certain classes. A dwarf civ might consider smithing to be sacred and therefore only members of the chucrch are allowed to smith. Or the same civ might consider fishing as a low job so only immigrants and criminals may fish and this could create bad thoughts in them because the job is considered low.


I would also like to see symbolism within the government types. A new king HAS TO be crowned on Shimmerrock the Fall of Kings an artifact throne, and if the throne is stolen it creates a huge crisis because the country cant crown legitimately anymore.

Lastly, I would like privileged classes to partake in events that could shape the course of the civ as described earlier by me. In that theocracy of war, generals could come up with different plans of action and then wrestle over which course to take while in a democracy the same military issue might be voted on. It is fun when the leader of the religion of the god of games is decided by playing a sacred game... ( Urist McGamey has become Pope, as he won the sacred game of monopoly)

Yes this is a great Idea.
Title: Re: Government Types
Post by: KittyTac on August 17, 2018, 08:54:59 pm
I agree with PlatinumSun. Though goblins should be 100% racist.
Title: Re: Government Types
Post by: Nahere on August 17, 2018, 09:21:32 pm
I agree with PlatinumSun. Though goblins should be 100% racist.
Should they? Right now goblins have [PERSONALITY:TOLERANT:50:75:100], which actually makes them the least bigoted race. Presumably, they hate everyone equally, without regard for colour or creed.
Title: Re: Government Types
Post by: PlatinumSun on August 18, 2018, 06:08:55 am
I agree with PlatinumSun. Though goblins should be 100% racist.
Should they? Right now goblins have [PERSONALITY:TOLERANT:50:75:100], which actually makes them the least bigoted race. Presumably, they hate everyone equally, without regard for colour or creed.

Goblins believe in equality of prejudice, everyone gets shit.
Title: Re: Government Types
Post by: GoblinCookie on August 18, 2018, 06:28:33 am
What source are you using?

Wrong and right is not a mere question of sources.  In any case you seem to be derailing this topic into a discussion of video game violence, I do not really feel like cooperating but it seems you have already succeeded in your derail.

I understand your reasoning against racost depiction in the game , though I think many people would actually play the slave. I would lve to play the dwarf fortress version of spartacus killing his master and leading a revolution against the slaver empire. Without adding this kind of discrimination we won't see such a story where the oppressed overcomes the oppressor.

This is where there is a difference between for instance a book and a video game like DF.  In a book you can write from the perspective of the slave and then write the narrative so that there is still an interesting story.  Realistically however, if you play as a slave you are going to be bored out of your brain since all you will end up doing is hauling items about and if you try to do anything exciting to move the story along, you will just be crushed by overwhelming force and punished.  A story can write it so that this slave just happens to be the right guy at exactly the right time, but odds are that the slave you play is not going to be Spartacus (not that the real Spartacus won). 

In a computer game, the player aims to win.  That means if given a choice between the boot and the human face, the player is going to fight as hard as they can to be the boot.  Adding social classes into the game results in that choice, since all the roles the typical player is interested in playing are those of the ruling class in society.  Slaves don't get to wander the world, armed to the teeth in order to slay dragons; knights do.

Should they? Right now goblins have [PERSONALITY:TOLERANT:50:75:100], which actually makes them the least bigoted race. Presumably, they hate everyone equally, without regard for colour or creed.

Indeed, the social oppressions if they have to exist at all should reflect the personality and values of the creature.  We could come up with a sort of strawman version of each personality-facet/value and when the civilization's is the villain we make the strawman come true.

So you guys want to have that video game debate that nobody asked for?

Art does influence the beliefs of its beholders just as anything does. Art pieces are small beacons of ideas floating through time space... At times fiction becomes reality to some... An atheist might say, afterall so many billions believe that the crucifiction and reaurecction of a carpenter was real and this belief still shapes societies. Tribal beliefs shape the behaviour of the tribes too so one surely can argue that literature and art shapes the mind. Its kind of ridiculous that you made me point it out.

Also it is interesting to note that some of you are fighting FOr the introduction of torture in the game vehemently while trying to portray someone who is against it as the insane one... Maybe if we'd agree that we disagree on some matters would lead to an actual discussion about dwarf fortress instead of continuous insult rants of opposing world views.

Torture in itself does not imply the existence of distinct social classes, which I am generally against.  Torture is really just a word for 'punishment nastier than I consider acceptable', so in itself it is a fairly subjective concept.

I would LOVE to see your source for your claim that racism barely existed in medieval times
And I would also LOVE to see your source for your claim that fiction influences reality.

Seriously, out of genuine scholarly curiosity I actually would love to see those sources.
Because every time I've come across someone making those claims they've either turned to ad hominem attacks or they have completely ignored my request

Here comes the proving of a negative; racism does not exist in the middle ages because no sources exist to establish that it does and it is not necessary to explain anything.  As for the other point I have made a rather lengthy argument for how fiction would influence reality already, I suggest you reread it.  It is to do with perspective, that is to say it is about empathy/lack of empathy for a party, if you play as a bloody tyrant, then you will empathize with bloody tyrants more than you would otherwise. 

The alternative to what I am saying verges on the ridiculous.  It would in effect be saying that a person that assumes a role does not empathize with others that are in the same position as himself. 

IF fiction influenced people the way and to the severity it is claimed then why are we NOT seeing a radical increase in violence among teens and young adults; i.e. the primary target demographic for shooter games.

Because in the real-world there are other factors at work.  If something more powerful is working in the other direction to reduce violence in teens and young adults, then it is entirely possible for there to be a negative effect from violent games but because this is weaker than the other factor working in the other direction the overall trend is still down.

You also disregard the fundamental attribution fallacy.  If a person is more violent, it does not mean that will act violently more, that requires the correct environment.  A violent person in a peaceful environment, is still likely going to be nonviolent.  It is only when placed in a confrontational environment that the differences in character will show.

Goblins believe in equality of prejudice, everyone gets shit.

A statement that does not make any sense at all. 
Title: Re: Government Types
Post by: KittyTac on August 18, 2018, 07:45:59 am
Oh look, CrumblingCookie, er, GoblinCookie is back!

The thing that matters is not "video games make kids theoretically more violent, so they're bad". It is "there is no practical difference (other factors counteract the increase in violence), so it doesn't matter anyway, as the effect is almost nonexistent".
Title: Re: Government Types
Post by: PlatinumSun on August 18, 2018, 07:46:40 am
What source are you using?

Wrong and right is not a mere question of sources.  In any case you seem to be derailing this topic into a discussion of video game violence, I do not really feel like cooperating but it seems you have already succeeded in your derail.

I understand your reasoning against racost depiction in the game , though I think many people would actually play the slave. I would lve to play the dwarf fortress version of spartacus killing his master and leading a revolution against the slaver empire. Without adding this kind of discrimination we won't see such a story where the oppressed overcomes the oppressor.

This is where there is a difference between for instance a book and a video game like DF.  In a book you can write from the perspective of the slave and then write the narrative so that there is still an interesting story.  Realistically however, if you play as a slave you are going to be bored out of your brain since all you will end up doing is hauling items about and if you try to do anything exciting to move the story along, you will just be crushed by overwhelming force and punished.  A story can write it so that this slave just happens to be the right guy at exactly the right time, but odds are that the slave you play is not going to be Spartacus (not that the real Spartacus won). 

In a computer game, the player aims to win.  That means if given a choice between the boot and the human face, the player is going to fight as hard as they can to be the boot.  Adding social classes into the game results in that choice, since all the roles the typical player is interested in playing are those of the ruling class in society.  Slaves don't get to wander the world, armed to the teeth in order to slay dragons; knights do.

Should they? Right now goblins have [PERSONALITY:TOLERANT:50:75:100], which actually makes them the least bigoted race. Presumably, they hate everyone equally, without regard for colour or creed.

Indeed, the social oppressions if they have to exist at all should reflect the personality and values of the creature.  We could come up with a sort of strawman version of each personality-facet/value and when the civilization's is the villain we make the strawman come true.

So you guys want to have that video game debate that nobody asked for?

Art does influence the beliefs of its beholders just as anything does. Art pieces are small beacons of ideas floating through time space... At times fiction becomes reality to some... An atheist might say, afterall so many billions believe that the crucifiction and reaurecction of a carpenter was real and this belief still shapes societies. Tribal beliefs shape the behaviour of the tribes too so one surely can argue that literature and art shapes the mind. Its kind of ridiculous that you made me point it out.

Also it is interesting to note that some of you are fighting FOr the introduction of torture in the game vehemently while trying to portray someone who is against it as the insane one... Maybe if we'd agree that we disagree on some matters would lead to an actual discussion about dwarf fortress instead of continuous insult rants of opposing world views.

Torture in itself does not imply the existence of distinct social classes, which I am generally against.  Torture is really just a word for 'punishment nastier than I consider acceptable', so in itself it is a fairly subjective concept.

I would LOVE to see your source for your claim that racism barely existed in medieval times
And I would also LOVE to see your source for your claim that fiction influences reality.

Seriously, out of genuine scholarly curiosity I actually would love to see those sources.
Because every time I've come across someone making those claims they've either turned to ad hominem attacks or they have completely ignored my request

Here comes the proving of a negative; racism does not exist in the middle ages because no sources exist to establish that it does and it is not necessary to explain anything.  As for the other point I have made a rather lengthy argument for how fiction would influence reality already, I suggest you reread it.  It is to do with perspective, that is to say it is about empathy/lack of empathy for a party, if you play as a bloody tyrant, then you will empathize with bloody tyrants more than you would otherwise. 

The alternative to what I am saying verges on the ridiculous.  It would in effect be saying that a person that assumes a role does not empathize with others that are in the same position as himself. 

IF fiction influenced people the way and to the severity it is claimed then why are we NOT seeing a radical increase in violence among teens and young adults; i.e. the primary target demographic for shooter games.

Because in the real-world there are other factors at work.  If something more powerful is working in the other direction to reduce violence in teens and young adults, then it is entirely possible for there to be a negative effect from violent games but because this is weaker than the other factor working in the other direction the overall trend is still down.

You also disregard the fundamental attribution fallacy.  If a person is more violent, it does not mean that will act violently more, that requires the correct environment.  A violent person in a peaceful environment, is still likely going to be nonviolent.  It is only when placed in a confrontational environment that the differences in character will show.

Goblins believe in equality of prejudice, everyone gets shit.

A statement that does not make any sense at all.

Yes your correct racism did not exist in middle age Europe. Who cares. I want all the differant possibilities. This is DF not a historical documentary.

Look GoblinCookies, you the derailer, someone wanted torture added in to get information out of people or as punishment. You said I dont want it in because it hurts my sensibilities stop talking about it your derailing. He said he wanted it in the GAME as a SYSTEM AND FEATURE TO GET INFORMATION AND PUNISHMENT. YOU said no becuase of REAL LIFE implications you did the derailing if anything.

Any way who derialed what aside. The idea that we shouldnt allow violence in games becuase a violent person might do something violent is stupid. Becuase the kiddie winks poor little malleable minds. Look this game has ASCII graphics I dont a violent child will be that interested in it. Very few children even play this game. And they most likely wont get the kick they want vs playing school shooting sim. Besides these sorts of children who just want to watch the world burn like Elliot Rogers was imagining doing awful things in his head anyways. Having a kid play Doom wont have any effect like making them commit murder. Having mental illness becuase of shit parents or abuse or social deprivity is what causes this. And the idea if you play as a tyrant you will emphasize with them and turn into some evil horrible person is absolutely ludicrous. So I want your honest opinion should violent games be banned?
Title: Re: Government Types
Post by: Detoxicated on August 18, 2018, 04:28:56 pm
Oh look, CrumblingCookie, er, GoblinCookie is back!

The thing that matters is not "video games make kids theoretically more violent, so they're bad". It is "there is no practical difference (other factors counteract the increase in violence), so it doesn't matter anyway, as the effect is almost nonexistent".
Uncalled for he presented his views in a decent diplomatic manner and has maybe made some comments that you do not agree on...

Also gooblincookie torture is not only used as punishment, sometimes as enjoyment, sometimes to gain information. It is a highly debated topic and brushing it off with one sentece like harsher than I want punishment you are indeed misdirected with your thinking, as you showcase that you are dismissing such a delicate issue while vehemently fighting for another quite similar issue... I mean if you feel that way it's good for you.

"Yes your correct racism did not exist in middle age Europe. Who cares. I want all the differant possibilities. This is DF not a historical documentary."
Exactly this. People want certain stuff in you don't like, so the middleground is people start creating united visions to actually make all people somewhat happy. In my opinion concepts such as classes and other social issues that humanity faced should be included to an extent that the simulation feels wholesome, and still playable and fun. I would have fun to free slaves from a slaver civ and then leading them to create a peaceful settlement from the ashes of their oppressors. Or imagine a woman wrestler who saves a young cheese maker in distress and they fall in love... These stories happen because of conflict, so therefore there should be levels of conflicts for these similar to the real world, unless they overcame them by ingenieuity of history gen.

I believe many people would love to play underdogs. I for one play demi-god but I heard of many who start as peasent outsider, which is a underdog story for itself.
Maybe most social classes shouldnt be portrayed so rigid more lenient than in real life though...
Title: Re: Government Types
Post by: Bumber on August 18, 2018, 10:00:59 pm
This is where there is a difference between for instance a book and a video game like DF.  In a book you can write from the perspective of the slave and then write the narrative so that there is still an interesting story. Realistically however, if you play as a slave you are going to be bored out of your brain since all you will end up doing is hauling items about and if you try to do anything exciting to move the story along, you will just be crushed by overwhelming force and punished.  A story can write it so that this slave just happens to be the right guy at exactly the right time, but odds are that the slave you play is not going to be Spartacus (not that the real Spartacus won).
All you really have to do is wander off when nobody is looking and don't get caught. If you can make it to somewhere you won't be recognized, you're basically an outsider peasant.
Title: Re: Government Types
Post by: thompson on August 19, 2018, 12:48:21 am

This is where there is a difference between for instance a book and a video game like DF.  In a book you can write from the perspective of the slave and then write the narrative so that there is still an interesting story.  Realistically however, if you play as a slave you are going to be bored out of your brain since all you will end up doing is hauling items about and if you try to do anything exciting to move the story along, you will just be crushed by overwhelming force and punished.  A story can write it so that this slave just happens to be the right guy at exactly the right time, but odds are that the slave you play is not going to be Spartacus (not that the real Spartacus won). 

In a computer game, the player aims to win.  That means if given a choice between the boot and the human face, the player is going to fight as hard as they can to be the boot.  Adding social classes into the game results in that choice, since all the roles the typical player is interested in playing are those of the ruling class in society.  Slaves don't get to wander the world, armed to the teeth in order to slay dragons; knights do.


I'd like to stress that this isn't necessarily a problem. Dwarf fortress is a very detailed game, but it is not even remotely realistic. Furthermore, it will never be realistic, as the core premise of the game is unrealistic (i.e. Dwarves building subterranean kingdoms and fighting megabeasts, etc). At one point the most feared creature in the game was a giant sponge, for goodness sake.

Sure, we can rationalize thing like magma smelting away by arguing that they are somehow feasible in the fantasy setting, but we could do that for ANY game mechanic, including run away slaves starting their own isolated colony (or running off in adventure mode). Thus, not being realistic isn't a convincing counter-argument for me. I do understand where you are coming from though.

One way around the moral hazard of discrimination would be to make it come at a price. Say you are founding a new fort ruled by some horrible fascist regime. You're starting 7 won't be high ranking officials, they'll be ordinary dwarves looking for a new shot at life. Great. You get a few immigrants. That's great too. You're fort grows nicely and everyone is happy. Then the central government send an official to oversee your fort. Your legendary armoursmith turns out to be a secret worshipper of the Goddess Delga, so he gets put to death and your Mayor gets hammered for allowing it. Your Delga worshipping doctor suddenly disappears one day too. You're not sure what happened, but since there's no body you just assume he ran away before he got caught. You then find only the Pureblooded are allowed to perform any crafts, and lesser dwarves must clean fish and haul. And the local administrator has a nasty habit of sentencing anyone to death he likes, irrespective of how useful they are. Then the persecuted dwarves attempt an insurrection. Guess who the player is going to side with?

Is that realistic? Perhaps not. But it addresses the problem with discrimination while allowing for the mechanics tp drive narratives. And if the player doesn't want to be tlruled by racist a-holes, they can choose another civ.
Title: Re: Government Types
Post by: Cathar on August 19, 2018, 02:20:36 am
>The horrible things we can do in DF

Guys I have not read the novels written on this thread but those discussion always go the same way since the first GTA was ever released, so here goes my two cents.

As I usually try and play the good guy, I'll defend with the last energy the right of people to mutilate, exterminate, brutalize and discriminate virtual people.

Three reasons :
One : it's an open sandbox game, so it's par for the course. Yeah some people play sims 3 with the intent of killing their sims, big deal I know.
Two : because having evil expressed in a safe and harmless environment have a pretty much proven positive effect on human psyche. Sometimes you just want to punch a Dick and it's better if that Dick is virtual. (Dick is the name of a dude)
Three : Because even if you play the good guy, you need an evil foil if you want your quest to have a modicum of meaning. Yeah, playing the revolting slave necessitate you have a slave country on your board. It sucks but it's just plain common sense. People who want to erase the things that contradict their agenda are just sawing the branch onto which they sit. You may not like conservatives, but if you're going to play LCS you'll need them at some point, yes?

Frankly to me the limit is that : is that legal to despict X or Y scene ? If it is, then case close. Play the game as you want and enjoy the ride you chose. If you're going to approach DF with a soccermom mentality, at some point you have to realize you're doing things wrong.
Title: Re: Government Types
Post by: KittyTac on August 19, 2018, 03:15:22 am
>The horrible things we can do in DF

Guys I have not read the novels written on this thread but those discussion always go the same way since the first GTA was ever released, so here goes my two cents.

As I usually try and play the good guy, I'll defend with the last energy the right of people to mutilate, exterminate, brutalize and discriminate virtual people.

Three reasons :
One : it's an open sandbox game, so it's par for the course. Yeah some people play sims 3 with the intent of killing their sims, big deal I know.
Two : because having evil expressed in a safe and harmless environment have a pretty much proven positive effect on human psyche. Sometimes you just want to punch a Dick and it's better if that Dick is virtual. (Dick is the name of a dude)
Three : Because even if you play the good guy, you need an evil foil if you want your quest to have a modicum of meaning. Yeah, playing the revolting slave necessitate you have a slave country on your board. It sucks but it's just plain common sense. People who want to erase the things that contradict their agenda are just sawing the branch onto which they sit. You may not like conservatives, but if you're going to play LCS you'll need them at some point, yes?

Frankly to me the limit is that : is that legal to despict X or Y scene ? If it is, then case close. Play the game as you want and enjoy the ride you chose. If you're going to approach DF with a soccermom mentality, at some point you have to realize you're doing things wrong.
Exactly. GC is one of these Stop Having Fun guys who always go "OH GAWD GUYS U ARENT PLAYING THE GAEM RIGHT. PLZ STOP PLZZZZZ!!1!1!".
Title: Re: Government Types
Post by: Cathar on August 19, 2018, 03:30:08 am
-Snip as I don't want to dig into that rabbit hole further-

The amount of text that needs to be written off to revive a drama that was closed in the 90' is just staggering.

There is a board for concerns about the ethics and gaming in this very forum. It's called "other games" or "general discussion". I believe the suggestion board is not the place to write an essay about feelings and concerns about how other people play their game.
Title: Re: Government Types
Post by: Detoxicated on August 19, 2018, 08:15:10 am
 I agree with Cathar entirely.

KittyTac your contribution towards this discussion has often been direct mocking of goblincookie and I personally believe that such rhetorical tactics have no place on the suggestion board. Instead, if you have an inclined need to say something dissect his posts and respond to the posts and not to the poster
Title: Re: Government Types
Post by: GoblinCookie on August 19, 2018, 09:05:17 am
Yes your correct racism did not exist in middle age Europe. Who cares. I want all the differant possibilities. This is DF not a historical documentary.

Look GoblinCookies, you the derailer, someone wanted torture added in to get information out of people or as punishment. You said I dont want it in because it hurts my sensibilities stop talking about it your derailing. He said he wanted it in the GAME as a SYSTEM AND FEATURE TO GET INFORMATION AND PUNISHMENT. YOU said no becuase of REAL LIFE implications you did the derailing if anything.

Any way who derialed what aside. The idea that we shouldnt allow violence in games becuase a violent person might do something violent is stupid. Becuase the kiddie winks poor little malleable minds. Look this game has ASCII graphics I dont a violent child will be that interested in it. Very few children even play this game. And they most likely wont get the kick they want vs playing school shooting sim. Besides these sorts of children who just want to watch the world burn like Elliot Rogers was imagining doing awful things in his head anyways. Having a kid play Doom wont have any effect like making them commit murder. Having mental illness becuase of shit parents or abuse or social deprivity is what causes this. And the idea if you play as a tyrant you will emphasize with them and turn into some evil horrible person is absolutely ludicrous. So I want your honest opinion should violent games be banned?

Things really are not as simple as you make out.  There is plenty of evidence that things work exactly as I described they do, evidence from people who are actual neuroscientists and not just the regular lying press.  See here (http://www.educationalneuroscience.org.uk/resources/neuromyth-or-neurofact/violent-video-games-make-children-more-violent/) and here (http://www.dana.org/Cerebrum/2009/Video_Games_Affect_the_Brain%E2%80%94for_Better_and_Worse/).

Quote
Some work looks at the causal effect of game play by asking some individuals to play violent games in the lab, while others play non-violent games, then measuring the behaviour of each group in social tasks afterwards. These studies have shown that playing violent games results in immediate changes to behaviour[v]. For example, after playing violent games participants are more likely to ‘punish’ unseen opponents in a task with loud noise bursts, compared to peers who had played a non-violent video game. Young adults also show physiological desensitisation, as measured by less of an increase in heart rate and skin conductance, to scenes of real life violence[vi]. Individuals who had played violent, compared with non-violent, games were also less likely to report hearing a fight staged outside the laboratory, judged the fight as less serious, and were slower to respond when they offered help[vii]. Desensitisation to violence is thought to link violent game play with later aggressive behaviour[viii].

Quote
The effects vary across individuals

The effects of violent games don’t seem to be equal for everyone, however. Short-term effects in the laboratory are found to be larger for undergraduate men than women[xi], and younger children are more likely to be affected by violent games if they have a high score on the personality trait ‘neuroticism’ and a low score on the traits ‘agreeableness’ and ‘conscientiousness’[xii]. In terms of the game, playing with a personalised avatar has been found to result in more arousal and more aggressive behaviour than when playing with a generic character[xiii].

The bolded part is crucial to the initial point I was making about oppressive systems.  Not only is there plenty of evidence that doing bad stuff in video games makes the player more likely to do bad stuff in the real-life, this is also proportionate to the extent to which they personally identify with the character that they play.  That means that if we create a deeply oppressive society and allow the player to assume the role of one of the oppressors, they will start to see things through the eyes of a bloody tyrant and that is not a good thing and will ultimately result in bad stuff in the real-world. 

Also gooblincookie torture is not only used as punishment, sometimes as enjoyment, sometimes to gain information. It is a highly debated topic and brushing it off with one sentece like harsher than I want punishment you are indeed misdirected with your thinking, as you showcase that you are dismissing such a delicate issue while vehemently fighting for another quite similar issue... I mean if you feel that way it's good for you.

Punishments are also handed out by cruel people with little justification for the sake of fun.  You don't do what I say so I punish you, vs you don't do what I say so I torture you; it really is a matter of degree.  The only point I was making is that what constitutes torture has to be defined by the civilization culturally, it is quite possible for a civ to consider the other civ's punishments to be torture, even if both civs agree torture is bad in general. 

"Yes your correct racism did not exist in middle age Europe. Who cares. I want all the differant possibilities. This is DF not a historical documentary."
Exactly this. People want certain stuff in you don't like, so the middleground is people start creating united visions to actually make all people somewhat happy. In my opinion concepts such as classes and other social issues that humanity faced should be included to an extent that the simulation feels wholesome, and still playable and fun. I would have fun to free slaves from a slaver civ and then leading them to create a peaceful settlement from the ashes of their oppressors. Or imagine a woman wrestler who saves a young cheese maker in distress and they fall in love... These stories happen because of conflict, so therefore there should be levels of conflicts for these similar to the real world, unless they overcame them by ingenieuity of history gen.

I believe many people would love to play underdogs. I for one play demi-god but I heard of many who start as peasent outsider, which is a underdog story for itself.
Maybe most social classes shouldnt be portrayed so rigid more lenient than in real life though...

My only point was that the nonexistance of racism in the middle-age implies the nonexistance of racism in DF would not be unrealistic.  When we have thrown out the need to add oppression for the sake of realism, the question is why add it in at all?  That in turn overturns a lot of assumptions about the topic of this thread, which is governments (not violence in video games).

My general position is that civilizations that are very oppressive should be non-playable, unless you choose to play on the wrong end of the bootheel as it were, which should be very hard.  If you successfully liberate a civilization, it could then become playable as a result of your actions while if you corrupt a civilization enough it should become unplayable.

All you really have to do is wander off when nobody is looking and don't get caught. If you can make it to somewhere you won't be recognized, you're basically an outsider peasant.

But now you are not really part of the civilization are you?

-Snip as I don't want to dig into that rabbit hole further-

The amount of text that needs to be written off to revive a drama that was closed in the 90' is just staggering.

There is a board for concerns about the ethics and gaming in this very forum. It's called "other games" or "general discussion". I believe the suggestion board is not the place to write an essay about feelings and concerns about how other people play their game.

Except in this case the question of ethics is very much relevant to what should be added into the game to begin with.  Because the video games cause violence folks are correct, we have to pay attention to what roles we are giving the player, especially when we are encouraging him to adopt those roles by the mechanics.  We know the video games cause violence folks are correct, not only because of evidence but because the consequences of them NOT being correct are one or several of the following stupid and extreme statements being true. 

1. Human personalities are absolutely fixed and immutable.
2. Human personalities do not exist, all behavior is in response to the immediate environment and responses of all humans are the same given the same environment. 
3. Human brains can clearly distinguish the difference between real and fictional stimulus, despite the evolutionary novelty of this distinction and the fact that they respond emotionally (and neurologically) in a similar fashion.

Only one side here has a clear reason to believe what they do.  The other simply likes playing computer games and seldom bother to actually consistently apply the actual conclusions that follow from violent video games *not* making people more violent. 

I'd like to stress that this isn't necessarily a problem. Dwarf fortress is a very detailed game, but it is not even remotely realistic. Furthermore, it will never be realistic, as the core premise of the game is unrealistic (i.e. Dwarves building subterranean kingdoms and fighting megabeasts, etc). At one point the most feared creature in the game was a giant sponge, for goodness sake.

Sure, we can rationalize thing like magma smelting away by arguing that they are somehow feasible in the fantasy setting, but we could do that for ANY game mechanic, including run away slaves starting their own isolated colony (or running off in adventure mode). Thus, not being realistic isn't a convincing counter-argument for me. I do understand where you are coming from though.

One way around the moral hazard of discrimination would be to make it come at a price. Say you are founding a new fort ruled by some horrible fascist regime. You're starting 7 won't be high ranking officials, they'll be ordinary dwarves looking for a new shot at life. Great. You get a few immigrants. That's great too. You're fort grows nicely and everyone is happy. Then the central government send an official to oversee your fort. Your legendary armoursmith turns out to be a secret worshipper of the Goddess Delga, so he gets put to death and your Mayor gets hammered for allowing it. Your Delga worshipping doctor suddenly disappears one day too. You're not sure what happened, but since there's no body you just assume he ran away before he got caught. You then find only the Pureblooded are allowed to perform any crafts, and lesser dwarves must clean fish and haul. And the local administrator has a nasty habit of sentencing anyone to death he likes, irrespective of how useful they are. Then the persecuted dwarves attempt an insurrection. Guess who the player is going to side with?

Is that realistic? Perhaps not. But it addresses the problem with discrimination while allowing for the mechanics tp drive narratives. And if the player doesn't want to be tlruled by racist a-holes, they can choose another civ.

Slaves running away and setting up their own outlaw settlements is very realistic.  All of the slaving powers in the new-world had a problem with exactly this situation, though of course those colonies were not in DF terms really part of their civilization.  I do think that if we add oppressive systems in the game then we should be prevented from playing as members of the elite in those civilizations *or* as a loyal government.  Playing as the oppressed should be allowed, but the mechanics should make having an enjoyable game rather hard if you remain a part of your own civilization.  An idea is to procedurally generate oppressive systems to degrees of severity dependent upon a token that defines how oppressive they are.  So for instance.

[HERO_CIV] = Dwarves : Pretty much what we have at the moment, no real oppressive class divisions.  Means we get to found loyal settlements and all characters are playable in adventure site.

[NEUTRAL_CIV] = Elves : No real oppressive class division, but a number of oppressive, morally dubious practices which cause certain individuals to sometimes suffer.  We cannot found loyal settlements but we can play as all characters in adventure mode.

[SEMI_VILLAIN_CIV] = Human : Oppressive class divisions can exist, there are oppressive morally dubious practices that cause particularly the lower-classes to suffer.  We cannot found loyal settlements and can only play as characters that do not hold political power in adventure mode. 

[VILLAIN_CIV] = Goblin : Very oppressive society in all aspects that make sense for the creature and it's values.  We cannot found loyal settlements and can only play as oppressed characters in adventure mode. 
Title: Re: Government Types
Post by: Cathar on August 19, 2018, 09:17:26 am
Because the video games cause violence folks are correct,

They are not and more importantly, we don't care because it's not the topic nor the board. Post your stuff in the correct board please
Title: Re: Government Types
Post by: GoblinCookie on August 19, 2018, 09:18:26 am
They are not and more importantly, we don't care because it's not the topic nor the board. Post your stuff in the correct board please

Their correctness has direct consequences for the topic of this board. 
Title: Re: Government Types
Post by: Cathar on August 19, 2018, 09:19:52 am
Then feel free to discuss their correctness elsewhere and come back once you're done. Jesus christ
Title: Re: Government Types
Post by: GoblinCookie on August 19, 2018, 09:22:52 am
Then feel free to discuss their correctness elsewhere and come back once you're done. Jesus christ

So we assume that absurd negatives are the case in our discussion until I achieve the impossible task of convincing the whole forum of something?  Not playing this game, I don't see the rules are stacked in my favor.
Title: Re: Government Types
Post by: KittyTac on August 19, 2018, 09:27:50 am
I can tell the difference between fiction and reality. Do you really think I would massacre an entire town with a knife for fun like I do in DF? The fact that I am not in jail says otherwise.
Title: Re: Government Types
Post by: Detoxicated on August 19, 2018, 09:50:03 am
I can tell the difference between fiction and reality. Do you really think I would massacre an entire town with a knife for fun like I do in DF? The fact that I am not in jail says otherwise.
Not necessarily if you are sneaky enough  ;)
Title: Re: Government Types
Post by: KittyTac on August 19, 2018, 09:51:16 am
I can tell the difference between fiction and reality. Do you really think I would massacre an entire town with a knife for fun like I do in DF? The fact that I am not in jail says otherwise.
Not necessarily if you are sneaky enough  ;)
Well, I got the point across. Just because people are murderous in DF doesn't mean that they're murderous in reality.
Title: Re: Government Types
Post by: Cathar on August 19, 2018, 10:03:42 am
A quick look on the state-of-the-art studies (https://www.sciencedirect.com/science/article/pii/S0747563217305472) confirm that violent videogames increase arousal and aggressive behavior, while decreasing prosocial behaviors for a short period of time, effects are temporary and disapear after 15 minutes on average. Wow, people get excited when they get fragged on counter strike and won't answer to mom when she calls for dinner in the middle of a ranked game. Holy shit what a shocker.

Edit : Not even, after more careful reading. I thought that temporary arousal was the claim the soccermoms crowd retreated safely into, but even that claim is disputed.

State of the art studies suggest no priming in videogame, and even a negative priming was observed (as in, the game may counter incentivize players to the actions they are depicting), altho inconsistantly. I'm so glad we could have that discussion, I've learnt something new today : people don't go school shooting because they played call of duty and playing DF does not grow players a beard.

You can google those studies if you want. The information is available online. All the time you spent writing those textwalls could have been spent educating yourself. That's a shame but there. You're indulged, GC.

Now if we can get back to the suggestion and just handwave the unrelated topics that would be nice.
Title: Re: Government Types
Post by: Detoxicated on August 19, 2018, 10:36:40 am
Good call.

So how do you guys feel about messengers and officials stating the laws and mandates of the king to the people?
Title: Re: Government Types
Post by: KittyTac on August 19, 2018, 10:42:12 am
Good call.

So how do you guys feel about messengers and officials stating the laws and mandates of the king to the people?
Sounds good enough. Better than magic telepathic messages that we have now (of course, they might be a thing with the magic system).
Title: Re: Government Types
Post by: Cathar on August 19, 2018, 10:44:13 am
The very idea that kings could make mendates that would be superimposed to the mendates of the mayor and local noble is extremely appealing. The liaison would give the mendate to the player in autumn, and leave him with one year to do a (substential ?) goal. Craft X amount of boots, or conquer Y territory, maintain an army of Z ammount of soldiers, depending on the monarch's personality and the state of the kingdom.

That system could be in return be used by the players to give orders to his own holdings, increasing the interconectivity between the fort and the world

I'm not too fond of the laws specifically, as I would prefer that the monarch leave this kind of decision to the local power
Title: Re: Government Types
Post by: Detoxicated on August 19, 2018, 02:16:03 pm
I feel that you should occasionally send your nobles of to the capital to vote on the change of laws, but this kind of system should be dependent on the civ. Not every civilization should decide on laws like that and also there should be some societies that do not meddle in the affairs of the subjects as long as they keep their quota.
Title: Re: Government Types
Post by: GenericUser on August 19, 2018, 06:23:32 pm
I believe that the governments should be based on the culture. So, a culture that values tradition may tend towards a monarchy. With different cultural values, you get different governments. The government itself and culture can drift in ideology and values, say if a scholar named Urist Marks writes about the economy and the importance of people to band together, his writings may get twisted enough and influence enough people that it changes the culture enough to lead to an insurrection.

I envision governments growing decandant and unstable, and may slowly drift towards centralization. All of which could add some more spice to world gen.
Title: Re: Government Types
Post by: KittyTac on August 20, 2018, 01:05:36 am
Or maybe a Magocracy government where wizards rule the country.
Title: Re: Government Types
Post by: Detoxicated on August 20, 2018, 03:40:19 am
I would love to see a magocracy.
While I see your point about traditionalists, I would argue that there was quite traditional republics and democracies... Though I could see from what angle you are arguing and haven't found a better system yet.
Title: Re: Government Types
Post by: GoblinCookie on August 22, 2018, 06:06:45 am
I can tell the difference between fiction and reality. Do you really think I would massacre an entire town with a knife for fun like I do in DF? The fact that I am not in jail says otherwise.

Your logic about stabbing people is rather akin to, "My grandma lived to 105, she smoked therefore smoking does not cause cancer".

*You* might be able to tell the difference, but your brain on the other hand can't tell the difference, computer games are actually built upon this fact.  When we kill characters in a computer game all we are *really* doing is generally something along the lines of changing IS_ALIVE : 1 to IS_ALIVE : 0.  I rather doubt however that most people would find manually going through the database and deleting a lot of 1s to be as exciting as actually playing the game, even though actually playing the game is really just a long-winded way of doing that.

Quote from: DANA (http://www.dana.org/Cerebrum/2009/Video_Games_Affect_the_Brain%E2%80%94for_Better_and_Worse/)
By imaging players’ brain activity before, during and after each violent encounter, the investigators found that immediately before firing a weapon, players displayed greater activity in the dorsal anterior cingulate cortex. This area involves cognitive control and planning, among other functions. While firing a weapon and shortly afterward, players showed less activity in the rostral anterior cingulate cortex (rACC) and amygdala. Because interaction between these brain areas is associated with resolving emotional conflict, their decreased functioning could indicate a suppression of the emotional response to witnessing the results of taking violent action.

When engaging in virtual combat the brain deactivates certain pathways related to *not fighting* in the real-world.  Why would it do this if it knows that it is really just rearranging data in the computer memory?

The basic issue here is that the brain learns from experience and does so unconsciously, so whether the player consciously knows the game isn't real will not necessarily matter.  It would be truly odd, given that the brain does not appear to know the difference between computer games and reality, for the brain not to develop according to the games you play, if I play as a bloody tyrant then the brain genuinely thinks I am a bloody tyrant and learns accordingly, that is it learns how to be a bloody tyrant if we assume the role of such a being; that is the problem with adding oppressive systems into DF. 

The key issue here is methodology.  To fail to determine a link between two things does not imply that there is no link, it can simply imply your methodology is incorrect to detect the link and that can be itself based upon the fact that your hypothesis as to how the two things are connected is incorrect, the two things can be connected but you did not understand how the two things actually work in order to figure out precisely how the connection would happen.

It is very difficult to make a test that would establish a direct relation between violence in video games and in real-life (not to mention unethical).  The main thing our proposed unethical test has to contend with is the Fundermental Attribution Error (https://en.wikipedia.org/wiki/Fundamental_attribution_error), video games might make people more violent but violence does not result solely from violent people.  If we have our test subjects play GTA all day long and our controls play Tetris all day long and at the end of the day they all sit down to a mug of coffee with not a care in the world out study will likely fail to produce a positive result, regardless of what is actually going on.  That is because the environment is sufficiently peaceful that both the test subjects and the controls will not behave violently, even if the test subjects are actually more violent people as a result of all that GTA.

In order to end up with actual violence we need a provocation.  Here we run up against another problem, if the provocation is too harsh both groups might universally end up becoming violent while if the provocation is too mild both groups might end up simply laughing it off.  Another issue is that of timescale, it may be that the brain is highly resistant to learning *certain things* for a good reason, that means that a single day of playing GTA might have no effect because the brain dismisses the experience as anomalous and essentially refuses to learn anything.  If you were to play it for 10 years every day however, then the brain may well assimilate the game into itself, but a short-term study would pick up nothing.

The link that Cathar gave me in his characteristic *throw down the book and leave* gesture did provide me with an example of what I was describing earlier about the exact hypothesis as to how they are connected being important as the connection itself.  It gave me an example of a study that fails to prove a link but whose methodology is flawed; unfortunately it has just paywalled me out since I read it yesterday  >:( >:(.  The study attempted to improve upon the methodology of previous studies (the sound one's that showed a link) by creating two versions of the same game in order to eliminate possible other factors.  They reskinned the same game so that for instance one game has people being killed while the other one has people falling down in a fit of laughter. 

The whole methodology rather than being improved is completely ruined, unless we operate under the hypothesis that it is aesthetic violence (blood and gore) that is the important factor.  If we work on the hypothesis that the connection is mechanical rather than aesthetic, the brain does not care if 'winning' means incapacitating the enemy with laughter or blowing them up into tiny pieces, the fact there is still mechanically a struggle and coercion means the brain reacts identically. 

In any case, this has gone on long enough.  I am not going to persuade the whole forum so let's end our no longer so little derail into video game violence and scientific methods.  Yes it is related to the topic of social class/oppression but there are plenty of things to talk about that do not require those things to be discussed.

The very idea that kings could make mendates that would be superimposed to the mendates of the mayor and local noble is extremely appealing. The liaison would give the mendate to the player in autumn, and leave him with one year to do a (substential ?) goal. Craft X amount of boots, or conquer Y territory, maintain an army of Z ammount of soldiers, depending on the monarch's personality and the state of the kingdom.

That system could be in return be used by the players to give orders to his own holdings, increasing the interconectivity between the fort and the world

I'm not too fond of the laws specifically, as I would prefer that the monarch leave this kind of decision to the local power


"I would prefer" is actually an issue.  Why we continue to play only as the local government of some specific place there any centralisation (even basic things like the central gov passing laws) is going to reliably be antagonistic to the player.  It is only when we have starting scenarios like palaces and the ability of the adventurer to meaningfully assume central government roles is the player actually going to support centralisation.  Then again the Laws/Property/Status release is I think supposed to happen after starting scenarios and one of the starting scenarios is the royal palace.

I believe that the governments should be based on the culture. So, a culture that values tradition may tend towards a monarchy. With different cultural values, you get different governments. The government itself and culture can drift in ideology and values, say if a scholar named Urist Marks writes about the economy and the importance of people to band together, his writings may get twisted enough and influence enough people that it changes the culture enough to lead to an insurrection.

I envision governments growing decandant and unstable, and may slowly drift towards centralization. All of which could add some more spice to world gen.

I don't think they should always be different governments as such, but rather they should determine how powerful different functions of government and different levels of government are.  The value of [POWER] would tend to favour the dictatorial tendencies, giving and entrusting more power to position holders to act unilaterally.  The value of [LOYALTY] would tend to favour centralisation, with more decisions being made by the central government of the civ.  The value of [LAW] would tend to favour a more powerful legal system, so more decisions are outside of the hands of both the local and central government alike.

In these three cases we are not really talking about different governments but rather the balance of power between different elements of a consistent government layout with three key elements (local, central and legal). 
Title: Re: Government Types
Post by: KittyTac on August 23, 2018, 12:29:28 am
Let's go back to discussing government types. GC didn't win, it's just that I'm bored arguing with him.

What about a government type where an avatar of a deity rules the country?
Title: Re: Government Types
Post by: Shonai_Dweller on August 23, 2018, 01:25:59 am
Quote
Then again the Laws/Property/Status release is I think supposed to happen after starting scenarios
Other way around (or, same release more likely). Law, politics and property allow the specific definition of a site/individual's relationship to the rest of the world from which starting scenarios can be made.
Title: Re: Government Types
Post by: LMeire on August 23, 2018, 03:16:45 am
I recall; a form of "powerless monarchy" designed by a fictional anarchist civilization; the randomly-appointed King has absolute authority in matters of war while a randomly-appointed council of landowners decide matters of peace. Random-appointments are done by getting the previous King incredibly drunk and having him throw darts at a map of their nation, the owner of whatever property a dart hits gets a title for the next 5 years.
Title: Re: Government Types
Post by: Rowanas on August 23, 2018, 07:19:32 am
I recall; a form of "powerless monarchy" designed by a fictional anarchist civilization; the randomly-appointed King has absolute authority in matters of war while a randomly-appointed council of landowners decide matters of peace. Random-appointments are done by getting the previous King incredibly drunk and having him throw darts at a map of their nation, the owner of whatever property a dart hits gets a title for the next 5 years.

It's not a thousand miles away from our British constitutional monarchy.  The monarch is technically in charge of the army, all bills are signed into law by her, all politicians hold position at her whim, but we actually elect them with a process that is, more or less, like throwing darts at a map.
Title: Re: Government Types
Post by: GoblinCookie on August 24, 2018, 07:32:26 am
Quote
Then again the Laws/Property/Status release is I think supposed to happen after starting scenarios
Other way around (or, same release more likely). Law, politics and property allow the specific definition of a site/individual's relationship to the rest of the world from which starting scenarios can be made.

Problem is that much of our ability to discuss forms of government very much depends upon how the world ends up working once the laws/property/status release is done.

Let's go back to discussing government types. GC didn't win, it's just that I'm bored arguing with him.

What about a government type where an avatar of a deity rules the country?

I will let you leave with you dignity intact.  :)

An avatar ruling the country is not really a form of government of itself.  It is basically a theocratic monarchy along the lines of Ancient Egypt, except that the monarch's divinity status is less questionable. 
Title: Re: Government Types
Post by: PlatinumSun on August 26, 2018, 01:59:34 pm
I believe that the governments should be based on the culture. So, a culture that values tradition may tend towards a monarchy. With different cultural values, you get different governments. The government itself and culture can drift in ideology and values, say if a scholar named Urist Marks writes about the economy and the importance of people to band together, his writings may get twisted enough and influence enough people that it changes the culture enough to lead to an insurrection.

I envision governments growing decandant and unstable, and may slowly drift towards centralization. All of which could add some more spice to world gen.

So like Mein Kampf Or the Communist Manifesto?
Title: Re: Government Types
Post by: PlatinumSun on August 26, 2018, 02:12:02 pm
Let's go back to discussing government types. GC didn't win, it's just that I'm bored arguing with him.

What about a government type where an avatar of a deity rules the country?

GoblinCookie needs to stop having people tell him what he actually thinks. Hes all like the brain cant tell the differance blah blah blah. Well Look I being myself can say with certainty that I'm pretty sure I can tell the difference between real life and a game. You are not us. I am my self. Detoxicated is himself. KittyTac is himself. If we say we aren't sympathizing with a dictator when we want the ability to be an evil overlord in DF we aren't, well atleast I'm not. Here is another example. Lets say I play this game made by Neo-Nazis called ethnic cleansing. I play it a little bit and  im pretty sure I wouldn't once think: Maybe the Nazi's were not that bad they only wanted to kill all the Jews and blacks.

Also DF is ASCII graphics anyways so I mean your point falls flat GoblinCookie.

Like as KittyTac said:
Thats how I feel but the points raised by gc are understandable, and one has to wonder what kind of atrocities actually need to enter a game to be fun. I for one wouldn't mind if things like torture wouldn't make it in the game, though it would be enough for me if it only wasn't available to the player.
They're letters on a screen. If erasing letters is a bad thing, then the backspace key is a crime against humanity.
Title: Re: Government Types
Post by: PlatinumSun on August 26, 2018, 03:21:04 pm
Yes your correct racism did not exist in middle age Europe. Who cares. I want all the differant possibilities. This is DF not a historical documentary.

Look GoblinCookies, you the derailer, someone wanted torture added in to get information out of people or as punishment. You said I dont want it in because it hurts my sensibilities stop talking about it your derailing. He said he wanted it in the GAME as a SYSTEM AND FEATURE TO GET INFORMATION AND PUNISHMENT. YOU said no becuase of REAL LIFE implications you did the derailing if anything.

Any way who derialed what aside. The idea that we shouldnt allow violence in games becuase a violent person might do something violent is stupid. Becuase the kiddie winks poor little malleable minds. Look this game has ASCII graphics I dont a violent child will be that interested in it. Very few children even play this game. And they most likely wont get the kick they want vs playing school shooting sim. Besides these sorts of children who just want to watch the world burn like Elliot Rogers was imagining doing awful things in his head anyways. Having a kid play Doom wont have any effect like making them commit murder. Having mental illness becuase of shit parents or abuse or social deprivity is what causes this. And the idea if you play as a tyrant you will emphasize with them and turn into some evil horrible person is absolutely ludicrous. So I want your honest opinion should violent games be banned?

Things really are not as simple as you make out.  There is plenty of evidence that things work exactly as I described they do, evidence from people who are actual neuroscientists and not just the regular lying press.  See here (http://www.educationalneuroscience.org.uk/resources/neuromyth-or-neurofact/violent-video-games-make-children-more-violent/) and here (http://www.dana.org/Cerebrum/2009/Video_Games_Affect_the_Brain%E2%80%94for_Better_and_Worse/).

Quote
Some work looks at the causal effect of game play by asking some individuals to play violent games in the lab, while others play non-violent games, then measuring the behaviour of each group in social tasks afterwards. These studies have shown that playing violent games results in immediate changes to behaviour[v]. For example, after playing violent games participants are more likely to ‘punish’ unseen opponents in a task with loud noise bursts, compared to peers who had played a non-violent video game. Young adults also show physiological desensitisation, as measured by less of an increase in heart rate and skin conductance, to scenes of real life violence[vi]. Individuals who had played violent, compared with non-violent, games were also less likely to report hearing a fight staged outside the laboratory, judged the fight as less serious, and were slower to respond when they offered help[vii]. Desensitisation to violence is thought to link violent game play with later aggressive behaviour[viii].

Quote
The effects vary across individuals

The effects of violent games don’t seem to be equal for everyone, however. Short-term effects in the laboratory are found to be larger for undergraduate men than women[xi], and younger children are more likely to be affected by violent games if they have a high score on the personality trait ‘neuroticism’ and a low score on the traits ‘agreeableness’ and ‘conscientiousness’[xii]. In terms of the game, playing with a personalised avatar has been found to result in more arousal and more aggressive behaviour than when playing with a generic character[xiii].

The bolded part is crucial to the initial point I was making about oppressive systems.  Not only is there plenty of evidence that doing bad stuff in video games makes the player more likely to do bad stuff in the real-life, this is also proportionate to the extent to which they personally identify with the character that they play.  That means that if we create a deeply oppressive society and allow the player to assume the role of one of the oppressors, they will start to see things through the eyes of a bloody tyrant and that is not a good thing and will ultimately result in bad stuff in the real-world. 

Also gooblincookie torture is not only used as punishment, sometimes as enjoyment, sometimes to gain information. It is a highly debated topic and brushing it off with one sentece like harsher than I want punishment you are indeed misdirected with your thinking, as you showcase that you are dismissing such a delicate issue while vehemently fighting for another quite similar issue... I mean if you feel that way it's good for you.

Punishments are also handed out by cruel people with little justification for the sake of fun.  You don't do what I say so I punish you, vs you don't do what I say so I torture you; it really is a matter of degree.  The only point I was making is that what constitutes torture has to be defined by the civilization culturally, it is quite possible for a civ to consider the other civ's punishments to be torture, even if both civs agree torture is bad in general. 

"Yes your correct racism did not exist in middle age Europe. Who cares. I want all the differant possibilities. This is DF not a historical documentary."
Exactly this. People want certain stuff in you don't like, so the middleground is people start creating united visions to actually make all people somewhat happy. In my opinion concepts such as classes and other social issues that humanity faced should be included to an extent that the simulation feels wholesome, and still playable and fun. I would have fun to free slaves from a slaver civ and then leading them to create a peaceful settlement from the ashes of their oppressors. Or imagine a woman wrestler who saves a young cheese maker in distress and they fall in love... These stories happen because of conflict, so therefore there should be levels of conflicts for these similar to the real world, unless they overcame them by ingenieuity of history gen.

I believe many people would love to play underdogs. I for one play demi-god but I heard of many who start as peasent outsider, which is a underdog story for itself.
Maybe most social classes shouldnt be portrayed so rigid more lenient than in real life though...

My only point was that the nonexistance of racism in the middle-age implies the nonexistance of racism in DF would not be unrealistic.  When we have thrown out the need to add oppression for the sake of realism, the question is why add it in at all?  That in turn overturns a lot of assumptions about the topic of this thread, which is governments (not violence in video games).

My general position is that civilizations that are very oppressive should be non-playable, unless you choose to play on the wrong end of the bootheel as it were, which should be very hard.  If you successfully liberate a civilization, it could then become playable as a result of your actions while if you corrupt a civilization enough it should become unplayable.

All you really have to do is wander off when nobody is looking and don't get caught. If you can make it to somewhere you won't be recognized, you're basically an outsider peasant.

But now you are not really part of the civilization are you?

-Snip as I don't want to dig into that rabbit hole further-

The amount of text that needs to be written off to revive a drama that was closed in the 90' is just staggering.

There is a board for concerns about the ethics and gaming in this very forum. It's called "other games" or "general discussion". I believe the suggestion board is not the place to write an essay about feelings and concerns about how other people play their game.

Except in this case the question of ethics is very much relevant to what should be added into the game to begin with.  Because the video games cause violence folks are correct, we have to pay attention to what roles we are giving the player, especially when we are encouraging him to adopt those roles by the mechanics.  We know the video games cause violence folks are correct, not only because of evidence but because the consequences of them NOT being correct are one or several of the following stupid and extreme statements being true. 

1. Human personalities are absolutely fixed and immutable.
2. Human personalities do not exist, all behavior is in response to the immediate environment and responses of all humans are the same given the same environment. 
3. Human brains can clearly distinguish the difference between real and fictional stimulus, despite the evolutionary novelty of this distinction and the fact that they respond emotionally (and neurologically) in a similar fashion.

Only one side here has a clear reason to believe what they do.  The other simply likes playing computer games and seldom bother to actually consistently apply the actual conclusions that follow from violent video games *not* making people more violent. 

I'd like to stress that this isn't necessarily a problem. Dwarf fortress is a very detailed game, but it is not even remotely realistic. Furthermore, it will never be realistic, as the core premise of the game is unrealistic (i.e. Dwarves building subterranean kingdoms and fighting megabeasts, etc). At one point the most feared creature in the game was a giant sponge, for goodness sake.

Sure, we can rationalize thing like magma smelting away by arguing that they are somehow feasible in the fantasy setting, but we could do that for ANY game mechanic, including run away slaves starting their own isolated colony (or running off in adventure mode). Thus, not being realistic isn't a convincing counter-argument for me. I do understand where you are coming from though.

One way around the moral hazard of discrimination would be to make it come at a price. Say you are founding a new fort ruled by some horrible fascist regime. You're starting 7 won't be high ranking officials, they'll be ordinary dwarves looking for a new shot at life. Great. You get a few immigrants. That's great too. You're fort grows nicely and everyone is happy. Then the central government send an official to oversee your fort. Your legendary armoursmith turns out to be a secret worshipper of the Goddess Delga, so he gets put to death and your Mayor gets hammered for allowing it. Your Delga worshipping doctor suddenly disappears one day too. You're not sure what happened, but since there's no body you just assume he ran away before he got caught. You then find only the Pureblooded are allowed to perform any crafts, and lesser dwarves must clean fish and haul. And the local administrator has a nasty habit of sentencing anyone to death he likes, irrespective of how useful they are. Then the persecuted dwarves attempt an insurrection. Guess who the player is going to side with?

Is that realistic? Perhaps not. But it addresses the problem with discrimination while allowing for the mechanics tp drive narratives. And if the player doesn't want to be tlruled by racist a-holes, they can choose another civ.

Slaves running away and setting up their own outlaw settlements is very realistic.  All of the slaving powers in the new-world had a problem with exactly this situation, though of course those colonies were not in DF terms really part of their civilization.  I do think that if we add oppressive systems in the game then we should be prevented from playing as members of the elite in those civilizations *or* as a loyal government.  Playing as the oppressed should be allowed, but the mechanics should make having an enjoyable game rather hard if you remain a part of your own civilization.  An idea is to procedurally generate oppressive systems to degrees of severity dependent upon a token that defines how oppressive they are.  So for instance.

[HERO_CIV] = Dwarves : Pretty much what we have at the moment, no real oppressive class divisions.  Means we get to found loyal settlements and all characters are playable in adventure site.

[NEUTRAL_CIV] = Elves : No real oppressive class division, but a number of oppressive, morally dubious practices which cause certain individuals to sometimes suffer.  We cannot found loyal settlements but we can play as all characters in adventure mode.

[SEMI_VILLAIN_CIV] = Human : Oppressive class divisions can exist, there are oppressive morally dubious practices that cause particularly the lower-classes to suffer.  We cannot found loyal settlements and can only play as characters that do not hold political power in adventure mode. 

[VILLAIN_CIV] = Goblin : Very oppressive society in all aspects that make sense for the creature and it's values.  We cannot found loyal settlements and can only play as oppressed characters in adventure mode.

Im rather sure violence has nothing to do with aggressiveness. Maybe to an extent desensitization. Think of it this way. If you have Quake. But you remove all weapons but the heart and it shoots a ray of hearts and you must love (to there point where they explode into rainbows and hearts) your opponent as much as possible and the game has no blood and its a nice peaceful meadow you love(fight each other in). People are still going to get full of Adrenalin because there goals conflict. Because you cant love your opponent as much as possible when he trys to love you. So you still going to get people screaming in chat and calling each other fags. And look the first violent game ive played was Call Of Duty: Black Ops when I was 6 and we just got an Xbox 360. And I can assure you. I would rather stay out of violence in real life I'm terrified by it, its horrible.

Also who financed these studies? I'm rather curious. Also these studies are from 2010. Any newer ones?
Title: Re: Government Types
Post by: Miles_Umbrae on August 26, 2018, 06:43:09 pm
What about a government type where an avatar of a deity rules the country?
I wonder if there's a name for that...
*note to self; research mythical governance types*
Title: Re: Government Types
Post by: KittyTac on August 26, 2018, 10:00:24 pm
Yes your correct racism did not exist in middle age Europe. Who cares. I want all the differant possibilities. This is DF not a historical documentary.

Look GoblinCookies, you the derailer, someone wanted torture added in to get information out of people or as punishment. You said I dont want it in because it hurts my sensibilities stop talking about it your derailing. He said he wanted it in the GAME as a SYSTEM AND FEATURE TO GET INFORMATION AND PUNISHMENT. YOU said no becuase of REAL LIFE implications you did the derailing if anything.

Any way who derialed what aside. The idea that we shouldnt allow violence in games becuase a violent person might do something violent is stupid. Becuase the kiddie winks poor little malleable minds. Look this game has ASCII graphics I dont a violent child will be that interested in it. Very few children even play this game. And they most likely wont get the kick they want vs playing school shooting sim. Besides these sorts of children who just want to watch the world burn like Elliot Rogers was imagining doing awful things in his head anyways. Having a kid play Doom wont have any effect like making them commit murder. Having mental illness becuase of shit parents or abuse or social deprivity is what causes this. And the idea if you play as a tyrant you will emphasize with them and turn into some evil horrible person is absolutely ludicrous. So I want your honest opinion should violent games be banned?

Things really are not as simple as you make out.  There is plenty of evidence that things work exactly as I described they do, evidence from people who are actual neuroscientists and not just the regular lying press.  See here (http://www.educationalneuroscience.org.uk/resources/neuromyth-or-neurofact/violent-video-games-make-children-more-violent/) and here (http://www.dana.org/Cerebrum/2009/Video_Games_Affect_the_Brain%E2%80%94for_Better_and_Worse/).

Quote
Some work looks at the causal effect of game play by asking some individuals to play violent games in the lab, while others play non-violent games, then measuring the behaviour of each group in social tasks afterwards. These studies have shown that playing violent games results in immediate changes to behaviour[v]. For example, after playing violent games participants are more likely to ‘punish’ unseen opponents in a task with loud noise bursts, compared to peers who had played a non-violent video game. Young adults also show physiological desensitisation, as measured by less of an increase in heart rate and skin conductance, to scenes of real life violence[vi]. Individuals who had played violent, compared with non-violent, games were also less likely to report hearing a fight staged outside the laboratory, judged the fight as less serious, and were slower to respond when they offered help[vii]. Desensitisation to violence is thought to link violent game play with later aggressive behaviour[viii].

Quote
The effects vary across individuals

The effects of violent games don’t seem to be equal for everyone, however. Short-term effects in the laboratory are found to be larger for undergraduate men than women[xi], and younger children are more likely to be affected by violent games if they have a high score on the personality trait ‘neuroticism’ and a low score on the traits ‘agreeableness’ and ‘conscientiousness’[xii]. In terms of the game, playing with a personalised avatar has been found to result in more arousal and more aggressive behaviour than when playing with a generic character[xiii].

The bolded part is crucial to the initial point I was making about oppressive systems.  Not only is there plenty of evidence that doing bad stuff in video games makes the player more likely to do bad stuff in the real-life, this is also proportionate to the extent to which they personally identify with the character that they play.  That means that if we create a deeply oppressive society and allow the player to assume the role of one of the oppressors, they will start to see things through the eyes of a bloody tyrant and that is not a good thing and will ultimately result in bad stuff in the real-world. 

Also gooblincookie torture is not only used as punishment, sometimes as enjoyment, sometimes to gain information. It is a highly debated topic and brushing it off with one sentece like harsher than I want punishment you are indeed misdirected with your thinking, as you showcase that you are dismissing such a delicate issue while vehemently fighting for another quite similar issue... I mean if you feel that way it's good for you.

Punishments are also handed out by cruel people with little justification for the sake of fun.  You don't do what I say so I punish you, vs you don't do what I say so I torture you; it really is a matter of degree.  The only point I was making is that what constitutes torture has to be defined by the civilization culturally, it is quite possible for a civ to consider the other civ's punishments to be torture, even if both civs agree torture is bad in general. 

"Yes your correct racism did not exist in middle age Europe. Who cares. I want all the differant possibilities. This is DF not a historical documentary."
Exactly this. People want certain stuff in you don't like, so the middleground is people start creating united visions to actually make all people somewhat happy. In my opinion concepts such as classes and other social issues that humanity faced should be included to an extent that the simulation feels wholesome, and still playable and fun. I would have fun to free slaves from a slaver civ and then leading them to create a peaceful settlement from the ashes of their oppressors. Or imagine a woman wrestler who saves a young cheese maker in distress and they fall in love... These stories happen because of conflict, so therefore there should be levels of conflicts for these similar to the real world, unless they overcame them by ingenieuity of history gen.

I believe many people would love to play underdogs. I for one play demi-god but I heard of many who start as peasent outsider, which is a underdog story for itself.
Maybe most social classes shouldnt be portrayed so rigid more lenient than in real life though...

My only point was that the nonexistance of racism in the middle-age implies the nonexistance of racism in DF would not be unrealistic.  When we have thrown out the need to add oppression for the sake of realism, the question is why add it in at all?  That in turn overturns a lot of assumptions about the topic of this thread, which is governments (not violence in video games).

My general position is that civilizations that are very oppressive should be non-playable, unless you choose to play on the wrong end of the bootheel as it were, which should be very hard.  If you successfully liberate a civilization, it could then become playable as a result of your actions while if you corrupt a civilization enough it should become unplayable.

All you really have to do is wander off when nobody is looking and don't get caught. If you can make it to somewhere you won't be recognized, you're basically an outsider peasant.

But now you are not really part of the civilization are you?

-Snip as I don't want to dig into that rabbit hole further-

The amount of text that needs to be written off to revive a drama that was closed in the 90' is just staggering.

There is a board for concerns about the ethics and gaming in this very forum. It's called "other games" or "general discussion". I believe the suggestion board is not the place to write an essay about feelings and concerns about how other people play their game.

Except in this case the question of ethics is very much relevant to what should be added into the game to begin with.  Because the video games cause violence folks are correct, we have to pay attention to what roles we are giving the player, especially when we are encouraging him to adopt those roles by the mechanics.  We know the video games cause violence folks are correct, not only because of evidence but because the consequences of them NOT being correct are one or several of the following stupid and extreme statements being true. 

1. Human personalities are absolutely fixed and immutable.
2. Human personalities do not exist, all behavior is in response to the immediate environment and responses of all humans are the same given the same environment. 
3. Human brains can clearly distinguish the difference between real and fictional stimulus, despite the evolutionary novelty of this distinction and the fact that they respond emotionally (and neurologically) in a similar fashion.

Only one side here has a clear reason to believe what they do.  The other simply likes playing computer games and seldom bother to actually consistently apply the actual conclusions that follow from violent video games *not* making people more violent. 

I'd like to stress that this isn't necessarily a problem. Dwarf fortress is a very detailed game, but it is not even remotely realistic. Furthermore, it will never be realistic, as the core premise of the game is unrealistic (i.e. Dwarves building subterranean kingdoms and fighting megabeasts, etc). At one point the most feared creature in the game was a giant sponge, for goodness sake.

Sure, we can rationalize thing like magma smelting away by arguing that they are somehow feasible in the fantasy setting, but we could do that for ANY game mechanic, including run away slaves starting their own isolated colony (or running off in adventure mode). Thus, not being realistic isn't a convincing counter-argument for me. I do understand where you are coming from though.

One way around the moral hazard of discrimination would be to make it come at a price. Say you are founding a new fort ruled by some horrible fascist regime. You're starting 7 won't be high ranking officials, they'll be ordinary dwarves looking for a new shot at life. Great. You get a few immigrants. That's great too. You're fort grows nicely and everyone is happy. Then the central government send an official to oversee your fort. Your legendary armoursmith turns out to be a secret worshipper of the Goddess Delga, so he gets put to death and your Mayor gets hammered for allowing it. Your Delga worshipping doctor suddenly disappears one day too. You're not sure what happened, but since there's no body you just assume he ran away before he got caught. You then find only the Pureblooded are allowed to perform any crafts, and lesser dwarves must clean fish and haul. And the local administrator has a nasty habit of sentencing anyone to death he likes, irrespective of how useful they are. Then the persecuted dwarves attempt an insurrection. Guess who the player is going to side with?

Is that realistic? Perhaps not. But it addresses the problem with discrimination while allowing for the mechanics tp drive narratives. And if the player doesn't want to be tlruled by racist a-holes, they can choose another civ.

Slaves running away and setting up their own outlaw settlements is very realistic.  All of the slaving powers in the new-world had a problem with exactly this situation, though of course those colonies were not in DF terms really part of their civilization.  I do think that if we add oppressive systems in the game then we should be prevented from playing as members of the elite in those civilizations *or* as a loyal government.  Playing as the oppressed should be allowed, but the mechanics should make having an enjoyable game rather hard if you remain a part of your own civilization.  An idea is to procedurally generate oppressive systems to degrees of severity dependent upon a token that defines how oppressive they are.  So for instance.

[HERO_CIV] = Dwarves : Pretty much what we have at the moment, no real oppressive class divisions.  Means we get to found loyal settlements and all characters are playable in adventure site.

[NEUTRAL_CIV] = Elves : No real oppressive class division, but a number of oppressive, morally dubious practices which cause certain individuals to sometimes suffer.  We cannot found loyal settlements but we can play as all characters in adventure mode.

[SEMI_VILLAIN_CIV] = Human : Oppressive class divisions can exist, there are oppressive morally dubious practices that cause particularly the lower-classes to suffer.  We cannot found loyal settlements and can only play as characters that do not hold political power in adventure mode. 

[VILLAIN_CIV] = Goblin : Very oppressive society in all aspects that make sense for the creature and it's values.  We cannot found loyal settlements and can only play as oppressed characters in adventure mode.

Im rather sure violence has nothing to do with aggressiveness. Maybe to an extent desensitization. Think of it this way. If you have Quake. But you remove all weapons but the heart and it shoots a ray of hearts and you must love (to there point where they explode into rainbows and hearts) your opponent as much as possible and the game has no blood and its a nice peaceful meadow you love(fight each other in). People are still going to get full of Adrenalin because there goals conflict. Because you cant love your opponent as much as possible when he trys to love you. So you still going to get people screaming in chat and calling each other fags. And look the first violent game ive played was Call Of Duty: Black Ops when I was 6 and we just got an Xbox 360. And I can assure you. I would rather stay out of violence in real life I'm terrified by it, its horrible.

Also who financed these studies? I'm rather curious. Also these studies are from 2010. Any newer ones?
Guess what? I'm coming back into this by supporting this argument.
Title: Re: Government Types
Post by: Miles_Umbrae on August 27, 2018, 07:06:17 am
I've been gone a week for vacation and gave some people(won't name names) the opportunity to give scientific sources to back up their claims, but all I find is walls of text that basically boils down to "My opinion is that it is this way so I don't have to prove anything to you." ...

I keep giving your sort of people the benefit of the doubt, I seriously want to believe that you guys have something substantial to back up your damning assertions, but I'm always disappointed to find the same emotional arguments over and over.
Title: Re: Government Types
Post by: Dorsidwarf on August 27, 2018, 07:27:19 pm
What about a government type where an avatar of a deity rules the country?
I wonder if there's a name for that...
*note to self; research mythical governance types*
I’d assume it would be something along the lines of “deiocracy”
Title: Re: Government Types
Post by: Detoxicated on August 27, 2018, 08:55:33 pm
So,
http://journals.sagepub.com/doi/abs/10.1177/0146167286124002 (http://journals.sagepub.com/doi/abs/10.1177/0146167286124002)
http://journals.sagepub.com/doi/10.1111/1467-9280.00366 (http://journals.sagepub.com/doi/10.1111/1467-9280.00366)
So yea there are studies that oppose the study you provided, so no definitive answer can be given on that subject, even though there is evidence pointing to the correlations of higher aggression and violent games...
Title: Re: Government Types
Post by: IndigoFenix on August 28, 2018, 02:17:23 am
What about a government type where an avatar of a deity rules the country?
I wonder if there's a name for that...
*note to self; research mythical governance types*
I’d assume it would be something along the lines of “deiocracy”

The word is theocracy.  (Deus is Latin, theos is Greek)

I don't know if there is a Greek word for a physical deity as opposed to an abstract one. Seems to me that the Greeks wouldn't have really needed a distinction.
Title: Re: Government Types
Post by: GoblinCookie on August 28, 2018, 07:24:04 am
GoblinCookie needs to stop having people tell him what he actually thinks. Hes all like the brain cant tell the differance blah blah blah. Well Look I being myself can say with certainty that I'm pretty sure I can tell the difference between real life and a game. You are not us. I am my self. Detoxicated is himself. KittyTac is himself. If we say we aren't sympathizing with a dictator when we want the ability to be an evil overlord in DF we aren't, well atleast I'm not. Here is another example. Lets say I play this game made by Neo-Nazis called ethnic cleansing. I play it a little bit and  im pretty sure I wouldn't once think: Maybe the Nazi's were not that bad they only wanted to kill all the Jews and blacks.

It seems people would rather talk about video game violence instead of governments after-all.   ::) ::)

We aren't talking about you becoming a Nazi, we are talking about you assimilating the mind of a Nazi into your brain.  The Nazis weren't the only people to commit terrible atrocities, all the major powers fighting against the Nazis committed terrible atrocities themselves (the fire bombing of Dresden, the nukes in Japan, the post-war execution of his own released prisoners by Stalin). 

Im rather sure violence has nothing to do with aggressiveness. Maybe to an extent desensitization. Think of it this way. If you have Quake. But you remove all weapons but the heart and it shoots a ray of hearts and you must love (to there point where they explode into rainbows and hearts) your opponent as much as possible and the game has no blood and its a nice peaceful meadow you love(fight each other in). People are still going to get full of Adrenalin because there goals conflict. Because you cant love your opponent as much as possible when he trys to love you. So you still going to get people screaming in chat and calling each other fags. And look the first violent game ive played was Call Of Duty: Black Ops when I was 6 and we just got an Xbox 360. And I can assure you. I would rather stay out of violence in real life I'm terrified by it, its horrible.

Also who financed these studies? I'm rather curious. Also these studies are from 2010. Any newer ones?

There is a study I now can't access due to a paywall that failed to find any connection between video games and violence, which worked similarly to your above scenario, they took the same game as re-skinned it so that it was 'nonviolent', but all other mechanics were the same.  They did this because all the existing studies which proved the link to video games had to use different games, so could not control for things like difficulty.

This is of course fundamentally flawed because it assumes that the effect works on a graphical level rather than a mechanical level.  A reskinned violent game is still mechanically the same, which is what the experimenters wanted.  But in being mechanically the same, we will end up with the same effect if the effect is mechanical not graphical.  The null-effects of this particular study, establish that it is the mechanics that the brain responds to rather than the graphics; it is the conflict itself that is important, not whether it is presented using lots of realistic gore. 

That means that we cannot simply dismiss DF simply because of it's ASCII graphics.  If the player assumes the role of a bloody tyrant, he will end up thinking like one, even if he is only oppressing little :)s.

I've been gone a week for vacation and gave some people(won't name names) the opportunity to give scientific sources to back up their claims, but all I find is walls of text that basically boils down to "My opinion is that it is this way so I don't have to prove anything to you." ...

I keep giving your sort of people the benefit of the doubt, I seriously want to believe that you guys have something substantial to back up your damning assertions, but I'm always disappointed to find the same emotional arguments over and over.

That is because we basically have already won, the link is proven; this is because a negative result from one study does not argue with a positive result from another study.  If there is a link between two things, then we must determine the correct methodology to follow and the correct methodology is only provable to be correct by it's ability to produce a positive result.  So if I with my methodologically correct study find a link, your ability to produce an infinite number of studies unable to detect a link does not cancel out my correct study; it proves you are using the incorrect methodology to detect a link.

This is a vitally important principle, if we do not accept it then any wealthy special interests (Monsanto for instance) can disprove anything that proves their substances are harmful, simply because they can mass-produce flawed studies that reliably fail to detect any effect (since they are too flawed to do so).  If my studies are rubbish, they will not work to determine a link and I can fund as many rubbish studies as I wish. 

The people who think violent video games have no effect do so because they are motivated to do so by their love of violent video games, while those on the other side have no real motive to invent a link without having a reason.  The irony here is that the principle involved was known about long before even the invention of video games.  This is because of the effect of a book called the the Sorrows of Young Werther (https://www.youtube.com/watch?v=55QjR-9RVSE).

In this book, the protagonist ends up committing suicide because his unrequited love ends up marrying another man.  As a result of this books publication, there was a spike in suicides in Europe.  The general rule of all media is thus, be very careful who you make the protagonist because the audience assimilates the protagonist into themselves.  If the protagonist is suicidal, the audience becomes suicidal, if the protagonist is violent, the audience becomes violent, if the protagonist is peaceful then the audience becomes peaceful, if the protagonist is optimistic the audience becomes optimistic and if the protagonist is pessimistic, the audience becomes optimistic.
Title: Re: Government Types
Post by: KittyTac on August 28, 2018, 09:13:58 am
The thing is: Toady most likely does not share your views. So your ramblings will not have any effect on the end product. Trying to reconvince Toady is like trying to stop a runaway train by throwing pebbles in its path.
Title: Re: Government Types
Post by: Dozebôm Lolumzalìs on August 28, 2018, 09:27:57 am
One study does not a proof make. False positives exist, by falsification, error, and chance.
Title: Re: Government Types
Post by: Detoxicated on August 28, 2018, 10:14:13 am
The point is all of each sides' certainty has been disproven so nobody is a winner, which is great because losing is fun...

So since we cleared that argument,
How do you guys feel about the possibility of judges? I find it weird that the captain of the guard merely decides who gets hammered. There should be courts and also the judge might overrule mandates if necessary...
Title: Re: Government Types
Post by: Azerty on August 28, 2018, 03:34:49 pm
The point is all of each sides' certainty has been disproven so nobody is a winner, which is great because losing is fun...

So since we cleared that argument,
How do you guys feel about the possibility of judges? I find it weird that the captain of the guard merely decides who gets hammered. There should be courts and also the judge might overrule mandates if necessary...

In smaller communities, the leader himself would be the judge while in larger ones the leader would name a specialized judge.
Title: Re: Government Types
Post by: Detoxicated on August 28, 2018, 03:51:24 pm
Yes. Villages shouldn't have their own proper judges.
Title: Re: Government Types
Post by: Dorsidwarf on August 29, 2018, 10:18:34 am
Is GC seriously trying to suggest that as soon as one study ever has found a positive correlation then it is the “correct” study and every other study is untrustworthy?
Title: Re: Government Types
Post by: George_Chickens on August 29, 2018, 12:30:28 pm
''We are socialists, we are enemies of the capatilist economic system for the exploitation of the economically weak, with its unfair salaries, with its unseenly evaluation of a human being according to wealth and property instead of responsibility and performance and we are all determined to destroy this system under all conditions ''

-Urist McHitler
Just for reference, this is an Urist McStrasser quote misattributed to Urist McHitler. But back to an increasing issue I see, why is it that the same user(s) constantly derail threads via cherrypicked arguments and ignoring one another's sources? This is getting crazy, I keep seeing it happen again and again and again, and it's strangling relevant discussion in the crib.

The point is all of each sides' certainty has been disproven so nobody is a winner, which is great because losing is fun...

So since we cleared that argument,
How do you guys feel about the possibility of judges? I find it weird that the captain of the guard merely decides who gets hammered. There should be courts and also the judge might overrule mandates if necessary...
IMO, it should depend primarily on cultural conditions and the 'need' for them, as well as viability. It does not make sense to have a judge in every peasant hamlet off the coast when the peasants can just tie a noose and let superstition be the jury. However, in larger, developed cities and such, and with the right values? Absolutely.

I imagine societies biased towards authority and obedience may simply rely on local nobility/authority figures to deal out ultimate justice rather than a clear judicial system. To me, simply having appointable judges in fort mode feels a little too rigid. I'd rather have my dorfs somehow decide on their justice system to a degree with me influencing it. 
Title: Re: Government Types
Post by: Detoxicated on August 29, 2018, 01:17:31 pm
Absolutely,
your point about obedience and authority people makes total sense. Maybe freedom loving societies tend to use more judges and laws to uphold and secure said freedoms.
Title: Re: Government Types
Post by: George_Chickens on August 29, 2018, 01:26:55 pm
Perhaps that is a topic too philosophical for DF to tackle as of present. What exactly is freedom in the context of the DF world and in the context of the cultures within it? For that to be satisfactory, in my opinion, it may be necessary to add some cultural perceptions to cultural values.

For example, a culture which values lawbreaking, despises hierarchy and values freedom may not view freedom in the same way as an obedient, religious society. The former may view such freedom as freedom from judges, where as the latter could possibly view it as freedom to be trialed by the standards of your own religion.

I imagine Toady has already considered such things and will surprise us all with something far greater than we can write here.
Title: Re: Government Types
Post by: Dozebôm Lolumzalìs on August 29, 2018, 05:03:24 pm
Is GC seriously trying to suggest that as soon as one study ever has found a positive correlation then it is the “correct” study and every other study is untrustworthy?
I think so. That is a ridiculously asymmetrical burden of proof. And there's the essential symmetry which belies all non-truth-seeking behaviors: I could make the same argument GC did, with just as much force behind it (if not more). Therefore, wrong statements can be supported with this argument just as easily as right statements. This means that "this argument supports my statement" isn't meaningful evidence toward the statement being true.
Title: Re: Government Types
Post by: Detoxicated on August 30, 2018, 05:59:41 am
The perpetual motion machine at it again...



You are right about the freedom part. Dwarf fortress is an abstraction though so maybe we don't need to dig as deep as you suggested.
Title: Re: Government Types
Post by: George_Chickens on August 30, 2018, 07:02:21 am
DF is abstracted, but it's also in its nature for multiple simple things to come together to form seemingly complex relations. So I imagine Toady would have already considered what we've mentioned and probably planned to make it fairly open ended and gameplay specific, in any case.

I wonder what the justice update will look like.
Title: Re: Government Types
Post by: Detoxicated on August 30, 2018, 07:06:41 am
Me too...
Id actually love to see detectives...  Or play one.
Dwarf fortress noir.

Urist Mcbogart had a rough day just like any other. He looked up as a beautiful bearded dwarfette walked in. She was a bombshell of a woman but she had the look of trouble about her...
Title: Re: Government Types
Post by: GoblinCookie on August 30, 2018, 08:37:10 am
Is GC seriously trying to suggest that as soon as one study ever has found a positive correlation then it is the “correct” study and every other study is untrustworthy?
I think so. That is a ridiculously asymmetrical burden of proof. And there's the essential symmetry which belies all non-truth-seeking behaviors: I could make the same argument GC did, with just as much force behind it (if not more). Therefore, wrong statements can be supported with this argument just as easily as right statements. This means that "this argument supports my statement" isn't meaningful evidence toward the statement being true.
No, I never said the authority of 1 positive study was not rather low.  The authority of positive 100 studies is considerably greater than that of 1 study.  However the number of negative studies has no bearing on the situation, simply the relative number of positive studies. 

1 Positive Study: Not much authority
100 Positive Studies: A lot more authority.
1000 Positive Studies: Even more authority

This perhaps *the* most important principle there is.  Rejecting this principle will literally kill people and that is because a general claim "Poison X kills people" reduces to a number of hypothesis as to "How does Poison X kill people?"  The number of ways that Poison X kills people are potentially vast and likely only one of these claims is true.

The methodology of the study will cover only a limited number of these hypothesis.  That means if I have a lot of money to launch a lot of studies *and* I have an interest in continuing to poison everyone else for whatever reason all I have to do so, all I do is keep on testing a specific false model as to how the poison works for a very long time.  The general claim (this is poison) is important, how it works precisely is less important. 

This is not to say that the results of negative studies are unimportant.  They are important because their methodology can be analysed to establish how the poison doesn't work.  The poisonous of the substance in general however, once established by positive result studies is not disputed by the existence of negative result studies and that is to all practical considerations what matters.
Title: Re: Government Types
Post by: KittyTac on August 30, 2018, 08:42:00 am
You provided *one* study. That's what we were saying.
Title: Re: Government Types
Post by: George_Chickens on August 30, 2018, 09:02:32 am
Will you PLEASE for the love of god, stop derailing threads to sate your personal argument ego. It's blatantly obvious that no party is going to concede and actually change their opinions, neither are the people viewing the argument. One thread is bad enough, but to do it in countless is just plain unacceptable.

The argument is blatantly over, everyone involved can throw sources at one another until the cows come home and it will not go anywhere. If it vexes you so badly, why not take it to PMs whilst using the thread for what the OP has outlined?
Title: Re: Government Types
Post by: Dorsidwarf on August 30, 2018, 09:29:04 am
Will you PLEASE for the love of god, stop derailing threads to sate your personal argument ego. It's blatantly obvious that no party is going to concede and actually change their opinions, neither are the people viewing the argument. One thread is bad enough, but to do it in countless is just plain unacceptable.

The argument is blatantly over, everyone involved can throw sources at one another until the cows come home and it will not go anywhere. If it vexes you so badly, why not take it to PMs whilst using the thread for what the OP has outlined?

I mean these arguments are going to happen for as long as people with differing opinions visit and post in the suggestions forum. That’s just how suggestion forums are, even if there’s been a higher tendency to derail and explode into new threads lately
Title: Re: Government Types
Post by: George_Chickens on August 30, 2018, 09:41:20 am
Side-trackedness and arguing is normal in these threads and always has been, that I understand. The derailments into completely unrelated arguments, arguments which have no relation to this section and barely a tangential relation to DF seem pretty new to me, and are technically even against the rules.

This isn't just the common disagreement and side-arguments related to DF, it's the same disruptive users fueling each other over and over and over at the expense of the quality of discussion. It is not an open discussion of a topic, it's the same users trying to prove themselves right and their "opponents" wrong.

It feels less like a simple disagreement derail and more like egotistical slapfighting between people who just have to be right on the internet, regardless of the topic at hand. But if we talk about that we're going to wind up derailing into a conversation about derailing, the philosophy behind derailing, whether or not derailing is justified, etc.
Title: Re: Government Types
Post by: Detoxicated on August 30, 2018, 09:44:59 am
Indeed.

I would actually love to see trade republics with a doge as head. What do you guys think?
Title: Re: Government Types
Post by: Maximum Spin on August 30, 2018, 09:48:36 am
Indeed.

I would actually love to see trade republics with a doge as head. What do you guys think?
SO VENICE

MUCH WOW
Title: Re: Government Types
Post by: George_Chickens on August 30, 2018, 09:48:55 am
Indeed.

I would actually love to see trade republics with a doge as head. What do you guys think?
I like the idea, but if we're going by Toady's development schedule, trade republics would first need some form of class system and of course a total economic overhaul. Republics and city states controlled by wealthy merchants will certainly become a thing later on, but they will require at least two big waits from what I can tell.

I hope your dorfs have taught you the virtue of patience.
Title: Re: Government Types
Post by: Detoxicated on August 30, 2018, 10:29:37 am
Lol yea i am on df for over ten years. I got patience...

A titanocracy would also be quite interesting. Usually they are less affair but they occassionally want virgins to consume...
Title: Re: Government Types
Post by: Miles_Umbrae on August 31, 2018, 04:43:14 am
Here is a list of possible governance types.
https://en.m.wikipedia.org/wiki/List_of_forms_of_government
Title: Re: Government Types
Post by: Miles_Umbrae on August 31, 2018, 04:51:38 am

Fun fact:
I never argued about violence in video games.
All I've argued about is the claim you have made about fictional depictions of violence definitively causes otherwise peaceful people to inevitably become violent.
You have STILL not provided any academic peer reviewed sources on your claim.
Title: Re: Government Types
Post by: Miles_Umbrae on August 31, 2018, 05:01:19 am
But back to an increasing issue I see, why is it that the same user(s) constantly derail threads via cherrypicked arguments and ignoring one another's sources? This is getting crazy, I keep seeing it happen again and again and again, and it's strangling relevant discussion in the crib

It became derailed when one user kept insisting that portrayals of violence, such as slavery or torture, should not be in the game as that is(according to said user) the cause of violent individuals.
Multiple attempts have been made to get the conversation back on topic, but said user kept on bringing up the off-topic subject in their walls of text.
It has gotten to the point that ignoring said user is no longer an option.
Title: Re: Government Types
Post by: Miles_Umbrae on August 31, 2018, 05:13:06 am
How do you guys feel about the possibility of judges? I find it weird that the captain of the guard merely decides who gets hammered. There should be courts and also the judge might overrule mandates if necessary...

Courts and judges is assuming one unified culture of ethics.
There could also be a magistrate and a legal representative for each party in the case.
Or the captain of the guard could present the case before the king/lord/duke/high priest/bishop/clerk or whatever other person of authority of judgement would be applicable to that specific system.
The captain of the peace could assemble a tribunal of citizens and present the case before them.

There are a multitude of options, many of them hinging on the ethics, morality, superstition, and tradition that each society is built upon.
Title: Re: Government Types
Post by: Detoxicated on August 31, 2018, 06:50:55 am
But back to an increasing issue I see, why is it that the same user(s) constantly derail threads via cherrypicked arguments and ignoring one another's sources? This is getting crazy, I keep seeing it happen again and again and again, and it's strangling relevant discussion in the crib

It became derailed when one user kept insisting that portrayals of violence, such as slavery or torture, should not be in the game as that is(according to said user) the cause of violent individuals.
Multiple attempts have been made to get the conversation back on topic, but said user kept on bringing up the off-topic subject in their walls of text.
It has gotten to the point that ignoring said user is no longer an option.
But yet you insist on not dropping the argument yourself...

Anyhow your suggestion about magistrates etc seems pretty indepth and I support it. Especially that tribunal you mentioned seems very interesting in terms of gameplay.
I feel as a fortress you should be able to oversee the tribunal but not influence it, but as an adventurer you should be able to influence tribuns or if you are the convict well get punished by the tribunal.
Title: Re: Government Types
Post by: GoblinCookie on September 01, 2018, 06:17:17 am
It became derailed when one user kept insisting that portrayals of violence, such as slavery or torture, should not be in the game as that is(according to said user) the cause of violent individuals.
Multiple attempts have been made to get the conversation back on topic, but said user kept on bringing up the off-topic subject in their walls of text.
It has gotten to the point that ignoring said user is no longer an option.

I actually tried to end the discussion myself, but it kept coming back.  The problem is that with governments, it really *is* the main issue; everything else is just talking about mechanics.  How far should we go down the road of representing structurally oppressive systems in the game.  That issue has far greater significance if video games condition their player's minds to replicate what they have been doing in-game than it does if it doesn't. 

If that is the case then any game that casts the player as the oppressor become in effect propaganda for oppression. 

You provided *one* study. That's what we were saying.

I provided two documents referencing several studies.  Someone else provided two more studies on top of that if I recall. 
Title: Re: Government Types
Post by: KittyTac on September 01, 2018, 06:25:54 am
It became derailed when one user kept insisting that portrayals of violence, such as slavery or torture, should not be in the game as that is(according to said user) the cause of violent individuals.
Multiple attempts have been made to get the conversation back on topic, but said user kept on bringing up the off-topic subject in their walls of text.
It has gotten to the point that ignoring said user is no longer an option.

I actually tried to end the discussion myself, but it kept coming back.  The problem is that with governments, it really *is* the main issue; everything else is just talking about mechanics.  How far should we go down the road of representing structurally oppressive systems in the game.  That issue has far greater significance if video games condition their player's minds to replicate what they have been doing in-game than it does if it doesn't. 

If that is the case then any game that casts the player as the oppressor become in effect propaganda for oppression. 

You provided *one* study. That's what we were saying.

I provided two documents referencing several studies.  Someone else provided two more studies on top of that if I recall.
I'll ask a FOTF question before it is too late.
Title: Re: Government Types
Post by: Dozebôm Lolumzalìs on September 02, 2018, 01:53:34 am
A potentially better metacomment: this is not the place to argue about whether a particular suggestion would be beneficial to humanity. I would contact Toady directly for that. Convincing the entire suggestion board is harder and much less likely to have an effect even if you succeed.

This is true regardless of the truth about the societal effects of video games. This is serving to halt the derail.
Title: Re: Government Types
Post by: thompson on September 02, 2018, 06:39:16 am

I actually tried to end the discussion myself, but it kept coming back.

For anyone who wasn't aware, the way to end a pointless internet debate is to stop participating in it. We're not stupid, we don't judge the winner by whom pots last.
Title: Re: Government Types
Post by: KittyTac on September 02, 2018, 08:02:42 am

I actually tried to end the discussion myself, but it kept coming back.

For anyone who wasn't aware, the way to end a pointless internet debate is to stop participating in it. We're not stupid, we don't judge the winner by whom pots last.
GC has even stated that backing out of arguments is "not his style". That's a bit hypocritical, don't you think?
Title: Re: Government Types
Post by: Detoxicated on September 02, 2018, 08:28:20 am
Throughout the thread you kept on hitting in the bee hive... And still won't drop it.
Title: Re: Government Types
Post by: Rowanas on September 02, 2018, 12:48:30 pm
And back to our regularly scheduled programme -

I think that, regardless of how it works, the position of judge is necessary. Whether they are Judge Dredd or just handing down sentences after conviction by a jury of peers, there's always someone making a decision, and Legal Decision Maker is a bit wordy.
Title: Re: Government Types
Post by: GenericUser on September 02, 2018, 03:47:35 pm
And back to our regularly scheduled programme -

I think that, regardless of how it works, the position of judge is necessary. Whether they are Judge Dredd or just handing down sentences after conviction by a jury of peers, there's always someone making a decision, and Legal Decision Maker is a bit wordy.

Good idea, and the position can also hold some clout, that would make it be a target for plots.
Title: Re: Government Types
Post by: KittyTac on September 02, 2018, 10:24:22 pm
As stated in the FOTF, Toady doesn't really care about playing oppressive governments, as long as it's not hardcoded racism or hardcoded sexism. I win.

And back to our regularly scheduled programme -

I think that, regardless of how it works, the position of judge is necessary. Whether they are Judge Dredd or just handing down sentences after conviction by a jury of peers, there's always someone making a decision, and Legal Decision Maker is a bit wordy.

Good idea, and the position can also hold some clout, that would make it be a target for plots.
+1.
Title: Re: Government Types
Post by: Detoxicated on September 03, 2018, 03:35:38 am
Technically you don't since your discussion's subject was about the possibilities of media influence on the player not if it was actually going to matter for dwarf fortress.

So we all agree on having a judge type position that is nice. So how could it work in game?
Title: Re: Government Types
Post by: ZM5 on September 03, 2018, 04:47:42 am
I'd personally go with the squads made by the captain of the guard be responsible for collecting evidence and hearing testimonies, which gets relayed to the judge afterwards - would give them more of a use.

Tbh this kinda opens an entire can of worms (or can of mechanics in this case) to make it more engaging and better for stories - for one, if it is a fortress guard who's the guilty party they could attempt to either twist the testimony to drive suspicion away from them or dispose of evidence - which of course would require more mechanics in place to have citizens report seeing them get rid of the evidence, as well as resolving stuff thats contradictory (i.e testimony from one witness says Urist McSahwit was seen near the crime scene on the afternoon of the 5th of granite, shortly before Urist McCinderblock's dead body was discovered; but testimony from another witness says Urist McSahwit was seen sparring at the same time in the barracks, which are far away from the crime scene, which would take suspicion away from Urist McSahwit; ergo more investigation is required to resolve this contradiction) - and then this also needs stuff in place to allow criminals to muck up disposing of evidence based on some skill checks and attributes, i.e forgetting or not noticing a bloodstain on an article of their clothing if the culprit murders someone in a bloody manner, etc. etc.

This isn't even accounting for differences between how dwarves, humans and the like would handle it - and then you'd have further splits down the line on local levels as was previously brought up (small backwater village vs. large trade hub town) - so I'd wager that an improved judicial system would most likely have enough content to make for an update arc of its own.
Title: Re: Government Types
Post by: Detoxicated on September 03, 2018, 05:58:50 am
True what you say. IMO i you need a working judicial system to make up a government so I support what you posted wholeheartedly
Title: Re: Government Types
Post by: GoblinCookie on September 03, 2018, 10:10:30 am
For anyone who wasn't aware, the way to end a pointless internet debate is to stop participating in it. We're not stupid, we don't judge the winner by whom pots last.

If the thread insists on being about the topic I have decided that I want to terminate discussion about, stopping participating in the topic is in effect being exiled from the thread.  I agreed and others decided to end the discussion, but other folks decided to continue it anyway.  I have no interest in 'my side' losing the argument decisively simply because I have a policy of non-commenting, resulting in less competent debaters taking up my own cause and driving it into the ground and as the thread continues to remain off-topic anyway this was to no gain to anyone except the opposition.  Of course the whole "you GC are uniquely derailing the thread" BS is seldom anything but an opposition ploy to take me off the field anyway. 

As stated in the FOTF, Toady doesn't really care about playing oppressive governments, as long as it's not hardcoded racism or hardcoded sexism. I win.
+1.

KittyTac can win if it makes him feel better.  Onto what was actually said.

Quote from: Toady One
There are particular bits of oppression I have no interest in adding (systematized sexual violence, many of the various human genocides, certain forms of discrimination as previously discussed, etc), and other bits are already in there, as observed in the referenced posts.  So you'd have to be more specific, though I don't want to drag what's apparently a suggestions forum beef into this thread.

A suggestions forum beef?  It seems that they know what you are up to KittyTac.  In any case, you totally missed nuances of my point anyway.  I was never arguing against adding oppressive governments as a fact of the game world, I was against us being able to play as such governments, or high-ranking characters in such governments.  I was also not against us having plenty of mechanics to allow us to choose to oppress our beings if we will. 

What I was against was the playability of roles and governments when oppression is 'pre-established', that is it is a fact of your society that you realistically should not be able to hand-wave away simply by your divine Armokian will.  It would be fine in my opinion to have a slaver society in the game, but it would not be fine to actually play as either a slaver or anyone in the government of such a society. 

My position was always that we should be barred from playing as those directly implicated in implementing oppressive systems external to themselves, never that the game should be utopian everywhere (that is pretty close to what exists).  We need some kind of moral dimension in the game or else all external conflict becomes a cosmetic argument as to which utopia's flag will fly over which place and which dull technocrat should be in charge of implementing an identically perfect policy. 

Technically you don't since your discussion's subject was about the possibilities of media influence on the player not if it was actually going to matter for dwarf fortress.

So we all agree on having a judge type position that is nice. So how could it work in game?

The main issues with a judge is who appoints the judge and how independent is the judge. 

The options for the first question would be decided between the central government, the local government and election by the population at the appropriate level at which the judge operates (central or local). 

The options for the latter are basically about whether the decisions of the judge can be overridden by another authority at all and what authority gets to override which judges.  Some things are obviously out (we can't have a local government official overriding a central government judge) but there should be some malus for judge's being overridden by other official, especially for folks that believe in [LAW], proportionate to how serious the crime is and how clear the guilt or innocence of the party benefiting is. 
Title: Re: Government Types
Post by: KittyTac on September 03, 2018, 10:39:00 am
I want to play as a slaver. That is all. Of course, that is my opinion. If you do not want to play as one because it disturbs you, then don't do it.
Title: Re: Government Types
Post by: Dozebôm Lolumzalìs on September 03, 2018, 11:28:58 am
Can the comments like "Toady One knows what you're up to, KittyTac" and "doesn't everyone agree that GoblinCookie is hypocritical" stop? Moving from a heated object-level discussion to a passive-aggressive sniping duel is not an improvement.
Title: Re: Government Types
Post by: Detoxicated on September 03, 2018, 12:48:05 pm
Can the comments like "Toady One knows what you're up to, KittyTac" and "doesn't everyone agree that GoblinCookie is hypocritical" stop? Moving from a heated object-level discussion to a passive-aggressive sniping duel is not an improvement.
+1
Title: Re: Government Types
Post by: ZM5 on September 03, 2018, 12:50:57 pm
Gonna have to agree with Kitty on this - even with being less than 50% done DF is already great for story potential. I'd rather not take away from that by not letting players potentially play as an evil faction if they should so choose to write a story from their perspective - if someone doesn't want to play them they could just not do it and stick with the non-evil factions, problem solved.
Title: Re: Government Types
Post by: Rowanas on September 05, 2018, 11:02:56 am
Bloody hell!

BACK TO THE FEATURED DISCUSSION -

I think that the Legal Decision Maker (Judge) should be the head of his own pseudo-squad of investigators, just as the Chief Doctor is. In this fashion, you can split it from anything else, or you can designate the Hammerer as Judge without a squad for a Judge Dredd style systejm, or the Expedition Leader as Judge for autocracies, or the Militia Leader and his squad as Judge+squad for military Juntas, or hell, even assign a total random and a bunch of randomly selected mooks as judge+squad for a less consolidated legal system.  This would cover a massive array of possible legal systems (religious, military, noble, etc) with very little effort.  Obviously squads are good for investigating, as ZM5 said, because more bodies are useful, but it also introduces more risk and requires more dwarf-hours.

I would be in favour of the player assigning this role as any other, and potentially having a few levels of judge, just as counts, dukes, barons etc do, so your judge might start off as just that, then the next highest position once a certain threshold is reached would become a High Judge, and finally the Supreme Judge. Again, all of these could be rolled into various other positions, so the Monarch might also be Supreme Judge, while at your colony of zealots the position of High Judge is given to a priest, and at one of your outposts, the Expedition Leader is Judge.  The outpost judge makes local legal decisions but can be overruled by your High Judge, and both of those can be overruled by the Monarch-Supreme Judge at the top.
Title: Re: Government Types
Post by: Miles_Umbrae on September 06, 2018, 08:55:52 am
And back to our regularly scheduled programme -

I think that, regardless of how it works, the position of judge is necessary. Whether they are Judge Dredd or just handing down sentences after conviction by a jury of peers, there's always someone making a decision, and Legal Decision Maker is a bit wordy.
If you have an Anarchist type of governance then there won't be a de facto "Judge", but rather it is based on who is the best at arguing their case before the coincidentally gathered crowd/mob, or who is more charismatic/liked, or it is based solely on peer pressure from those with a biased opinion.

Social, governmental, and judicial systems are more nuanced and varied than most people think.
Title: Re: Government Types
Post by: Rowanas on September 06, 2018, 10:11:25 am
And back to our regularly scheduled programme -

I think that, regardless of how it works, the position of judge is necessary. Whether they are Judge Dredd or just handing down sentences after conviction by a jury of peers, there's always someone making a decision, and Legal Decision Maker is a bit wordy.
If you have an Anarchist type of governance then there won't be a de facto "Judge", but rather it is based on who is the best at arguing their case before the coincidentally gathered crowd/mob, or who is more charismatic/liked, or it is based solely on peer pressure from those with a biased opinion.

Social, governmental, and judicial systems are more nuanced and varied than most people think.

Without wanting to derail this into a full on argument about political philosophy, Anarchism is an interstitial form of non-governance, and cannot be maintained for long enough that it's worth Toady's (Kittens Be Upon him) time to worry about it for this game.  If Anarchy is to be represented, then it is easily represented by the current state of things, simply without any form of legal decision maker present at all.  If justice is to be served, it will be vigilante justice carried out by a dwarf that has decided to tantrum against that particular person.

In fairness, beating up a specific person because you hate them, rather than throwing a general tantrum because your whole life is shit, would be nice to have ingame and would be a natural stepping stone to this kind of anarchist "legal decison making proxy".
Title: Re: Government Types
Post by: Miles_Umbrae on September 06, 2018, 03:58:16 pm
And back to our regularly scheduled programme -

I think that, regardless of how it works, the position of judge is necessary. Whether they are Judge Dredd or just handing down sentences after conviction by a jury of peers, there's always someone making a decision, and Legal Decision Maker is a bit wordy.
If you have an Anarchist type of governance then there won't be a de facto "Judge", but rather it is based on who is the best at arguing their case before the coincidentally gathered crowd/mob, or who is more charismatic/liked, or it is based solely on peer pressure from those with a biased opinion.

Social, governmental, and judicial systems are more nuanced and varied than most people think.

Without wanting to derail this into a full on argument about political philosophy, Anarchism is an interstitial form of non-governance, and cannot be maintained for long enough that it's worth Toady's (Kittens Be Upon him) time to worry about it for this game.  If Anarchy is to be represented, then it is easily represented by the current state of things, simply without any form of legal decision maker present at all.  If justice is to be served, it will be vigilante justice carried out by a dwarf that has decided to tantrum against that particular person.

In fairness, beating up a specific person because you hate them, rather than throwing a general tantrum because your whole life is shit, would be nice to have ingame and would be a natural stepping stone to this kind of anarchist "legal decison making proxy".
To some Anarchism is a legitimate and sustainable option superior to all other forms.
By its supporters Anarchism is described as the ultimate form of Human Rights, Freedoms and Liberalism where EVERY action and interaction is your own choice and where you yourself decide what kind and level of judicial, firefighting, schooling, healthcare and welfare systems you have and pay for...
Title: Re: Government Types
Post by: Detoxicated on September 06, 2018, 04:08:00 pm
Well regardless of the intricacies of anarchy in real life, this non-governance could be handled in df in such a way that a event is created, where the people discuss the matter at hand and act according to the outcome of the discussion event, quite similar to what was described above.
Title: Re: Government Types
Post by: Azerty on September 06, 2018, 04:51:00 pm
Bloody hell!

BACK TO THE FEATURED DISCUSSION -

I think that the Legal Decision Maker (Judge) should be the head of his own pseudo-squad of investigators, just as the Chief Doctor is. In this fashion, you can split it from anything else, or you can designate the Hammerer as Judge without a squad for a Judge Dredd style systejm, or the Expedition Leader as Judge for autocracies, or the Militia Leader and his squad as Judge+squad for military Juntas, or hell, even assign a total random and a bunch of randomly selected mooks as judge+squad for a less consolidated legal system.  This would cover a massive array of possible legal systems (religious, military, noble, etc) with very little effort.  Obviously squads are good for investigating, as ZM5 said, because more bodies are useful, but it also introduces more risk and requires more dwarf-hours.

I would be in favour of the player assigning this role as any other, and potentially having a few levels of judge, just as counts, dukes, barons etc do, so your judge might start off as just that, then the next highest position once a certain threshold is reached would become a High Judge, and finally the Supreme Judge. Again, all of these could be rolled into various other positions, so the Monarch might also be Supreme Judge, while at your colony of zealots the position of High Judge is given to a priest, and at one of your outposts, the Expedition Leader is Judge.  The outpost judge makes local legal decisions but can be overruled by your High Judge, and both of those can be overruled by the Monarch-Supreme Judge at the top.

I think the controversy management, that is, judging, should be separate from the investigation and law enforcement, at least in criminal matters.
Title: Re: Government Types
Post by: Demonic Gophers on September 06, 2018, 08:19:37 pm
Some societies should probably have one person who is in charge of enforcing the law and dealing with troublemakers - the Guard Captain or whatever would oversee investigations, capture suspects, and decide their punishment.  In others, the land-holding noble or similar authority would be the final decision maker.  Others ought to have a separate judiciary, which could be controlled by some other government body, independent within a heavily limited sphere of authority, or a highly influential body in its own right.  There are a lot of possible arrangements, and DF's system ought to be able to handle as many of them as is feasible.

Among vanilla goblins, it seems like any dispute that doesn't draw the attention of the ruler would be settled either by the two parties working to convince everyone interested to side with them and form a mob, or by a nice, quiet murder in the night.  I could also see formal or semi-formal dueling as a possibility.  Some more structured societies might have trial by combat; the closest thing to a judge could be the warrior tasked with fighting accused criminals.
Title: Re: Government Types
Post by: Detoxicated on September 06, 2018, 09:06:08 pm
I really like your suggestion about goblin society, as their non existance of judicial system causes them to mob up. Beat each other up and train in combat which really flavours their society. Captured slaves can become master goblins by beating and intriguing their way up. Sometines theyd form spontaneous armies who fight amongst each other until the boss goes to war and draws all of them in. Stepping in only when his authrity is questioned.
Title: Re: Government Types
Post by: Rowanas on September 07, 2018, 04:10:45 am
Bloody hell!

BACK TO THE FEATURED DISCUSSION -

I think that the Legal Decision Maker (Judge) should be the head of his own pseudo-squad of investigators, just as the Chief Doctor is. In this fashion, you can split it from anything else, or you can designate the Hammerer as Judge without a squad for a Judge Dredd style systejm, or the Expedition Leader as Judge for autocracies, or the Militia Leader and his squad as Judge+squad for military Juntas, or hell, even assign a total random and a bunch of randomly selected mooks as judge+squad for a less consolidated legal system.  This would cover a massive array of possible legal systems (religious, military, noble, etc) with very little effort.  Obviously squads are good for investigating, as ZM5 said, because more bodies are useful, but it also introduces more risk and requires more dwarf-hours.

I would be in favour of the player assigning this role as any other, and potentially having a few levels of judge, just as counts, dukes, barons etc do, so your judge might start off as just that, then the next highest position once a certain threshold is reached would become a High Judge, and finally the Supreme Judge. Again, all of these could be rolled into various other positions, so the Monarch might also be Supreme Judge, while at your colony of zealots the position of High Judge is given to a priest, and at one of your outposts, the Expedition Leader is Judge.  The outpost judge makes local legal decisions but can be overruled by your High Judge, and both of those can be overruled by the Monarch-Supreme Judge at the top.

I think the controversy management, that is, judging, should be separate from the investigation and law enforcement, at least in criminal matters.

Would you assign an entirely new investigator role, would investigators be part of the Judge's Legal-squad, or would it be handed off to another existing role?  I don't think that management of criminals is a sufficiently big part of the game to warrant two separate roles, myself.  Under the suggestion above, you can tie the controversy management (as you've called it) to any other role, or allow it to be separate, though I hadn't considered the need to separate out investigation from sentencing.
Title: Re: Government Types
Post by: GoblinCookie on September 07, 2018, 06:47:52 am
I want to play as a slaver. That is all. Of course, that is my opinion. If you do not want to play as one because it disturbs you, then don't do it.

The problem is that your desire to play as a slaver is basically wrong.  That may or may not matter (refer back to several pages of text referring to violence in video games) but there is something else as well.

If slavers are non-playable then less work is needed to model slavery.  All work comes out of the zero-sum stockpile of work that is Toady One's lifespan.  While Toady One is busy coming up with detailed models for playable slavery, he is not working on picking up flowers to give to your loved one's (or something else benign).  The ethical dimension is not merely a question of what the player chooses, it is also a question as to the distribution of resources; is it right to indulge the player as villain at the expense of the player as hero?

Bloody hell!

BACK TO THE FEATURED DISCUSSION -

I think that the Legal Decision Maker (Judge) should be the head of his own pseudo-squad of investigators, just as the Chief Doctor is. In this fashion, you can split it from anything else, or you can designate the Hammerer as Judge without a squad for a Judge Dredd style systejm, or the Expedition Leader as Judge for autocracies, or the Militia Leader and his squad as Judge+squad for military Juntas, or hell, even assign a total random and a bunch of randomly selected mooks as judge+squad for a less consolidated legal system.  This would cover a massive array of possible legal systems (religious, military, noble, etc) with very little effort.  Obviously squads are good for investigating, as ZM5 said, because more bodies are useful, but it also introduces more risk and requires more dwarf-hours.

I would be in favour of the player assigning this role as any other, and potentially having a few levels of judge, just as counts, dukes, barons etc do, so your judge might start off as just that, then the next highest position once a certain threshold is reached would become a High Judge, and finally the Supreme Judge. Again, all of these could be rolled into various other positions, so the Monarch might also be Supreme Judge, while at your colony of zealots the position of High Judge is given to a priest, and at one of your outposts, the Expedition Leader is Judge.  The outpost judge makes local legal decisions but can be overruled by your High Judge, and both of those can be overruled by the Monarch-Supreme Judge at the top.

The investigation of the crime by the captain-of-the-guard should result in a set of suspects.  The judge (not the player as at present) should then decide if the guilty party is guilty or not based upon evidence+witnesses and the player should be able to appeal to a higher judge, if there is one.  I don't think the judge should investigate the crime directly and round up suspects, unless we were to decide to merge the judge function with the law enforcement function in the same position. 

If there is no judge function, the player should decide to convict or not (as present). 

To some Anarchism is a legitimate and sustainable option superior to all other forms.
By its supporters Anarchism is described as the ultimate form of Human Rights, Freedoms and Liberalism where EVERY action and interaction is your own choice and where you yourself decide what kind and level of judicial, firefighting, schooling, healthcare and welfare systems you have and pay for...

Problem with Anarchism is that it is a have-cake+eat-it-too ideology.  It promises everything to everyone, ignoring the internal contradictions between every promise and every other promise given the rules of reality.  Dwarf Fortress is realistic enough in it's mechanics that it would not be possible to gloss over the contradictions, so our DF Anarchism would result in a whole raft of societies, none of which would qualify as Anarchy, because key promises would be broken. 

Among vanilla goblins, it seems like any dispute that doesn't draw the attention of the ruler would be settled either by the two parties working to convince everyone interested to side with them and form a mob, or by a nice, quiet murder in the night.  I could also see formal or semi-formal dueling as a possibility.  Some more structured societies might have trial by combat; the closest thing to a judge could be the warrior tasked with fighting accused criminals.

Problem with that system is that the different mobs simply end up becoming two different governments and the goblins cease to be a unified force.  Division is not a solution to problems for a society that wishes to remain in existence.  This runs up against the whole ethics problems, ethics exist in society for a reason and they are not optional.

I reckon goblins work based upon a creative application of treason, the only thing they care about.  If a goblin kills another goblin, the other goblins just look the other way.  But if a goblin kills 10 other goblins, then the goblin get's defined as a traitor since his killing is obviously more than a personal spat. 
Title: Re: Government Types
Post by: Miles_Umbrae on September 07, 2018, 08:57:22 am
GoblinCookie, why did you even reply when all you do is complaining that "this" won't make the game become PRECISELY how YOU want it to be...

Furthermore, all I've done is provide examples of first governance types that exist, and now examples of justice systems that exist.

Also, DF can ACTUALLY handle the simulation of an Anarchist system .. all that is needed is for the game to either generate a compromise at the time of individual conflicts OR escalate such conflicts to varying stages of hostility.
The game already keeps track of positive relationships, negative feelings between individuals, grudges, and it will be expanded to more complex intrigues .. so simulating Anarchism is most definitely within the scope of what DF can handle.
Title: Re: Government Types
Post by: Detoxicated on September 07, 2018, 10:32:06 am
Ah forget about it. I don't see why there couldn't be anarchist systems in df. I tend to view dwarves to be fairly anarchic in the way their society actually works. Also for a short time a people could be anarchist but then they are run over by other systems due to their inability to act quickly.
Title: Re: Government Types
Post by: ZM5 on September 07, 2018, 01:36:41 pm
GoblinCookie, why did you even reply when all you do is complaining that "this" won't make the game become PRECISELY how YOU want it to be...
Just ignore him. I wish there was a block feature on the forums for this sort of occassion, admittedly.

Anarchic systems probably would have to be implemented given the way goblins seem to operate - I'm admittedly not sure if anarchic is entirely the proper word for it - maybe it's just me, but I've always kinda seen them as operating in a way similar to Mad Max or Borderlands-style bandit warlords - so more of "fantasy anarchy" rather than "transitional state anarchy". Essentially a very simple "might makes right" structure where the strongest, most cruel goblin (or kidnapped dwarf/human/elf) is chief, and most likely answers to the master of their entire "civilization", who are the demon overlords (the strongest of them all by default given their size, combat skills and oftentimes strange syndrome-causing abilities) - they're kept in order just enough to group up and fight as an army against the other races, but not organized to the point where they don't kill each other all the time over things that to other races would be very trifling matters (I've seen atleast a few incidents from other players where goblin visitors kill someone else over an argument - similar stuff happens in adventure mode too if you have a bunch of goblin visitors in a tavern, one will end up flattering the other or dismiss their argument, the other one decides to "settle this their own way", and out come the swords).

The bit about goblins finding treason utterly unthinkable also makes me think it'd be interesting to implement dynamic ethics changes (could be a setting in the raws, if one wants a particular civ to always have a certain ethic no matter the circumstance), perhaps related to changing rulers. While the ethic was, I presume, put there mostly for gameplay reasons, it would be interesting if it were to change after the demon dies - from a story perspective I always thought it's not some moral reason that they think treason is unthinkable, and its moreso due to the qualities demons have (gigantic, unbelievably strong, etc.) - even if a group of goblins were to rise up against a particularly sadistic overlord, they'd be very unlikely to win, so they most likely just don't bother with it at all, especially given the presumed "might makes right" mentality they have. However, I'd imagine they'd stop being so opposed to it if the demon were to be killed during a war and a normal goblin, dwarf, elf or human were to take over.

Alternatively it could also lead to implementing some kind of alternative "the ruler is worshipped as a physical deity" mechanic for them, where the reason for them not trying to take out the demon is because they see it as an actual god that lives amongst them, ergo it'd be sacrilege to even attempt to harm them in any way - I guess it all depends on how you interpret goblin society to be like and what exactly do you interpret them to be - once the myth update is out the latter could be potentially any combination of creation myths which would further muddle the matters - still, atleast IMO it'd be a good way to add another element of potential differences between worlds and even individual civs within a world - same with how human civs all have different values, different goblins civs could range from just being violent warbands under a demon ruler, where they regularly murder each other over trifles, to more of a violent cult-like structure that worships what they consider to be an actual deity, a structure that is more organized and where the goblins are dissuaded from randomly killing each other by various means.
Title: Re: Government Types
Post by: Miles_Umbrae on September 07, 2018, 01:56:57 pm
Ah forget about it. I don't see why there couldn't be anarchist systems in df. I tend to view dwarves to be fairly anarchic in the way their society actually works. Also for a short time a people could be anarchist but then they are run over by other systems due to their inability to act quickly.
Actually, Anarchist societies are quite quick to respond to threats.
They are however Not very good at cooperation .. because of their disdain for hierarchy.
Title: Re: Government Types
Post by: Miles_Umbrae on September 07, 2018, 02:09:09 pm
@ZM5: Goblin societies actually function more like a chaotic Autocracy; i.e. the demon overlord does not care about how the goblins organize themselves as long as he/she/it is obeyed by these insignificant creatures.
Title: Re: Government Types
Post by: ZM5 on September 07, 2018, 03:21:57 pm
That makes more sense in terms of a proper name for what their society is, thanks for the correction.
Title: Re: Government Types
Post by: Detoxicated on September 07, 2018, 03:31:34 pm
Ah forget about it. I don't see why there couldn't be anarchist systems in df. I tend to view dwarves to be fairly anarchic in the way their society actually works. Also for a short time a people could be anarchist but then they are run over by other systems due to their inability to act quickly.
Actually, Anarchist societies are quite quick to respond to threats.
They are however Not very good at cooperation .. because of their disdain for hierarchy.
I would object but this would be somewhere else. Since we both agree on having a variety in game I asume a violent and a cooperative anarcy would be plausible in df.
Title: Re: Government Types
Post by: Demonic Gophers on September 07, 2018, 04:35:32 pm
To some Anarchism is a legitimate and sustainable option superior to all other forms.
Problem with Anarchism is that it is a have-cake+eat-it-too ideology.  It promises everything to everyone, ignoring the internal contradictions between every promise and every other promise given the rules of reality.  Dwarf Fortress is realistic enough in it's mechanics that it would not be possible to gloss over the contradictions, so our DF Anarchism would result in a whole raft of societies, none of which would qualify as Anarchy, because key promises would be broken. 
I'm pretty sure that there are lots of versions of Anarchism, and none of them promise everything to everyone.  They just claim to be a better option than the alternatives.  Sure, you can probably find a few individuals who will promise everyone that anarchy will make their lives perfect, just like some insist that the free market will solve all problems if we just get out of its way, or the government can fix everything if given the chance.  But that isn't part of the actual political philosophy behind it - just advertising.

Also, DF is a fantasy world generator, not a political science research simulation.  It should be able to handle a wide variety of social and governmental structures, including ones that probably wouldn't work in reality, because lots of fantasy settings include societies that aren't very plausible.

Among vanilla goblins, it seems like any dispute that doesn't draw the attention of the ruler would be settled either by the two parties working to convince everyone interested to side with them and form a mob, or by a nice, quiet murder in the night.  I could also see formal or semi-formal dueling as a possibility.  Some more structured societies might have trial by combat; the closest thing to a judge could be the warrior tasked with fighting accused criminals.
Problem with that system is that the different mobs simply end up becoming two different governments and the goblins cease to be a unified force.  Division is not a solution to problems for a society that wishes to remain in existence.  This runs up against the whole ethics problems, ethics exist in society for a reason and they are not optional.

I reckon goblins work based upon a creative application of treason, the only thing they care about.  If a goblin kills another goblin, the other goblins just look the other way.  But if a goblin kills 10 other goblins, then the goblin get's defined as a traitor since his killing is obviously more than a personal spat.

Goblins aren't a unified force.  They routinely murder each other.  They only seem to unify when their leader or an outside threat forces them into it.

Mobs would generally be temporary, focused upon a specific issue or conflict, but the most powerful networks of cooperation and loyalty probably would develop into something rather like a local government.  When there are several large networks in the same site, I'd expect a lot of scheming and a bit of skirmishing to get more power within the site, but they'd usually avoid the sort of outright warfare that would attract the ruler's attention and is likely to get all the leaders swatted down.

It's all well and good to say that goblins who cause too much trouble get defined as traitors, but defined by who?  If they annoy the ruler, the ruler can declare them a traitor and mobilize everyone against them.  But short of that, it's just going to be the individuals who don't like them or consider them a threat, trying to convince enough others  to act that they can overwhelm the problem's supporters or intimidate them into switching sides.  In that context it doesn't matter much if the accusers are appealing to ethics against treason or to self interest.

@ZM5: Goblin societies actually function more like a chaotic Autocracy; i.e. the demon overlord does not care about how the goblins organize themselves as long as he/she/it is obeyed by these insignificant creatures.
The word I've seen that best describes the way vanilla goblins seem to operate is kratocracy - rule by the strong.  Authority rests with individuals who can manage to seize power, be it through force and threats, skillful negotiation and dealmaking, or sheer charisma and persuasion.  The overlord has control because they're the strongest of all.


I'd love to see the return of the old 'any appropriate power' religion type as a possibility, where goblins could be religiously devoted to their demon ruler, with priests and temples and such.  It would add more variety to the range of potential social structures.  Maybe when the myth arc gets here, it'll come back as a possible outcome.
Title: Re: Government Types
Post by: Miles_Umbrae on September 07, 2018, 04:55:44 pm
@ZM5: Goblin societies actually function more like a chaotic Autocracy; i.e. the demon overlord does not care about how the goblins organize themselves as long as he/she/it is obeyed by these insignificant creatures.
The word I've seen that best describes the way vanilla goblins seem to operate is kratocracy - rule by the strong.  Authority rests with individuals who can manage to seize power, be it through force and threats, skillful negotiation and dealmaking, or sheer charisma and persuasion.  The overlord has control because they're the strongest of all.


I'd love to see the return of the old 'any appropriate power' religion type as a possibility, where goblins could be religiously devoted to their demon ruler, with priests and temples and such.  It would add more variety to the range of potential social structures.  Maybe when the myth arc gets here, it'll come back as a possible outcome.

"Kratocracy" huh?
I've never come across that word before.
Thanks for teaching me something new. ;)

After looking up "Kratocracy" I agree with you to a point.
"Kratocracy" almost perfectly describes goblins when it comes to their inter-species governance.
But when you account for the demon overlord it's more of an Autocracy where the undisputed leader allows his/her/its minions to govern themselves through "Kratocracy" as long as they fall in line under the demon overlord when commanded.
Title: Re: Government Types
Post by: LMeire on September 07, 2018, 06:25:47 pm
IIRC the Inca used Necrocracy, a system where the first emperor essentially laid out a constitution/legal code and every leader since then had technically just been his regent "while the true emperor is away" making decisions that must be based on his ancient decrees to be valid. Obviously it's a bit too conservative to deal with outside-context problems like Pizarro, but overall it was fairly stable.

Would probably be a lot less symbolic with the power to speak to/raise the dead, though.
Title: Re: Government Types
Post by: GoblinCookie on September 09, 2018, 06:48:47 am
Ah forget about it. I don't see why there couldn't be anarchist systems in df. I tend to view dwarves to be fairly anarchic in the way their society actually works. Also for a short time a people could be anarchist but then they are run over by other systems due to their inability to act quickly.

The reason is that Anarchism is pretty much impossible for the game to actually model, in the sense of Agent Smith in the Matrix (https://www.youtube.com/watch?v=9Qs3GlNZMhY) "some believe that we lacked the programming language to describe your perfect world,".  The reason is that even if Anarchy were possible realistically, it is still not possible for the game to model an order somehow emerging from the individual decisions because of how individuals do not exist when we are not there.  How does a large number of people make decisions 'anarchistically' when they are not loaded to make those decisions?

I'm pretty sure that there are lots of versions of Anarchism, and none of them promise everything to everyone.  They just claim to be a better option than the alternatives.  Sure, you can probably find a few individuals who will promise everyone that anarchy will make their lives perfect, just like some insist that the free market will solve all problems if we just get out of its way, or the government can fix everything if given the chance.  But that isn't part of the actual political philosophy behind it - just advertising.

Also, DF is a fantasy world generator, not a political science research simulation.  It should be able to handle a wide variety of social and governmental structures, including ones that probably wouldn't work in reality, because lots of fantasy settings include societies that aren't very plausible.

It is not a question of whether it would work or not.  The free market does not work, unless you are a sociopath indifferent to human suffering but the free market is a coherant logical system; what it's proponants are saying is internally consistant.  Anarchism is completely illogical, it is the political equivalent of "have your cake and eat it too" as I said before; that means that a computer, as with reality cannot represent Anarchy as the Anarchists propose it.

The reason it is illogical is that Anarchists are both Socialists, therefore opposed to the free market and also opposed to government, hence in favour of the free market.  Free market happens whenever we have two independant parties not subject to the regulation of a common authority.  For instance, despite the total lack of any free market internal to the fortress, the exchange between the fortress and the caravan operates according to the free market.  This is not a question of what either party believes, presumably the dwarves do not believe in the free market but a question of the fact that both are equal parties that are not subject to the regulation of a third party means the free market applies regardless of what they believe in. 

If we got rid of all the positions and had the dwarves decide what the fortress does collectively without any positions; then we would still have Socialism, but we would not have Anarchy because it is fairly clear that the individual dwarves must still obey the authority of the fortress for things to work.  If we made things work pretty much as they do in Adventure mode then we would have the Free Market, meaning that even though there is no Authority there is no Anarchism either. 

Goblins aren't a unified force.  They routinely murder each other.  They only seem to unify when their leader or an outside threat forces them into it.

Mobs would generally be temporary, focused upon a specific issue or conflict, but the most powerful networks of cooperation and loyalty probably would develop into something rather like a local government.  When there are several large networks in the same site, I'd expect a lot of scheming and a bit of skirmishing to get more power within the site, but they'd usually avoid the sort of outright warfare that would attract the ruler's attention and is likely to get all the leaders swatted down.

It's all well and good to say that goblins who cause too much trouble get defined as traitors, but defined by who?  If they annoy the ruler, the ruler can declare them a traitor and mobilize everyone against them.  But short of that, it's just going to be the individuals who don't like them or consider them a threat, trying to convince enough others  to act that they can overwhelm the problem's supporters or intimidate them into switching sides.  In that context it doesn't matter much if the accusers are appealing to ethics against treason or to self interest.

Goblins routinely murder each-other.  That however does not mean they are not a unified force, in fact not so long ago it was entirely legal for people to have duels and kill each-other entirely legally.  Goblin murders are less honorable but essentially they are the same, that the idea that individuals killing other individuals and being allowed to do so means no unified society is not correct. 

The goblins would be defined as traitors by the goblin judge.  That would basically be the only crime on the book, all crimes would be considered forms of treason and all crimes would be punished with death.  Individuals would be free to steal from and kill from each-other, but if they do anything more organized they would be executed as traitors, since their actions are now undermining the goblin state/society. 

The word I've seen that best describes the way vanilla goblins seem to operate is kratocracy - rule by the strong.  Authority rests with individuals who can manage to seize power, be it through force and threats, skillful negotiation and dealmaking, or sheer charisma and persuasion.  The overlord has control because they're the strongest of all.

In other words, they are a government. 
Title: Re: Government Types
Post by: Detoxicated on September 09, 2018, 08:28:17 am
I think philosophical debates between philosophers ahould unlock civ secrets. These secrets give civilizations reforms of government and societies. Furthermore, philosophical texts should influence public opinions.
Title: Re: Government Types
Post by: Miles_Umbrae on September 09, 2018, 11:11:08 am
I think philosophical debates between philosophers ahould unlock civ secrets. These secrets give civilizations reforms of government and societies. Furthermore, philosophical texts should influence public opinions.
Just knowing about a type of governance and what it entails philosophically does not result in the greater majority of a society/civilization into reforming to that type of governance.
Title: Re: Government Types
Post by: Detoxicated on September 09, 2018, 01:23:55 pm
True but knowing about it adds the possibility.
Title: Re: Government Types
Post by: Miles_Umbrae on September 09, 2018, 04:29:27 pm
True but knowing about it adds the possibility.
Not really.
All knowledge does is put a name to the concept a group promotes.

RL example: Even if we had not known of Anarcho-Capitalism there would still be groups promoting the foundational ideas that we connect to the name Anarcho-Capitalism.
Title: Re: Government Types
Post by: Detoxicated on September 09, 2018, 06:29:21 pm
Okay. So how about these discussions produce procedural society facets with rng names with points like slavery yes no, independence: 90, Judge Position for each site: yes no...
Title: Re: Government Types
Post by: Toady One on September 10, 2018, 12:17:41 am
(removed a more recent derail)
Title: Re: Government Types
Post by: Miles_Umbrae on September 10, 2018, 07:40:28 am
Okay. So how about these discussions produce procedural society facets with rng names with points like slavery yes no, independence: 90, Judge Position for each site: yes no...
Could make for some fun and curious combinations .. and many that would be paradoxically contradictory.
Title: Re: Government Types
Post by: Detoxicated on September 10, 2018, 09:52:56 am
Would love to see a militarist kingdom with a pacifist majority whilst the rulers are supersoldiers.

Hmm maybe political entities could decide on what type of work they value and encourage this work. So a society with a love for hammering would get loads of hammerdwarves and produce more hammers than necessary
Title: Re: Government Types
Post by: Rowanas on September 10, 2018, 10:50:19 am
Would love to see a militarist kingdom with a pacifist majority whilst the rulers are supersoldiers.

Hmm maybe political entities could decide on what type of work they value and encourage this work. So a society with a love for hammering would get loads of hammerdwarves and produce more hammers than necessary

Determine society by caste, not entity, now there's a thought (a thought that would take an unacceptable amount of time out of Toady's schedule).  While it is still a step towards endemic legal inequality, it also opens up an array of interesting political system, like the one you've mentioned.
Title: Re: Government Types
Post by: Miles_Umbrae on September 10, 2018, 11:02:56 am
..(a thought that would take an unacceptable amount of time out of Toady's schedule)..
Only Toady One can say if the time the implementation of a specific system/mechanic is worth it or unacceptable.
Because ultimately this is his passion-project.
Title: Re: Government Types
Post by: ZM5 on September 10, 2018, 11:16:17 am
I vaguely recall asking on FotF about the "values influence how a civ operates" and getting an answer that was more or less "sounds good and is planned, unknown when it'd be implemented".

Would certainly make for an interesting worldgen quirk, particularly with civs that value martial prowess - perhaps those could elect rulers based on combat skill rather than social ones (maybe a combination of both if they also value eloquence) - resulting in local lords being skilled warriors, and the king or queen being the strongest warrior in their civ, with both being clad in armor regularly rather than wearing peasant clothes and wielding those doinky knives.

Assassination missions would be quite fun to do in those civs. An assassin thinks he can get rich easily by killing some weathered, old monarch? Nope, turns out God-Emperor Urist Silverlocks is the strongest warrior of an entire civilization of skilled warriors, and despite being in his twilight years can still easily keep up with them young whippersnappers. Doesn't even hire bodyguards, because any assassin that tries to take him out gets an artifact steel longsword to the face before they can even process what's happening.
Title: Re: Government Types
Post by: Detoxicated on September 10, 2018, 11:46:38 am
indeed. you summed it up nicely.
Title: Re: Government Types
Post by: GoblinCookie on September 11, 2018, 05:52:23 am
Not really.
All knowledge does is pit a name to the concept a group promotes.

RL example: Even if we had not known of Anarcho-Capitalism there would still be groups promoting the foundational ideas that we connect to the name Anarcho-Capitalism.

Provided that the society is Capitalist to some significant extent or degree then yes.  Otherwise no.   

Would love to see a militarist kingdom with a pacifist majority whilst the rulers are supersoldiers.

Hmm maybe political entities could decide on what type of work they value and encourage this work. So a society with a love for hammering would get loads of hammerdwarves and produce more hammers than necessary

That situation would however be inherently unstable.  The supersoldiers would either convince the majority of the worthlessness of peace or the majority would pacify the supersoldiers, or the two would break apart to go their seperate ways. 

In effect though, this could come about by taking people's status interests into account in the sense of how they influenced to accept new values.  A caste of supersoldiers would be unable to be influenced by a pro-peace philosophy like everybody else in their society, so an originally warlike society which bred the supersoldiers becomes anti-war, but the supersoldiers remain faithful to the original values of the society. 
Title: Re: Government Types
Post by: Rowanas on September 11, 2018, 06:47:38 am
GC, your first point is clearly and obviously false for any intellectually curious society.  Close minded societies might not explore alternative and even radical philosophy, but in the midst of an archlibertarian society, extreme socialist thought still appears.  For instance, during the iron-tight reign of the church in western Europe, we came up with and first penned treatises on the virtues of atheism.

Second point, we have the entire concept of "caste" from the situation described.  In many societies, warmongers and pacifists toil side by side, fulfilling those duties to which their skills and predilections dispose them.  You can even take any eletion in which the popular vote and the eventual ruling class don't match up as an example of such (first past the post voting especially) - the majority of populace are no more convinced than they ever were, and yet we are ruled by people with entirely different ethics and priorities, despite them having all of the political and economic power. We are subjugated but not altered by our subjugation, and they are our masters, yet not altered by their mastery.
Title: Re: Government Types
Post by: GoblinCookie on September 13, 2018, 06:31:32 am
GC, your first point is clearly and obviously false for any intellectually curious society.  Close minded societies might not explore alternative and even radical philosophy, but in the midst of an archlibertarian society, extreme socialist thought still appears.  For instance, during the iron-tight reign of the church in western Europe, we came up with and first penned treatises on the virtues of atheism.

Socialist thought will appear in an arch-libertarian society because such a society is to an extreme degree a Capitalist society and more broadly a class society.  That is because the libertarianness of the society is ultimately a ruling-class doctrine, imposed on the masses by their propagandists and by the assimilation of the logic of the system by individual workers.  Unless they are 100% effective in their efforts, some people will always end up being Socialists because it is the natural tendency of the working class, which make up the majority of a Capitalist society to clash with the capitalist class. 

Second point, we have the entire concept of "caste" from the situation described.  In many societies, warmongers and pacifists toil side by side, fulfilling those duties to which their skills and predilections dispose them.  You can even take any election in which the popular vote and the eventual ruling class don't match up as an example of such (first past the post voting especially) - the majority of populace are no more convinced than they ever were, and yet we are ruled by people with entirely different ethics and priorities, despite them having all of the political and economic power. We are subjugated but not altered by our subjugation, and they are our masters, yet not altered by their mastery.

Caste currently means 'gender' or even 'biological sex', not social status.

I never said that it could not be sustained for a time, only that it is not sustainable in the long-term.  The resolution of this contradiction is not a question of if, it is a question of when.  It can come to pass that the government, as you describe end up being of a different perspective to that of the majority, but that is unstable because the government will use it's power to indoctrinate the people and the people will try to undermine the government and if they fail to achieve the latter then enough will end up being indoctrinated into conformity to the government's views that they are no longer the majority.

The reason why this particular situation is not viable in the long-term, is that the pacifist majority sustain the warmongering supersoldiers with their labour.  Without the majority working to keep the supersoldiers supplied, the supersoldiers are unable to function, since they are a specialised group that does not have the skills or inclination to survive independently.  The pacifist majority however believes that working to support the death-cult of the supersoldiers is ideologically wrong, which means they are inclined to cut their material support for said supersoldiers. 
Title: Re: Government Types
Post by: Dorsidwarf on September 13, 2018, 07:09:41 pm
Technically caste is simply a  system for creating subvariants of creatures which Toady only really uses for biological gender but which is a powerful tool for modders creating less standard species and creatures. Not that that’s particularly relevant here, but it’s a distinction.

I do feel that GC is right here and that the proposed state in which a tiny minority relying on the obedience of a huge population that is diametrically opposed to everything they do without any support or similarity in goals is fundamentally doomed. That caste of supermen might be able to take over the system from the top and rule it for a short while, but no government can stand when literally every aspect of the system including their own enforcers hate them and their ideals
Title: Re: Government Types
Post by: Rowanas on September 14, 2018, 07:12:20 am
Technically caste is simply a  system for creating subvariants of creatures which Toady only really uses for biological gender but which is a powerful tool for modders creating less standard species and creatures. Not that that’s particularly relevant here, but it’s a distinction.

I do feel that GC is right here and that the proposed state in which a tiny minority relying on the obedience of a huge population that is diametrically opposed to everything they do without any support or similarity in goals is fundamentally doomed. That caste of supermen might be able to take over the system from the top and rule it for a short while, but no government can stand when literally every aspect of the system including their own enforcers hate them and their ideals

I think you're being much too black-and-white here.  The majority of us hate our leaders and their ideals, but we don't rise up and overthrow the centuries old system we have in place (European countries, obviously - America hasn't been wiping its own arse for that long).  A nation of pacifists aren't pacifists to their very core, which is why you and GC are, in my opinion, arguing unfairly.  It's dishonest to argue about a perfect planet-of-hats people on your side, and then throw out valid observations from the significantly more complex real world.
Title: Re: Government Types
Post by: KittyTac on September 14, 2018, 07:47:20 am
The majority of us hate our leaders and their ideals
I don't. I merely have mixed feelings towards a certain Russian president. ;)

So do most people in Russia. The Communist Party usually gets curbstomped with less than 30% votes (last election it was 14.6%).
Title: Re: Government Types
Post by: Cathar on September 14, 2018, 09:20:30 am
Alright, so a couple things maybe worth noting :

• In the medieval period, the population had absolutely no loyalty toward anyone. Things like nationalism appeared extremely tardively into the history of mankind. People go farm their field, and every once in a while the bailiff comes and take a part of it. The population doesn't hate their lords in general, from what I read apathy and indifference is the most common feeling. However should the lord show weakness, it is not uncommon for the people to take arms and loot/torch his place. I don't think "fairness" or our modern standard of social justice is a good reading grid for medieval times. They probably felt toward their lords like we feel toward our celebrities - a city like Paris during the 100 years war would sing and dance to an english conquestthe same way they would for its reconquest by Charles V.
We tend to have strong feelings about our elected representatives because they are...well, supposed to represent us. A medieval lord is not "one of us" like elected representatives are supposed to be. Medieval population do not share that feeling.
• Someone pointed out that in its current state, DF would be an anarchist society, and is absolutely correct from the litterature standpoint. Everyone produces to the extent of their ability and everyone is provided for according to their needs. To make it a by-the-book anarchist society, the population should make mendates to the ruler and squad members should elect their lieutenants...and that's pretty much it. People often have misconceptions about anarchist societies, especially since the word have a lot of pathos attached to it. Just because you elect your officers in the Macknovtchina doesn't mean he cannot (or wont) riflesquad you if you start running antisemitic propaganda, Makhno boasted a lot about that. When they absorbed what they called "chauvinistic militias" (basically tradcon townguards), they would make extra sure they would work with the rest of the army and never hesitated to decimate them if they didn't.
Anarchist societies are extremely well organized, but are organized from the ground up. Rulers have imperative mendates, decisions are voted by comitees, but you can rest well assured that once the population made a decision, it will mercilessly break individuals trying to undermine it. Historically, Anarchist societies never had problems responding to threats. They absolutely curbstomped ukrainian imperialists, but they usually fail by their inability to organize in a large scale.

Some information
In theory (https://theanarchistlibrary.org/library/petr-kropotkin-the-conquest-of-bread)
In practice (https://theanarchistlibrary.org/category/author/nestor-makhno)
Title: Re: Government Types
Post by: Detoxicated on September 14, 2018, 10:24:14 am
I don't know I suspect a fair lot of peasants of being proud of their lord... Besides that I would agree with you.
Title: Re: Government Types
Post by: Cathar on September 14, 2018, 10:35:20 am
From the accounts I read from the one hundred years wars, they really don't give a damn about who is in power. When the power in a city changes, this is the opportunity for a carnival, and the population likes that since it is customary for the new lord to distribute gifts to its new population.

They have absolutely no lasting loyalty. This is a foreign concept that do not even occur to them (from my readings)

Edit : That said, pre-roman or early middle age had a different approach, since the nobles were basically peasants with weapons, taken from the population itself (don't quote me on that).

Edit : Have a meme
(https://i.imgur.com/BmT9xzN.jpg)

Maybe we can discuss about differences like that in DF societies, rather than about 20th century ideologies which are a bit out of place in a medieval setting. Variables like "how does someone becomes noble", "what are the perks and responsabilities of nobles" and "how the population views them", stuff like that
Title: Re: Government Types
Post by: Detoxicated on September 14, 2018, 11:32:49 am
Indeed.
Maybe priests or other nobles could make somebody a noble. Entities would unlock these things through philosophical works.

 
Title: Re: Government Types
Post by: Adequate Swimmer on September 14, 2018, 01:48:47 pm
Indeed.
Maybe gold or other more naturally sharp metals could make somebody a noble.
Title: Re: Government Types
Post by: Detoxicated on September 14, 2018, 02:44:15 pm
Indeed.
Maybe gold or other more naturally sharp metals could make somebody a noble.
True but there is no buying titles without a proper ceremony...
Title: Re: Government Types
Post by: Cathar on September 14, 2018, 03:49:30 pm
I mean as far as I know, medieval/renaissance government types are of three kinds ; city state republics, where the city governance is independant, feudalism where the landowners are the vassals of bigger landowners and have their legator inherit their lands, and imperial where one man controls all and local governors are just his representatives and are designed and removed according to the monarch. We could add to this a tribal/pre roman system where the leaders are elected by the community, and I believe we have all possible government systems of that time.

The details could be procedurially generated (ex ; you need to be a magician to access nobility and non-magic nobles are automatically replaced as soon as a magic user is available, or your father need to has been a noble for you to be a noble etc)

Just some thoughts
Title: Re: Government Types
Post by: Detoxicated on September 14, 2018, 06:40:11 pm
You forgot theocracies like the papal state.
Title: Re: Government Types
Post by: Cathar on September 14, 2018, 07:05:13 pm
This is essencially a centralized system with a twist, this is why I haven't mentionned it
Title: Re: Government Types
Post by: Detoxicated on September 14, 2018, 07:08:57 pm
Okay. Nonetheless your points are quite nice to read and I agree with them.
Title: Re: Government Types
Post by: GoblinCookie on September 15, 2018, 06:06:06 am
I think you're being much too black-and-white here.  The majority of us hate our leaders and their ideals, but we don't rise up and overthrow the centuries old system we have in place (European countries, obviously - America hasn't been wiping its own arse for that long).  A nation of pacifists aren't pacifists to their very core, which is why you and GC are, in my opinion, arguing unfairly.  It's dishonest to argue about a perfect planet-of-hats people on your side, and then throw out valid observations from the significantly more complex real world.

That is what we are talking about, you can change the rules around so that people are more moderate, but that was not what we are talking about.  The complexity of the real-world in any case generally illusory, created by people taking into account actually irrelevant details and giving them a primacy they don't deserve and treating arbitrary distinctions as facts. 

The majority of people do not hate their leaders and their ideals, if they do then it is only a slim majority that does so.  If the overwhelming majority of the people hate their leaders and their ideals, then the rulers will fall.  Or else how do rebellions and revolutions actually happen?

Technically caste is simply a  system for creating subvariants of creatures which Toady only really uses for biological gender but which is a powerful tool for modders creating less standard species and creatures. Not that that’s particularly relevant here, but it’s a distinction.

I do feel that GC is right here and that the proposed state in which a tiny minority relying on the obedience of a huge population that is diametrically opposed to everything they do without any support or similarity in goals is fundamentally doomed. That caste of supermen might be able to take over the system from the top and rule it for a short while, but no government can stand when literally every aspect of the system including their own enforcers hate them and their ideals

Caste is a flawed stand-in used by modders to create subvarients of creatures, because they are forced to do it that way.  It is deeply flawed because you cannot make them hereditary, because the system was built for the sake of having male and female, it was not built to support different social orders.

From the accounts I read from the one hundred years wars, they really don't give a damn about who is in power. When the power in a city changes, this is the opportunity for a carnival, and the population likes that since it is customary for the new lord to distribute gifts to its new population.

They have absolutely no lasting loyalty. This is a foreign concept that do not even occur to them (from my readings)

Edit : That said, pre-roman or early middle age had a different approach, since the nobles were basically peasants with weapons, taken from the population itself (don't quote me on that).

If people had no lasting loyalty, then how was it possible for kingdoms and political arrangements to persist for hundreds of years, basically you are talking nonsense to a frightening degree.  The lords ruled because people had loyalty to them, or at least to their office and were prepared to die for them as a result.  'Natural selection' would quickly eliminate any regime that did not rest upon any kind of 'lasting loyalty', any rival regime that inspired such loyalty would sweep it away with ease. 

In effect, the situation works no differently from a modern dictatorship.  People celebrated when the Americans overthrow Saddam Hussain, but as we know in hindsight this in no way implied that people in general were supportive of the American puppet government.  The 100 years war is similar, it is a war of religion and both sides contain a lot of hidden adherents to the other side's religion.  These people will celebrate when the other side wins, not because they have no 'lasting loyalty' but because they have such loyalty to their religion and support the overthrow of the dictatorship of their own side's religion over them.

Maybe we can discuss about differences like that in DF societies, rather than about 20th century ideologies which are a bit out of place in a medieval setting. Variables like "how does someone becomes noble", "what are the perks and responsabilities of nobles" and "how the population views them", stuff like that

It is the same reality, the same human nature and in many cases broadly similar ideas and institutions. Historical eras are categories made up by historians, they don't really exist as hard facts and so hard statements as you are making cannot legitimately be made.  In any case, the DF world is currently almost as alien to medieval society as it is to modern society, but we are more familiar with modern society's terms so we use those terms to understand DF society rather than medieval one's. 

I mean as far as I know, medieval/renaissance government types are of three kinds ; city state republics, where the city governance is independant, feudalism where the landowners are the vassals of bigger landowners and have their legator inherit their lands, and imperial where one man controls all and local governors are just his representatives and are designed and removed according to the monarch. We could add to this a tribal/pre roman system where the leaders are elected by the community, and I believe we have all possible government systems of that time.

The details could be procedurially generated (ex ; you need to be a magician to access nobility and non-magic nobles are automatically replaced as soon as a magic user is available, or your father need to has been a noble for you to be a noble etc)

Just some thoughts

None of those concepts are relevant because DF society is not a medieval one. 
Title: Re: Government Types
Post by: Cathar on September 15, 2018, 07:19:50 am
If people had no lasting loyalty, then how was it possible for kingdoms and political arrangements to persist for hundreds of years, basically you are talking nonsense to a frightening degree.

You are making the assumption that because people accept the system in which they live, they do care about the personae that are at its head. Truth is they don't, and they don't have to because feudalism do not rely on what farmers think.

This is hindsight at its worse.

You can read Machiavelli's Prince to have a better understanding on the "social contract" that exists between lords and common class. It is a short read and will give you a surface knowledge on how those things work and why loyalty is holy unneeded in a medieval setting.
Title: Re: Government Types
Post by: Dorsidwarf on September 15, 2018, 08:09:49 am
The Hundred Years War was not a "war of religion" as far as I have ever seen, it was a war based on the King of England's claim to the Kingdom of France, triggered by the King of France revoking all of Edward III's french titles after a falling-out. The Protestant Reformation would not take place for another hundred years, and the Church Of England another fifty years after that.

It was instrumental to the rise of english/french nationalism due to the immense hatred it gendered between the two kingdoms, however, along with the decline of traditional medieval feudalism in those emerging nations.
Title: Re: Government Types
Post by: Cathar on September 15, 2018, 08:19:36 am
The Hundred Years War was not a "war of religion" as far as I have ever seen, it was a war based on the King of England's claim to the Kingdom of France, triggered by the King of France revoking all of Edward III's french titles after a falling-out. The Protestant Reformation would not take place for another hundred years, and the Church Of England another fifty years after that.

It was instrumental to the rise of english/french nationalism due to the immense hatred it gendered between the two kingdoms, however, along with the decline of traditional medieval feudalism in those emerging nations.

This is also hindsight. It was indeed not a war of religion (do people really think that? xD), it is a war of succession. French king dies without heir, next in line is already king of England. Local french noble are divided and some think too much power in the hands on one man will act contrary to their interests and chose another man to carry the title of King of France. English king decides he will take none of it and sends mercenaries to force them into submission.

This has nothing to do with nationalism. "France" as it was understood by then, was not a nation. We didn't even had a unified language. When Joan of Arc says she will "bout the english out of France", she means "Ile de France", the region around Paris in which they had a foothold.

This later was "revisionned" by french writters during the 19th and early 20th century to give credibility to their nationalistic and patriotic movement. This is a well after-the-case rewritting of history. Joan of Arc was never a nationalistic icon during her time, she was a retainer of Charles V.

Also a thing of note : Joan of Arc herself was understood to be a diviner or a witch by the partesans of the french king. It was not a rare occurence for women like her to accompany armies (during her life she shared that position with no less than three other witches, two women and a man).

(Even the name "Joan of Arc" is a modern fabrication. She was called "Jeanne", commoners had no family names. They however had nicknames to distinguish from one another, and her father was called Jacques "Dard" in his village. His nickname would be transferred to her during her trial. And because writing was not exactly an exact science at the time, Jeanne Dard became Jeanne d'Arc.

She was however awarded a family name when she was annoblished, and given the name "Du Lys".)
Title: Re: Government Types
Post by: GoblinCookie on September 15, 2018, 10:17:41 am
The Hundred Years War was not a "war of religion" as far as I have ever seen, it was a war based on the King of England's claim to the Kingdom of France, triggered by the King of France revoking all of Edward III's french titles after a falling-out. The Protestant Reformation would not take place for another hundred years, and the Church Of England another fifty years after that.

It was instrumental to the rise of english/french nationalism due to the immense hatred it gendered between the two kingdoms, however, along with the decline of traditional medieval feudalism in those emerging nations.

 ::) ::) Yes, I thought he was talking about the 30 years war for some reason. 
Title: Re: Government Types
Post by: Cathar on September 15, 2018, 10:43:57 am
Now I want people to believe I'm genuinly surprized by this revelation
Title: Re: Government Types
Post by: GoblinCookie on September 15, 2018, 10:45:51 am
You are making the assumption that because people accept the system in which they live, they do care about the personae that are at its head. Truth is they don't, and they don't have to because feudalism do not rely on what farmers think.

This is hindsight at its worse.

You can read Machiavelli's Prince to have a better understanding on the "social contract" that exists between lords and common class. It is a short read and will give you a surface knowledge on how those things work and why loyalty is holy unneeded in a medieval setting.

If things work as you say then there will simply be a bunch of warlords laying claim to arbitrary territories and will be replaced by another warlord as soon as they appear weak.  The only way for stability in territorial boundaries to continue in spite of differences of fortunes between different states is if there is a consistent identity people care about, or else everyone will just defect to whatever side is temporarily stronger. 

This is also hindsight. It was indeed not a war of religion (do people really think that? xD), it is a war of succession. French king dies without heir, next in line is already king of England. Local french noble are divided and some think too much power in the hands on one man will act contrary to their interests and chose another man to carry the title of King of France. English king decides he will take none of it and sends mercenaries to force them into submission.

This has nothing to do with nationalism "France" as it was understood by then, was not a nation. We didn't even had a unified language. When Joan of Arc says she will "bout the english out of France", she means "Ile de France", the region around Paris in which they had a foothold.

Yes it has everything to do with nationalism.  There is no *France* in anyone's head, there is no reason to fight about who is the King of France is there?  Some French people are fighting for the King of England because he is *also* in their view the King of France, some folks reject the claim of the English King, perhaps because they are uneasy about being taken over by England or perhaps not.

Who is stronger in this scenario?  The King of England is strongest, since he has half of France and the whole of England.  Why does the French side bother to fight on when they are outmatched?  That is because they care about who is king of a place called France and the reason they care about who is because they are French. 

The reason the war went on for 100 years is because of nationalism.  If I could magically wipe nationalism from their heads, the war would be over within a few months as soon as the 'French' side figures out the English side is strongest at the moment. 

This later was "revisionned" by french writters during the 19th and early 20th century to give credibility to their nationalistic and patriotic movement. This is a well after-the-case rewritting of history. Joan of Arc was never a nationalistic icon during her time, she was a retainer of Charles V.

Also a thing of note : Joan of Arc herself was understood to be a diviner or a witch by the partesans of the french king. It was not a rare occurence for women like her to accompany armies (during her life she shared that position with no less than three other witches, two women and a man).

(Even the name "Joan of Arc" is a modern fabrication. She was called "Jeanne", commoners had no family names. They however had nicknames to distinguish from one another, and her father was called Jacques "Dard" in his village. His nickname would be transferred to her during her trial. And because writing was not exactly an exact science at the time, Jeanne Dard became Jeanne d'Arc.

She was however awarded a family name when she was annoblished, and given the name "Du Lys".)

Oh please.  Nobody rewrote any history, the only people trying to rewrite history are the people claiming that Joan of Arc is not a nationalistic figure, when that is how she is remembered.  That comes from the fact that history is crucial to nationalism and somebody (the folks that created the EU) are making a definite attempt to destroy the nationalisms of Europe (and hence the nations also, because the two are inseperable). 

Joan of Arc was considered a witch by the English side and killed as one.  Joan is an anglisation of her name, which is Jeanne.  The was not a retainer, she only become one because she had a religious vision that essentially merged nationalism and religion together.  She is also a peasant, therefore she is not supposed to care about nationalism, in your corrupted historical understanding. 
Title: Re: Government Types
Post by: GoblinCookie on September 15, 2018, 10:47:34 am
Now I want people to believe I'm genuinly surprized by this revelation

The 30 years war would work better for your argument.  It is kind of an autocorrect. 
Title: Re: Government Types
Post by: thompson on September 16, 2018, 08:31:11 pm
GoblinCookie is correct insofar as loyalty is absolutely necessary for the long term stability of a government. The problems I see are that 1: "metastable" governments can last centuries,  2: a system of loyalty did exist, albeit between nobles and higher ranking nobles, 3: there were no competing ideological alternatives to feudalism until the advent of parliamentary democracy (given a choice between the King of England or King of France, you'll choose whoever your local noble is behind, because that's the guy who could make your life very difficult if you object - nobles are motivated by loyalty and perceived self interest with incomplete information), 4: switching costs for different forms of government are VERY high, so why incite civil unrest if you're unlikely to be any better off under the new regime (again, incomplete information largely censored from above)?

People would have felt loyalty to local people and institutions, their church, and their local lord (if they supported local institutions like the church). Personal loyalty was the entire basis of feudalism, so the network was sustained by progressively lower levels maintaining the support of their subjects. Due to the lack of political alternatives, and the fact the nobility in other areas would likely assist to put down an uprising, peasants would likely put up with the system so long as they weren't suffering famine or the costs of a prolonged war. Once those political alternatives did emerge, the entire edifice of feudalism collapsed within a few hundred years.

China is interesting as they were overtly nationalistic, and had a sophisticated meritocracy system of political advancement where anyone (in principle) could sit an exam and be eligible for higher service. This helped justify the system as it was "fair", but even so there was still the odd uprising.

I think it is fine for the populace to have radically different values to the elites, so long as there are enough other areas of agreement, or a social contract of some sort that compensates for the disagreements. In the example of pacifist dwarves ruled by the military, this pretty much sounds like Japan cira 1650-1850. Being ruled by professional warriors doesn't mean you will actually go to war. On the other hand, it could make sense even if there were frequent wars. After all, even if you hate violence you're likely to appreciate its utility while bunkering down from constant goblin and necromancer invasions. If the warrior class alone fight and normal citizens are allowed to live in peace, that's a decent compromise.

Finally, I vehemently disagree with the suggestion that because df isn't medieval real world medieval examples aren't relevant. That's not our call to make. And if those examples can help to flesh out interesting government models worthy of inclusion, all the better.
Title: Re: Government Types
Post by: Cathar on September 16, 2018, 09:02:04 pm
GoblinCookie is correct insofar as loyalty is absolutely necessary for the long term stability of a government.

It depends on what you mean by loyalty. In the context of our conversation, I was talking specifically about the loyalty from the farmers to their nobles. Such loyalty did not exist, and I base that assertion on the records of the hundred years war, where it is noted that the same city, Paris, shown displays of joy at both the conquest from the english and the reconquest by Charles V.

This is explained by the fact that conquests are followed by lavish gifts from the conquerors to the conquered city, but also shows to illustrate that the common folk of the time had no loyalty to their local noble and would just go with whatever happens.

Quote
a system of loyalty did exist, albeit between nobles and higher ranking nobles

Yes this is not in question. Also that system was...extremely unstable. To remain in the context of the hundred years war, this war was litterally decided by the constant side switching of Phillipe Le Bel, and most of the war was spent from both side, convincing him to join them. Tho feudalism provides a loyalty system, it was never absolute.


Quote
there were no competing ideological alternatives to feudalism until the advent of parliamentary democracy (given a choice between the King of England or King of France, you'll choose whoever your local noble is behind, because that's the guy who could make your life very difficult if you object - nobles are motivated by loyalty and perceived self interest with incomplete information),

Precisely. Or well. You don't really chose. You just do what you are told because you are raisen in a society that teaches you this is how things work. You'll also take note that this subserviance extends to the clergy aswell. To talk about the 100yw again, the university of paris (more influencial than Rome for christiandom at the time) totally switched tune after each conquest of the city.

Quote
China is interesting as they were overtly nationalistic, and had a sophisticated meritocracy system of political advancement where anyone (in principle) could sit an exam and be eligible for higher service. This helped justify the system as it was "fair", but even so there was still the odd uprising.

Oh boy I can talk about china for ages. It depends on what era, the system varies wildly depending on what period of time you are analyzing. But the constant is the struggle between the central, administrative power and the warlords and local princes.
It reaches absurds high in the end of the Song era, where the central power was so afraid of a warlord uprising it banned them from having working armies, specialized its military for domestic affairs and concentrated it in Kaifeng capital city. As a result, it was extremely stable. As a drawback, when the Junchen and the Mongols attacked them, they faced basically peasant levies and steamrolled them into submission.

The central administrative power is meritocratic, basically after Confucius was made the favourite philosopher, and access to the administration is made by tests. Problems is, the administration itself is (again depending on the period but usually) openly corrupt, and has to compete with the local powers outside of the imperial desmene. China is fantastic as a case study.
Title: Re: Government Types
Post by: thompson on September 16, 2018, 09:26:37 pm
To clarify, I believe feudalism was an inherently unstable form of government as it lacked adequate loyalty from commoners to sustain it. It survived for as long as it did solely due to the fact commoners had no real alternatives. But in the interim, there was a LOT of violence and political instability. It shouldn't surprise anyone that commoners prefered despotic peace over anarchic violence (revolutions are hard).

"Instability", here, is subjective. An administration everyone hates can remain in existence for a very long time, so long as its subjects have no viable means to overthrow it. Once things do start unravelling, everything falls apart very quickly. Regimes that last only 100 years or so between dynasties warrant inclusion in df. The wars of succession and revolutions also make for interesting scenarios.
Title: Re: Government Types
Post by: GoblinCookie on September 17, 2018, 01:07:30 pm
Finally, I vehemently disagree with the suggestion that because df isn't medieval real world medieval examples aren't relevant. That's not our call to make. And if those examples can help to flesh out interesting government models worthy of inclusion, all the better.

They are not *particularly* relevant.  We can take examples for pretty much any era, because DF does not resemble any era very much at all.

To clarify, I believe feudalism was an inherently unstable form of government as it lacked adequate loyalty from commoners to sustain it. It survived for as long as it did solely due to the fact commoners had no real alternatives. But in the interim, there was a LOT of violence and political instability. It shouldn't surprise anyone that commoners prefered despotic peace over anarchic violence (revolutions are hard).

"Instability", here, is subjective. An administration everyone hates can remain in existence for a very long time, so long as its subjects have no viable means to overthrow it. Once things do start unravelling, everything falls apart very quickly. Regimes that last only 100 years or so between dynasties warrant inclusion in df. The wars of succession and revolutions also make for interesting scenarios.

How can the subjects not have the viable means to overthrow their rulers?  The rulers are outnumbered 1000s to 1.  People also do not inherantly have a problem with Despotism, wanting to live in a Democracy is not a universal aspiration, it is a particular ideology. 

Feudalism is also not just a form of government, it is a actually a form of society/economy.  It's basis is the household economy of the (generally) nuclear family, what most people think of as Feudalism is the hierarchy of such families.  That means that it is actually very difficult for the peasants to overthrow Feudalism, because if they overthrow the noble families they still remain nuclear families themselves and the economy remains based based upon the work of family units. 

It depends on what you mean by loyalty. In the context of our conversation, I was talking specifically about the loyalty from the farmers to their nobles. Such loyalty did not exist, and I base that assertion on the records of the hundred years war, where it is noted that the same city, Paris, shown displays of joy at both the conquest from the english and the reconquest by Charles V.

This is explained by the fact that conquests are followed by lavish gifts from the conquerors to the conquered city, but also shows to illustrate that the common folk of the time had no loyalty to their local noble and would just go with whatever happens.

Neither of your examples prove what you are trying to prove.  Firstly, as a conqueror, you do not have to waste money on bribes for a cynical, apathetic population because such population cares nothing for which particular government rules over them.  The fact that you presently have a greater ability to kill them should be enough to win them over, since they not going to be willing to lay down their lives for the loser for whom they care nothing.  Giving gifts implies a very great need for conquerors to win over the loyalty of the population and an awareness of this fact by said conquerors.

Secondly as already discussed, the 100 years war was a civil war basically.  Both the English and French kings claim to be the French king and both have considerable internal support within France itself.  Pointing out that people celebrated when Paris fell does not prove anything, because we already knew that a large portion of the French population support the claim of the English king to be the True King of France.  The difference between modern nationalism and medieval nationalism is the the latter is based upon the formula True King = True Nation.  The patriotic thing to do is to fight to the death for whoever you consider to be the true king against anyone laying claim to the lands of the True King (and hence nation).  If the True King happens to by chance to also be a foreigner or even the king of another nation this is not strictly relevant on principle.  I am not saying that being foreign was not a handicap to a claimants ability to get support, only that with a strong enough claim people would accept them because their True Kingness is more important than their background; or to put it another way it is the office that matters not the individual, which is why I call it nationalism rather than personal loyalty to an individual (the office is a nation). 

Thirdly, everything you said about peasants not have any loyalty to their nobles is dispelled by the story of one woman; St. Joan of Arc.  There we have a clear example about how peasants, even when not being of the correct gender to fight would take up arms even without being ordered to do, because of their own personal agendas. 
Title: Re: Government Types
Post by: Miles_Umbrae on September 21, 2018, 09:34:50 pm
Loyalty by the commoners/peasants/plebeians towards the rulers/kings(queens) of the lands actually did exist back in medieval times .. it was just binary and dependant on the state of the neighbouring regions.
If the ruler treated his/her subjects well(enough), and kept tyrannical neighbouring rulers from invading/pillaging the "countryside", then they would help defend the land(although quite begrudgingly).
But that loyalty was fickle as soon as a "better" ruler came invading and there was a hint of a better life under him/her(preferably to just be left alone).

On another note; Nationalism is nothing more than Tribalism on a much larger scale, so technically Nationalism DID exist back then .. there just wasn't much of a sense of common culture/history with those a weeks travel away...
Title: Re: Government Types
Post by: Detoxicated on September 22, 2018, 03:04:39 am
GC I highly recommend The Prince and Discorsi by machiavelli. Just because you didn't have to bribe the population doesn't mean that it wasn't smart to do so anyway. The leader highly depended on the loyalty and fear of its subject
Title: Re: Government Types
Post by: GoblinCookie on September 23, 2018, 07:38:02 am
Loyalty by the commoners/peasants/plebeians towards the rulers/kings(queens) of the lands actually did exist back in medieval times .. it was just binary and dependant on the state of the neighbouring regions.
If the ruler treated his/her subjects well(enough), and kept tyrannical neighbouring rulers from invading/pillaging the "countryside", then they would help defend the land(although quite begrudgingly).
But that loyalty was fickle as soon as a "better" ruler came invading and there was a hint of a better life under him/her(preferably to just be left alone).

On another note; Nationalism is nothing more than Tribalism on a much larger scale, so technically Nationalism DID exist back then .. there just wasn't much of a sense of common culture/history with those a weeks travel away...

Tribalism is actually *before* Feudalism.  It is also before nations as we presently understand it.  To my reading of history Tribalism (society economically based upon extended kinship) comes before Feudalism (society economically based upon individual households) and the nation is really the invention of (later) Feudalism in an attempt to overcome Tribalism by substitution.  The Nation is *not* the continuation of the Tribe, the Nation is the psychological substitution for the Tribe.

The transition between Tribalism and Feudalism happens at various points in time depending upon where you are.  The Romans are the main protagonist in this transition, they were the main force that destroyed the old tribal order and as a result in places where they failed to conquer (Poland, Scotland, Ireland, Scandinavia) tribal/clan arrangements remain a major power in the middle ages, contrasting to the places (like England) where they did conquer.  This is in turn complicated somewhat by how the Roman Empire was overthrow by German tribes, so we see some backsliding but thanks to the inability of the conquerors to entirely turn the clock back socially in places the Romans conquered we end up with what most people think of as Feudalism during the middle ages (except in Poland, Ireland and Scotland mostly). 

Here is the confusing part, the role of city-states, like Ancient Athens.  Athenian citizenship was purely tribal, normally in order to become a citizen you had to be born to both an Athenian mother and a father, it was not enough to live in Athens and speak Greek.  But the economy was more Feudal, Athens economic unit is mostly that of the household, but the political system renounces the importance of household for that of the extended family kinship.  In effect these are semi-stable compromises between the conflicting systems of Tribalism and Feudalism; weakened by their internal contradictions.  As a result these systems are then swept away by the more stable purely Feudal systems of Macedon and Rome. 

The Macedonian system is pretty much identical to medieval Feudalism so does not require much discussion.  The Roman system is, while superficially similar to that of the Greeks actually not so because the basis of the Roman political system was the nuclear family.  Rome was not built on the assumption that Rome is a single extended family that grows outward from it's collective ancestors but is understood as a union of originally independent nuclear families, a union that gradually grows over time as new families are (slowly) admitted and citizenship is thus extended.  In this fashion the Roman Empire atomized the tribes of Europe and the semi-tribal cities like Athens down into their nuclear families through extreme violence, before *eventually* gobbling up those families into Rome so that by the time it's collapse everyone was a Roman citizen. 

This is the problem the Romans run into.  At the time they are around Nationalism is very weak, if it exists at all.  People are 'Nationalistic' about their tribes, or their cities which are often the same thing as already discussed.  Over the course of their empire however the Romans successfully annihilate those things, but they leave a vacuum because the loyalty of the Romans is to Rome not to a nation.  Not being a nation they cannot truly absorb the de-nationalised elements through the process of extending them citizenship and the end result is a situation where small numbers of people can conquer the place with ease because nobody is prepared to die for it.

The fundamental problem is how to bind a society based upon atomized nuclear family households, which unlike tribal arrangements are very vulnerable to attack (hence Vikings) together into territorial units of sufficient scale that they can afford to mobilize sufficient forces to keep small numbers of raiders at bay and to give those forces something they will die for.  This is a form of warfare between the Tribal and Feudal systems, the Vikings are a Tribal society while their victims are Feudal.  The Viking problem would be solved by a return to Tribalism but that was not ideologically acceptable to people inspired by Rome.  So that is why we end up with Nationalism, in order to not abandon their Feudal society and return to a Tribal one for the sake of security they have to create Nation-States in order to secure their fundamentally insecure way of life and they ideologically need to promote loyalty to such concepts. 

GC I highly recommend The Prince and Discorsi by machiavelli. Just because you didn't have to bribe the population doesn't mean that it wasn't smart to do so anyway. The leader highly depended on the loyalty and fear of its subject

I've read the Prince before, but not not the Discourses.  I was the one arguing that the loyalty of the subjects was important, Cathar was the one arguing the opposite, that the ordinary folks had no loyalty to their leaders.  In any case however, the key claim he was making was that nationalism did not exist back then, I was arguing it did.  The Prince speaks of the difficulty of ruling over conquered lands and proposes as one solution that the ruler 'take up residence' in the conquered land; which is pretty much advising that he 'emigrate' to become visibly part of the foreign nation.  Without Nationalism however, ruling over conquered foreign lands would be no different from ruling over your native lands. 
Title: Re: Government Types
Post by: Detoxicated on September 26, 2018, 06:23:49 am
Discorsi is much better than the Prince but also alot harder to read.
Title: Re: Government Types
Post by: Cathar on September 26, 2018, 02:13:11 pm
Oh my god. No, nationalism did not exist in the medieval time, it's an invention of the 18th century.

Also I don't read GC's posts but you're using two different definitions of "tribalism". You are using an anthropological definition (how a group defines its limits) and he's using a historical definition (people living in an actual tribe). Not that it matters really at this point but maybe you'll fare better if you define the terms you're using

Edit : Just to give the benefit of the doubt, if you mean "people are naturally tribalistic and nationalism is an extention of tribalism ipso facto people are naturally nationalistic"...you're still very wrong.
Language itself is not unified in the middle age, every province has its linguae, they don't feel a patriotic feeling like they are part of the same group as each others, and certainly not as the same group as their lord or his mercenaries. Tribalism expressed itself in a village, or in a family, but for nation-sized tribes to organize themselves you need modern communications and an unified language.

Just as a trivia ; did you know that "mercenary", "soldier" and "bandit" were used interchangeably ? They eytmologically all describe the same people. In France they had signature methods of torture to force the peasants to feed them ("la chauffe" for exemple, was very common). "Chauffard" was also a term used, and nowaday it is an insult meant at bad drivers.
Title: Re: Government Types
Post by: Miles_Umbrae on September 26, 2018, 04:08:42 pm
Oh my god. No, nationalism did not exist in the medieval time, it's an invention of the 18th century.
*sigh*
Abstract concepts like "Nationalism" or "Feudalism" are NOT "invented".
"Feudalism", for example, existed between 9th and 15th century, but wasn't "invented" until 1939-ish, meaning these things can definitely exist without an official name for it.
Title: Re: Government Types
Post by: GoblinCookie on September 27, 2018, 06:04:01 am
Edit : Just to give the benefit of the doubt, if you mean "people are naturally tribalistic and nationalism is an extention of tribalism ipso facto people are naturally nationalistic"...you're still very wrong.
Language itself is not unified in the middle age, every province has its linguae, they don't feel a patriotic feeling like they are part of the same group as each others, and certainly not as the same group as their lord or his mercenaries. Tribalism expressed itself in a village, or in a family, but for nation-sized tribes to organize themselves you need modern communications and an unified language.

They did have a unified language, Latin.  The majority of nations in the modern world do not all speak the same native language, they get along quite fine because they all know a third language which everyone can speak irrespective of what their actual language is.  Also a number of independent nations speak the same language as each-other, it does not mean that they are unified and act as one nation.

At a certain point, the existing nations do attempt to create a unified vernacular language to replace Latin, the reasons for this are obscure.  Probably those reasons are nationalistic in nature, which gives the lie to the idea that nations are somehow built on a common language, they are not.  Random warlords that happen to control some stretch of land by the sword do not need to impose a common language, they would be quite happy to talk Latin. 

Nationalism is not simply the idea that a nation must speak the same language, *that* was indeed a recent invention but it was an invention *of* nationalists which logically must exist earlier. 

Just as a trivia ; did you know that "mercenary", "soldier" and "bandit" were used interchangeably ? They eytmologically all describe the same people. In France they had signature methods of torture to force the peasants to feed them ("la chauffe" for exemple, was very common). "Chauffard" was also a term used, and nowaday it is an insult meant at bad drivers.

They don't just etymologically describe the same people, they literally *are* the same people in many areas during the middle ages.  Soldiers get recruited from ordinary people and trained to fight, then the soldiers find themselves unemployed once they are disbanded either because there is peace or they lost the war, then they turn into bandits because nobody is doling out welfare to ex-soldiers and then finally they end up being hired to work somewhere else where there is a war going on as mercenaries and then potentially it is back to being bandits again. 
Title: Re: Government Types
Post by: Cathar on September 27, 2018, 06:10:07 am
Alright, so it's a bickering on words. Fine. Nationalism existed from the 18th century onward. Attributing it to medieval people is hindsight at its absolute worst. And to your defense, some historians did it, which is a mistake that is forgivable for a forum poster, but not for a man such as Michelet who is at the origin of most of our misconceptions about the "patriotic feeling" of the 100yw, which, again, was completely foreign to those people.

They don't just etymologically describe the same people, they literally *are* the same people in many areas during the middle ages.  Soldiers get recruited from ordinary people and trained to fight, then the soldiers find themselves unemployed once they are disbanded either because there is peace or they lost the war, then they turn into bandits because nobody is doling out welfare to ex-soldiers and then finally they end up being hired to work somewhere else where there is a war going on as mercenaries and then potentially it is back to being bandits again. 

At the origin, it wasn't even a differenciation between the state of employment of hired fighters. Fighters were not hired from the common folk, they were hired as professionals members of companies. Soldiers means "who receives a solde" which is an amount of money paid for work, mercenary comes from the latin "mercenarius" who means "hired or rented". The words means the same exact thing. Bandit simply means "who travels in a band", which all soldiers did at the times. Tho you are right, soldiers were the most dangerous to peasants when they were unemployed and starving, and you can bet your pocket money that farmers despised these guys and did not felt like they were part of the same group

Edit : But HEY here is a suggestion :

What about we completely remove the word "nation" from DF generated civ names, and link the procedures of nomination of civ-level offices to their generated names ? A law giver in a republic could be elected, while being chosen among aristocrats in an aristocracy, or inherit the title from his dead relative in a kingdom. Those mechanisms already exist, they wouldn't require much tweakings to work, and I think it would improve immersion.
Title: Re: Government Types
Post by: GoblinCookie on September 27, 2018, 06:57:27 am
Alright, so it's a bickering on words. Fine. Nationalism existed from the 18th century onward. Attributing it to medieval people is hindsight at its absolute worst. And to your defense, some historians did it, which is a mistake that is forgivable for a forum poster, but not for a man such as Michelet who is at the origin of most of our misconceptions about the "patriotic feeling" of the 100yw, which, again, was completely foreign to those people.

You can say that, but you have no evidence nor reason to back it up.  There is no hindsight involved, it just existed because people back then behave like it existed and nobody can identify who the 'inventors' of nationalism even are.  The 100 years war is pretty much a solid example of things behaving like nationalism existed. 

At the origin, it wasn't even a differenciation between the state of employment of hired fighters. Fighters were not hired from the common folk, they were hired as professionals members of companies. Soldiers means "who receives a solde" which is an amount of money paid for work, mercenary comes from the latin "mercenarius" who means "hired or rented". The words means the same exact thing. Bandit simply means "who travels in a band", which all soldiers did at the times. Tho you are right, soldiers were the most dangerous to peasants when they were unemployed and starving, and you can bet your pocket money that farmers despised these guys and did not felt like they were part of the same group

No Cathar, you are completely not understanding the basic idea of Feudal governments.  The idea is that something above you gives you the land and in return you fight for the thing that gave you your land.  Most feudal armies are not made of mercenaries, they are made of people of various social strata called up by their social superiors in order to fight for them.

Mercenaries are something else, they are basically a competing military element.  And yes, these people are basically the same thing as bandits but their origins lie in what happens to people recruited in the former fashion after they have been fighting for a long time and they have no wish or desire or ability to return home.  The ordinary soldiers become bandits which then become mercenaries and unemployment is what causes the ordinary soldiers to make the initial transition. 
Title: Re: Government Types
Post by: Cathar on September 27, 2018, 07:02:35 am

You can say that, but you have no evidence nor reason to back it up.

https://www.youtube.com/watch?v=RIuNMM4Atmk

I have no idea why you're asking me for evidences since we all witnessed before you can't be arsed to check them once provided. But if you discovered yourself some sudden interest for learning stuff, here you go. It's an excellent serie who clears a lot of confusion about medieval society.

The rest is not worth responding to.
Title: Re: Government Types
Post by: ZM5 on September 27, 2018, 07:55:44 am
Jesus fucking Christ. Anyone know how to unsub from threads so they stop popping up in the unread list? I'd rather this stop popping up in my list if its just gonna be consistent thread-derailing bickering yet again.
Title: Re: Government Types
Post by: Cathar on September 27, 2018, 09:00:56 am
Profile > Notification and the option should be there (if you asked for a notification that is, else a thread will be unread until you read it I fear). But ey, there is an ignore list I just noticed. This will prove extremely useful for keeping threads from getting sidetracked while preventing heads from exploding.

Also sorry for partaking into the constant derailing. As far as I'm concerned I'll stop here
Title: Re: Government Types
Post by: ZM5 on September 27, 2018, 09:45:19 am
Ah, damn, since it was just the "auto-notify upon replying to thread" thing going on here and I didn't mark this thread I can't seem to disable notifications for it - oh well, thanks anyway, should prove handy in the future!
Title: Re: Government Types
Post by: GoblinCookie on September 30, 2018, 05:47:01 am
https://www.youtube.com/watch?v=RIuNMM4Atmk

I have no idea why you're asking me for evidences since we all witnessed before you can't be arsed to check them once provided. But if you discovered yourself some sudden interest for learning stuff, here you go. It's an excellent series who clears a lot of confusion about medieval society.

The rest is not worth responding to.

And once again you throw down the book and leave.  That was interesting while it lasted.
Title: Re: Government Types
Post by: Miles_Umbrae on October 02, 2018, 07:06:18 pm
I'm curious how Dwarf Fortress could be made to simulate a Technocratic government in Fortress mode...
A Technocratic system is one where the best suited or most knowledgeable on the subject are given the position to make decisions about that area; i.e. the best farmer would be making decisions about agriculture, the best military leader would handle militaristic affairs, and so on...
Title: Re: Government Types
Post by: GoblinCookie on October 04, 2018, 06:38:08 am
I'm curious how Dwarf Fortress could be made to simulate a Technocratic government in Fortress mode...
A Technocratic system is one where the best suited or most knowledgeable on the subject are given the position to make decisions about that area; i.e. the best farmer would be making decisions about agriculture, the best military leader would handle militaristic affairs, and so on...

We actually already have a technocratic government if we don't have any hereditary monarchs or nobles. 

The game already selects the most skilled candidate for the job.  The person with the best social skills becomes Mayor because this role involves [MEET_WORKERS] responsibility.  Once I added in an elected medical position into my mod and behold, they elected the best doctor I had on embark to be medic. 
Title: Re: Government Types
Post by: crazy4bricks on February 26, 2023, 10:45:45 pm
Well, considering the almost unlimited variations on governments that can exist, why not break it down into its components? From what I see, the fundamental piece of a government is an Official, which I am using as a blanket term that can be modified with relevant tags. Officials can have tags relating to how someone can become one (election, inheritance, delegation by a superior), qualifications (skills, relative power, nepotism, social class, prestige), responsibilities (external diplomacy, military command, finances management, providing military aid to superior, providing taxes to superior, law making/enforcement, voting). There could also be values such as rank or authority, a list of subordinate positions, and such.

This system can feasibly be used for all sorts of government structures, from monarchies, to democracies, to republics, and every other government in between and beyond, as long as they include an Official in its structure. Heck, this might even be expanded into any organization, including religious groups, guilds, and the like. This might actually not be as complex it might be in an official release, knowing the nature of DF.
Just a thought. I have been thinking about it for a while now and I wanted to share this idea.
Title: Re: Government Types
Post by: brewer bob on February 26, 2023, 10:54:13 pm
Oh, a necromancer!

Officials can have tags relating to how someone can become one (election, inheritance, delegation by a superior), qualifications (skills, relative power, nepotism, social class, prestige), responsibilities (external diplomacy, military command, finances management, providing military aid to superior, providing taxes to superior, law making/enforcement, voting). There could also be values such as rank or authority, a list of subordinate positions, and such.

Much of this already exists in DF.

See: Entity position tokens (https://dwarffortresswiki.org/index.php/DF2014:Position_token)
Title: Re: Government Types
Post by: crazy4bricks on February 26, 2023, 11:01:02 pm
Much of this already exists in DF.

See: Entity position tokens (https://dwarffortresswiki.org/index.php/DF2014:Position_token)
Wow! You learn something new every day with this game. Glad to know I am not the first to think of this.