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Dwarf Fortress => DF Suggestions => Topic started by: Ribs on May 16, 2015, 11:46:39 pm

Title: "Tavern-like" Academies
Post by: Ribs on May 16, 2015, 11:46:39 pm
No, I don't mean a drinking academy (although that would actually make perfect sense in this game). I mean a regular academy, that would work similarly to the way taverns are going to work.  Yes, academies/universities/schools have been suggested many times before. Here are a few threads on the subject:

http://www.bay12forums.com/smf/index.php?topic=123620.msg4080960#msg4080960
http://www.bay12forums.com/smf/index.php?topic=4326.0
http://www.bay12forums.com/smf/index.php?topic=25775.0
http://www.bay12forums.com/smf/index.php?topic=62643.0
http://www.bay12forums.com/smf/index.php?topic=5528.0
http://www.bay12forums.com/smf/index.php?topic=40464.0
http://www.bay12forums.com/smf/index.php?topic=3613.msg54340#msg54340
http://www.bay12forums.com/smf/index.php?topic=24445.0
http://www.bay12forums.com/smf/index.php?topic=29367.0
http://www.bay12forums.com/smf/index.php?topic=82065.0
http://www.bay12forums.com/smf/index.php?topic=29324.0

Nevertheless, my ideas here are more specific to recent developments in the game, so I think it's worth suggesting.

So, Toady says that we'll soon (not on this release, but probably sooner rather than later) have some sort of economy to support the idea of making a profit out of having a funtioning tavern visited by outsiders in our fortresses.

Seeing that we'll also have libraries and scholars visiting, why not make available to the player an academy type building that would function in a similar way:


all attached together like taverns and temples will be. Students would pay some sort of fee to attend the college. Perhaps, (just like taverns will apparently work out), you could make academies just for locals that would be free. That could obviously be a lot more to them, but that's my basic idea.

Not an out of place idea to the medieval-y spirit of the game, as historically (usually wealthy or highly influential) families would send their relatives to places of learning that worked kind of like this.

I partcularly like the idea of academies that would train certain skills that are very difficult to train right now, like architecture, medical skills, reading and engeneering skills (all theoretical enough that it would make sense for them to be taught like this)




Title: Re: "Tavern-like" Academies
Post by: NW_Kohaku on May 17, 2015, 12:51:31 am
When it comes to Toady, "sooner" is a veeeery relative term.  And that only applies if he doesn't go chasing after some shiny other idea that gets his attention first, like when he decided to put the caravan arc on hold last time to make human cities for a couple years.  (Not that human cities are a bad thing by any measure, but I remember taverns were 'coming soon' in 2011...)

Anyway, I think such ideas make a bit more sense as part of a "guild" of one sort or another.   (I.E. a mason's guild teaching architecture.)  I'm a little leery about books just instantly making people learn things through book-based knowledge beams to the brain, but having some sort of hands-on training makes a decent bit of sense, and you can basically do that in-game already.  (Just construct a bridge, deconstruct it, then construct it again...) What you'd really need is a military screen-style interface for the designation of, and in-game recognition of a place of learning so that would-be architects could come visit your ditch where you build bridges.

That said, there's no reason for you not to revive an existing topic when you want to add something to it.  What you've written here could easily be used to expand upon one of those threads you already linked.
Title: Re: "Tavern-like" Academies
Post by: Alfrodo on May 17, 2015, 10:52:23 am
When it comes to Toady, "sooner" is a veeeery relative term.  And that only applies if he doesn't go chasing after some shiny other idea that gets his attention first, like when he decided to put the caravan arc on hold last time to make human cities for a couple years.  (Not that human cities are a bad thing by any measure, but I remember taverns were 'coming soon' in 2011...)

Anyway, I think such ideas make a bit more sense as part of a "guild" of one sort or another.   (I.E. a mason's guild teaching architecture.)  I'm a little leery about books just instantly making people learn things through book-based knowledge beams to the brain, but having some sort of hands-on training makes a decent bit of sense, and you can basically do that in-game already.  (Just construct a bridge, deconstruct it, then construct it again...) What you'd really need is a military screen-style interface for the designation of, and in-game recognition of a place of learning so that would-be architects could come visit your ditch where you build bridges.

That said, there's no reason for you not to revive an existing topic when you want to add something to it.  What you've written here could easily be used to expand upon one of those threads you already linked.

I don't think it'll be: oh, it's "And She Sang, Urist lambemòng" a book on a legendary mason. I think I'll read it
*reads it
Skill in masonry has increased to Competent
*immediately gains 10 pounds in muscle*


I think it'll be either,
A) no skill gains from books
B) skill gains from books come in the form of being able to make new things with innovations or stuff. (read Quern, Fact or Fiction, learn to make quern.)
C) Skill gains would be percent based, so a mason with no experience cannot learn from a book. But a competent one will get a slightly better boost than an expert one.
D) Skill gains would be too marginal to be noteworthy, regular training is better.
E) Books make it possible/much easier to start a profession. Not all dwarves will start off knowing how to forge a blade, carve a rock, or make a crossbow out of a chicken.

I like this though, I was thinking about this earlier and how amusing it would be to come across a lye making guild in adventure mode.

So you put the apple ashes in the water... Boil 'em, and skim the lye off the top. Then boil it again...
done.
That's it.
You're done, you're a certified lye maker.
get out.
It's my first day!
*Urist Mcmaster grabs Logem lomlom by the right foot!
*Urist Mcmaster throws Logem lomlom
*Logem lomlom collides with an obstacle (The door)

I'd also like to see the personality of the master/founder affect academy policies.

example: More paranoid, independent and less power hungry, and cooperative founders will have fewer students and stricter signup policies. (I'm afraid one will kill me, I don't need them, I don't need to exert power over them, I hate working with large groups.)

ones that value craftsmanship, eloquence and decorum will have larger, better furnished guild buildings (worldgen only. You decide this one yourself in your own academies.) and keep their students for longer. (You can't leave until you're a legendary +5 kicker, dang it!)

Ones that dislike hard work, tradition and like leisure time and merrymaking will have more non-teaching things on campus. (World gen again)

Ones that dislike law and loyalty are likely to build... secret rooms and armories. (again, worldgen.)

I also can't help but think that some might get the money to build their academy through adventuring and raiding.

In a conversation with a headmaster:
Where did you get the money to start the academy?
I stole a bunch of weapons from a goblin pit, turns out most weapons go for 250 apiece, and dimension lumber for 5.
Also, socks, they go for about 30 apiece. So once you've acquired about 30 pairs of socks and 30 copper axes...

Wait, so this place is indirectly made from stolen axes, and used socks?

Yep.

I must leave.
Title: Re: "Tavern-like" Academies
Post by: Ribs on May 17, 2015, 05:16:46 pm

That said, there's no reason for you not to revive an existing topic when you want to add something to it.  What you've written here could easily be used to expand upon one of those threads you already linked.

Not getting any attention? Kind of petty, but honestly I have no other excuse. Also, no one's made the effort of making a 'central' dedicated thread on the subject (like your improved farming megathread), so that also discourages necroing old ones even for people who bother researching on the forums before starting new threads (like I did). Mine's probably going to be added to the pile so maybe this really was redundant, but I'll try to keep this one alive if people are interested.


About the books giving people skills,

I think it only makes sense for certain skills that are very theorethical. Mathematics is the perfect example, linguistics as well. There's very little "hands on" learning with these subjects, and considering how df is developing things like math could become game skills in the future, and you'd need those to be able to have a higher understanding of engeneering. Sure, there are other ways of learning, but books are a functioning alternative.

As for other skills, yeah. It's more complicated. There are historical examples of manuals for all sort of things, but I think books would be more useful to teach specific techniques rather than directly improve combat related skills, or more practical skills like carpentry or masonry.

Still, there are other things that academies could teach that aren't specific skill related. You could have your scholars reading about poetry, philosophy, political theory, military theory, etc. Just like your adventuresrs are able to learn songs, I'm sure that there could be a tab that shows the familiarity a character has with all assortments of subjects. Slaves to Armok 1 has all sort of crazy redundant skills, so I'm sure DF'll get to the point where Toady will decide to split practical knowledge from theoretical/book knowledge.
Title: Re: "Tavern-like" Academies
Post by: Ribs on May 17, 2015, 05:54:53 pm

I don't think it'll be: oh, it's "And She Sang, Urist lambemòng" a book on a legendary mason. I think I'll read it
*reads it
Skill in masonry has increased to Competent
*immediately gains 10 pounds in muscle*


I think it'll be either,
A) no skill gains from books
B) skill gains from books come in the form of being able to make new things with innovations or stuff. (read Quern, Fact or Fiction, learn to make quern.)
C) Skill gains would be percent based, so a mason with no experience cannot learn from a book. But a competent one will get a slightly better boost than an expert one.
D) Skill gains would be too marginal to be noteworthy, regular training is better.
E) Books make it possible/much easier to start a profession. Not all dwarves will start off knowing how to forge a blade, carve a rock, or make a crossbow out of a chicken.

I like this though, I was thinking about this earlier and how amusing it would be to come across a lye making guild in adventure mode.

So you put the apple ashes in the water... Boil 'em, and skim the lye off the top. Then boil it again...
done.
That's it.
You're done, you're a certified lye maker.
get out.
It's my first day!
*Urist Mcmaster grabs Logem lomlom by the right foot!
*Urist Mcmaster throws Logem lomlom
*Logem lomlom collides with an obstacle (The door)

I'd also like to see the personality of the master/founder affect academy policies.

example: More paranoid, independent and less power hungry, and cooperative founders will have fewer students and stricter signup policies. (I'm afraid one will kill me, I don't need them, I don't need to exert power over them, I hate working with large groups.)

ones that value craftsmanship, eloquence and decorum will have larger, better furnished guild buildings (worldgen only. You decide this one yourself in your own academies.) and keep their students for longer. (You can't leave until you're a legendary +5 kicker, dang it!)

Ones that dislike hard work, tradition and like leisure time and merrymaking will have more non-teaching things on campus. (World gen again)

Ones that dislike law and loyalty are likely to build... secret rooms and armories. (again, worldgen.)

I also can't help but think that some might get the money to build their academy through adventuring and raiding.

In a conversation with a headmaster:
Where did you get the money to start the academy?
I stole a bunch of weapons from a goblin pit, turns out most weapons go for 250 apiece, and dimension lumber for 5.
Also, socks, they go for about 30 apiece. So once you've acquired about 30 pairs of socks and 30 copper axes...

Wait, so this place is indirectly made from stolen axes, and used socks?

Yep.

I must leave.

Let me give you a scenario:

You have three people of equal physical standing that have zero experience with capentry. They are each assigned a carpentry workshop and asked to construct a table.

Person A recieves the help of an experieced carpenter who tutors him in every step of the process
Person B recieves an exellent carpentry manual that explains, step by step, almost exactly what the tutor would to person A
Person C recieves no help

I think person A will probably produce a much better quality table than person B who, in turn, will produce a better quality table than person C. Moreover, if the process is repeated everyday for several years, person B and especially person A would end up producing far better quality tables than person C probably ever would.

The thing is, there's practical knolwege and theorectical knolwedge for all skills. You can't simply learn thousands of years of accumulated carpentry techniques passed on by generations by yourself in one lifetime. Toady has spoken before of limiting the dwarves ability to quickly going from dabbling to masters in a set of skills without being tutored by someone with more knolwedge.

While being directly instructed in a student-teacher relationship (that we may see when guilds are brought back) is probably the most effective way of passing knowledge, books are a realistic alternative.

Lets say you generated a world where all dwarven civilizations died out and you don't have access to certain skills. The only alternative of training them effectively may be through books.

So a mason with no experience could, in fact, learn from a book. I think that it would indeed make sense to give book users a small percentage skill gain in whatever it is that they are trying to learn in some cases, but the real big advantages of books would be to serve as a 'makeshift' tutor for certain skills. They should be much inferior to actual teachers, but they could be useful in a pinch. 

About the funders personality influencing on the way the academies will work, I think that's very valid. It would be cool to see what kind of weirdo historical figures would be the ones starting these things in world gen especially
Title: Re: "Tavern-like" Academies
Post by: NW_Kohaku on May 17, 2015, 06:46:26 pm
Well, I'm not sure that a book alone actually helps at all, is the problem.

I mean, I have a Probability textbook from college with me that I guarantee you would be illegible to over 99.9% of the English-literate population.  It takes a very intimate understanding of high-level mathematics to even approach the book, and notably over half the class of very intelligent people failed that course, and not for too much partying.  Without the pressure of a failing grade looming over your head and constant trips to the TAs to learn this stuff, there would be no learning it at all, as almost nobody has the will to push through a nearly illegible tome to master what is in it on their own time.

You don't learn some things by just reading about them, you have to do them.  There's a reason the bulk of a math textbook is made up of the problems you have to do, because the lessons are meaningless gibberish until you actually solve problems with them enough time that they get engraved on your brain.  My 2nd grade math class mostly consisted of handing us sheet after sheet of basic math problems, and timing how long it took each of us to fill them out.

Technology is advanced on the factory floor, as they say.  (Which is a large part of why I hate standard video game tech trees...) 

I mean, there are some arts that really are just plain dead.  Nobody knows how to make Greek Fire, for example, because it was a secret that was kept secret by never writing it down. 

People have forgotten how Medieval martial arts were performed, even with detailed textbooks, and historians and reenactors argue over many details, especially when it takes a long period of actual hands-on reenactment to even get a grip of what the books were even talking about.  Reenactors are basically just reinventing the whole field through use.
Title: Re: "Tavern-like" Academies
Post by: Alfrodo on May 17, 2015, 07:31:22 pm
That's the main limitation on books.

That's what I thought of with C)

Basically, if you don't understand armorsmithing, you won't understand a book about it.

I guess different books could have different purposes.

(B + C)
So a the book: "Stop Signs: Fact or Fiction" could be a weaponsmithing book on how to make the legendary stop sign.  It would be incomprehensible to non-weapon smith.  But most weapon smiths (Competent+) can understand it.

(E)
But the book: "Metalcrafting, a retrospective" could help an aspiring metalcrafter start his craft, and perhaps "enable" it in labors. (as in, it can be assigned, not as in its immediately assigned.)

 
Title: Re: "Tavern-like" Academies
Post by: Alfrodo on May 17, 2015, 07:57:06 pm
Also, to add to the academy thing.

I took a random dwarf, Cerol Adilser, and I'm looking at his personality and values, just to see what that might mean for his hypothetical academy.

He values craftsmanship and art. (He's going to like a big, fancy guild place in worldgen, or higher expectations for his guild place in dorf mode.)

He values law, cooperation honesty & loyalty greatly. (He's less likely to have any secrets or tolerate such.)

He values friendship and family. (going to have looser prerequisites for students.)

He really values skill and hard work (Students have to be at least adept-expert before they can leave and do their profession themselves.)

Values merrymaking and leisure (Likely to want a nice selection of wines and ales, and a nice dining room, for excellent parties)

Values commerce and is disturbed by nature. (Not sure what these would do, maybe he would prefer a city location in worldgen.)

He's not lustful. (N/A?)

He's very accepting of other races and cultures (He'd be okay with a goblin or kobold enrolling)

He's always hopeful about the future. (N/A?)

He has a sense of duty (More likely to have classes frequently)

He is fearful in the face of danger. (N/A?)

He is very Humble (More likely to build in wildness in worldgen, lower expectations for furnishings.)

He is not a perfectionist (lower expectations for furnishings and students "graduate" earlier.)

He hangs onto grievances (N/A?)

He is not very ambitious (Less likely to actually found academy, students "graduate" earlier and lower furnishing expectations.)

He doesn't care what others think of him. (Again, smaller less well furnished academy.)

So, He'd have a moderately sized and furnished academy, with few restrictions on who can join. Students would generally graduate at the Competent level. And he would build it in a city, with dining rooms for partying. And would not tolerate any secret rooms or in-academy organizations.




Title: Re: "Tavern-like" Academies
Post by: Ribs on May 17, 2015, 08:06:15 pm
Well, I'm not sure that a book alone actually helps at all, is the problem.

I mean, I have a Probability textbook from college with me that I guarantee you would be illegible to over 99.9% of the English-literate population.  It takes a very intimate understanding of high-level mathematics to even approach the book, and notably over half the class of very intelligent people failed that course, and not for too much partying.  Without the pressure of a failing grade looming over your head and constant trips to the TAs to learn this stuff, there would be no learning it at all, as almost nobody has the will to push through a nearly illegible tome to master what is in it on their own time.

You don't learn some things by just reading about them, you have to do them.  There's a reason the bulk of a math textbook is made up of the problems you have to do, because the lessons are meaningless gibberish until you actually solve problems with them enough time that they get engraved on your brain.  My 2nd grade math class mostly consisted of handing us sheet after sheet of basic math problems, and timing how long it took each of us to fill them out.

Technology is advanced on the factory floor, as they say.  (Which is a large part of why I hate standard video game tech trees...) 

I mean, there are some arts that really are just plain dead.  Nobody knows how to make Greek Fire, for example, because it was a secret that was kept secret by never writing it down. 

People have forgotten how Medieval martial arts were performed, even with detailed textbooks, and historians and reenactors argue over many details, especially when it takes a long period of actual hands-on reenactment to even get a grip of what the books were even talking about.  Reenactors are basically just reinventing the whole field through use.

Of course you can't learn advanced mathemathics without learning the basics first. My post with the carpentry scenario touches on some of your points. I think you're right in the sense that most things are only truly learned through repetitive practice, but consider the following:

Lets suppose that your manager/bookkeeper has to calculate the ammount of goods being produced and consumed, storage space, etc as part of his job. He only has a very rudimentary understanding of mathemathics. No mater how hard he trained, he could only advance so far.

Now lets say he aquires a book with some useful math formulas in it, made purposely for the kind of caltulations he needs to do on a day-to-day basis. If he was smart enough to figure out how to use a few of them, he could much more realistically progress his math skills by trying to use them practically on his job. So books could work more as a slight boost to their skill gain (like Alfrodo suggested), and, more importantly, allow them to achieve higher levels at that skill that would be impossible for them without a tutor.

Of course, not nearly as effective as having a teacher hammering those formulas onto your skull for years, but I think it's not impossible to learn like this. I'm not a native english speaker, and I learned most of my english through reading and writing (and of course listening). Believe it or not, in the beginning it was a lot more reading than writing. Reading really helped me form my vocabulary, while the practice of writing mostly helped with my grammar (which is still not that great).

Yes, we lost a lot of knolwedge over the centuries and books are not a perfect way of retaining information. Still, they are certainly far better than nothing. Specific formulas, for example, like the infamous greek fire is something that could have easily been preserved in a book. That being said, chemistry (or alchemy, or whatever else the game may adopt) is certainly a candidate for "things that can be learned with the help of books".

I'm not even that keen on having skills being learned through books, to be honest. So more importantly, what do you think of having academies that work kind of like taverns? Meaning, foreigners comming and staying in them for some time, paying fees, etc?
Title: Re: "Tavern-like" Academies
Post by: Ribs on May 17, 2015, 08:23:16 pm


He's not lustful (less likely to use his inflluence to hit one his pupils)

This is a game where you can kill babies using puppy corpses as weapons. I think you could probably include some mild innapropriate sexual tention there without shocking anyone, if we're going that far as to consider every single detail of the dwarf's personalities! ha.

He hangs onto grievances (more likely to fail or expel students who he holds grudges against)
Title: Re: "Tavern-like" Academies
Post by: Alfrodo on May 17, 2015, 08:39:53 pm
Quote
I'm not even that keen on having skills being learned through books, to be honest. So more importantly, what do you think of having academies that work kind of like taverns? Meaning, foreigners comming and staying in them for some time, paying fees, etc?

Well, I'm thinking more worldgen academies. But I have to keep in mind dorfy academies.

I don't think it should be "like a tavern" in that you say:

Hey! I want an academy here and here! I want a masonry academy right now and Urist Momuzidek (an adequate mason, who recently immigrated and took up mining due to the lack of work.) is the headmaster!

Hey! I want a cooking academy too! right now!

No. I don't like that. But...

I do like the idea that a dwarf might decide to build an academy at your fortress, when he feels he is a master (not objective, depends on confidence.) and he becomes a noble, a headmaster who still performs his labors in conjunction with teaching and headmastering, in which he then asks for dorms, dining rooms and classrooms in which to establish his academy.

 And if you want, you can turn him down.  I'm sure you'd be a little upset if a dwarf up and established a potash making academy without your consent.
Title: Re: "Tavern-like" Academies
Post by: NW_Kohaku on May 17, 2015, 08:45:05 pm
In the case of learning a language, reading a book is practical training.  (Which would basically be the equivalent of training literacy through reading.)

If anything, I would be most in agreement with a % learning rate gain with books.  (I.E. reading a book gives you +20% skill experience when you train it after reading for a period of time.) That would simulate the idea that someone would be able to try out different techniques they couldn't come up with on their own without a lot more fumbling.  I'd also prefer it if books were keyed to specific skill levels.  (I.E. "Carpentry for Dummies" doesn't work on a master carpenter, and "Urist Ashentomb's compendium of Advanced Accounting" doesn't work on anything less than Accomplished (10), and has nothing more to teach you past Legendary 1.)

And to go back to the academy idea, I again think it's a very good one.  I'd personally love a concept like becoming the headquarters of a specific guild, and being the place that all the would-be architechts in the realm go to study advanced techniques like job cancellation traps (http://dwarffortresswiki.org/index.php/DF2014:Trap_design#Canceled_construction_deadfall). (What do you mean that's not a real skill?!)

It adds meaning to the fortress as part of a larger world, rather than the sum total of the world to most players.  (Most players happily atom-smash the migrants they don't want, and think nothing of causing the extinction of their race when they abandon a site, since, hey, they'll just generate a new world, anyway!)

The creation of an academy shouldn't be something that a dwarf decides on their own, however.  It should involve something like royal decree or recognition of mastery by other dwarves to the point that people start naturally coming to your fort just to meet the legendary weaver dwarf that crafted that artifact cat bone sock.
Title: Re: "Tavern-like" Academies
Post by: Alfrodo on May 17, 2015, 08:57:50 pm
Quote
If anything, I would be most in agreement with a % learning rate gain with books.  (I.E. reading a book gives you +20% skill experience when you train it after reading for a period of time.) That would simulate the idea that someone would be able to try out different techniques they couldn't come up with on their own without a lot more fumbling.  I'd also prefer it if books were keyed to specific skill levels.  (I.E. "Carpentry for Dummies" doesn't work on a master carpenter, and "Urist Ashentomb's compendium of Advanced Accounting" doesn't work on anything less than Accomplished (10), and has nothing more to teach you past Legendary 1.)

An excellent addition to C)

Quote
The creation of an academy shouldn't be something that a dwarf decides on their own, however.  It should involve something like royal decree or recognition of mastery by other dwarves to the point that people start naturally coming to your fort just to meet the legendary weaver dwarf that crafted that artifact cat bone sock.

What I had in mind was that, a dwarf with sufficient skill with an interest in creating a guild/academy, would ask an authority figure of some sort (Mayor, expedition leader, baron, count, duke, king, queen champion with 3000 kills) and, the figure might personally reject, but It would basically give you an option.

Libash igriliod: I humbly ask for consent to establish a butchery academy here in Shadyarrows, will you allow me to engage in my endeavor?
a: Screw you. There are better uses of our resources.
b: Go ahead, I'm sure shadyarrows will greatly benefit from this organization.

Quote
He's not lustful (less likely to use his inflluence to hit one his pupils)

Well, I think that would happen naturally. But I think high lust would mean: more likely to admit a member of the headmasters preferred sex. (A lusty straight male dwarf headmaster would have a little bias toward lady dwarves enrolling. even if they don't quite fit the standards...)

Also, let's talk tuition.
Title: Re: "Tavern-like" Academies
Post by: NW_Kohaku on May 17, 2015, 09:24:37 pm
Well, I think that would happen naturally. But I think high lust would mean: more likely to admit a member of the headmasters preferred sex. (A lusty straight male dwarf headmaster would have a little bias toward lady dwarves enrolling. even if they don't quite fit the standards...)

Also, let's talk tuition.

That presumes a whole lot about the way that sexism and sex drive work that would fall outside the topic of this thread...   (Why wouldn't sex drive contribute to a Mad Men viewpoint that women are just there for sex, and shouldn't be involved in their serious work?)

Anyway, back to the academy part, I'd prefer to see it be something more fluid and incremental than a declaration. I.E. a single dwarf passing through wants to learn from a master, then a couple more learn, then a few dwarves come to your fort specifically for that master, then you can start thinking about expanding the facilities to make it a serious portion of your fortress and having multiple instructors.  (Although having royal decree state that we need more weaponsmiths or axelords or whatever in this realm if we are to survive, and therefore, you need to prepare suitable teachers within 3 years, upon which time you will receive students.  To aid you in this, have this shipment of 50 ingots of steel.)
Title: Re: "Tavern-like" Academies
Post by: Alfrodo on May 17, 2015, 09:31:11 pm
Well, I think that would happen naturally. But I think high lust would mean: more likely to admit a member of the headmasters preferred sex. (A lusty straight male dwarf headmaster would have a little bias toward lady dwarves enrolling. even if they don't quite fit the standards...)

Also, let's talk tuition.

That presumes a whole lot about the way that sexism and sex drive work that would fall outside the topic of this thread...   (Why wouldn't sex drive contribute to a Mad Men viewpoint that women are just there for sex, and shouldn't be involved in their serious work?)

Anyway, back to the academy part, I'd prefer to see it be something more fluid and incremental than a declaration. I.E. a single dwarf passing through wants to learn from a master, then a couple more learn, then a few dwarves come to your fort specifically for that master, then you can start thinking about expanding the facilities to make it a serious portion of your fortress and having multiple instructors.  (Although having royal decree state that we need more weaponsmiths or axelords or whatever in this realm if we are to survive, and therefore, you need to prepare suitable teachers within 3 years, upon which time you will receive students.  To aid you in this, have this shipment of 50 ingots of steel.)

hmmm... What do you think of all of this, Ribs?

I guess you're right, the establishment of a guild should not be the whim of a random dwarf in fort mode. (It should work that way in worldgen to simplify it. Just assume a sufficiently skilled kobold might have disciples. oops, forgot scholarly relationships are tracked in worldgen.)

So, if there's an interest in his teachings from traveling adventurers, poets or scholars, he might consider doing the steps I proposed before. (Hey Duchess, can I start a kicker guild? a: screw you. b: ok)
Title: Re: "Tavern-like" Academies
Post by: Ribs on May 17, 2015, 09:42:33 pm
Well, I'm thinking more worldgen academies. But I have to keep in mind dorfy academies.

I don't think it should be "like a tavern" in that you say:

Hey! I want an academy here and here! I want a masonry academy right now and Urist Momuzidek (an adequate mason, who recently immigrated and took up mining due to the lack of work.) is the headmaster!

I do like the idea that a dwarf might decide to build an academy at your fortress, when he feels he is a master (not objective, depends on confidence.) and he becomes a noble, a headmaster who still performs his labors in conjunction with teaching and headmastering, in which he then asks for dorms, dining rooms and classrooms in which to establish his academy.



The creation of an academy shouldn't be something that a dwarf decides on their own, however.  It should involve something like royal decree or recognition of mastery by other dwarves to the point that people start naturally coming to your fort just to meet the legendary weaver dwarf that crafted that artifact cat bone sock.

Well, it could be a mix of all those things. Apparently, outsiders are going to be able to make petitions now to become citizens. Could be a similar thing where a skilled dwarf or a certain guild would make a petition to the mayor/baron/king for an academy to be made.

Alternatively,  maybe a group of wealthy nobles/scholars would come to your fortress and offer high sums of money for a guild to be made there (of course you'd build it, but they would run it and maybe pay taxes or something).

I always enjoyed the idea of (if we get at least a proto-economy  going) having wealthy people or organizations comming to you and offering you money to build things for them in your fortress, like private mantions, odd business or something like that.

And to go back to the academy idea, I again think it's a very good one.  I'd personally love a concept like becoming the headquarters of a specific guild, and being the place that all the would-be architechts in the realm go to study advanced techniques like job cancellation traps. (What do you mean that's not a real skill?!)

Maybe one day our veteran dwarves will write great manuals of advanced martial training techniques, like spending months at a time in a tiny room continuously dodging training wooden spears moved by a contraption on the floor.
Title: Re: "Tavern-like" Academies
Post by: Ribs on May 17, 2015, 09:49:26 pm
Oh, and I also like the royal decree aspect of it. Although, I think organizations other than the crown could have an interest in building an academy in your fortress.

Going back to the medieval era, universities in cities were generally funded and run by the church. There could be multiple groups interested in funding a project like that, maybe even wealthy individuals.
Title: Re: "Tavern-like" Academies
Post by: Alfrodo on May 17, 2015, 10:02:51 pm
On tuition:

if we ever get the economy going, visiting students will have to pay a tuition based, again, on the personality of the initial headmaster. (They can get replaced, but their legacy lives on in policies.)

 A greedy headmaster is likely to charge more for tuition, a racist one is more likely to charge higher tuition for elves, kobolds and furries animal folk, a lusty one is likely to lower tuition to "accommodate" attractive folk. (The worst headmaster would be a greedy, racist, asexual one.)

The money then goes to the headmaster and any other teachers or the like.

Without the economy, non-citizen students would be expected to pay in goods (generally hauled with them if they want to enroll, a student comes with 3 bagfuls of untasty finger limes) and citizen students freeload.



Also, we've got a few methods for establishment here.

Urist måmgoziod wants to establish a carpentry academy, he asks the duchess for consent. [Alfrodo]

Urist måmgoziod has had several students coming to him recently and has had difficulty managing them. He asks the duchess for consent to make an academy to simplify his life. [Kohaku]

Urist måmgoziod is appointed headmaster of a carpentry academy comissioned by a group of wealthy Scholars who bribed the duchess into the deal with a massive pile of untasty finger limes. [Ribs]




Title: Re: "Tavern-like" Academies
Post by: Ribs on May 17, 2015, 10:27:13 pm
On tuition:


Urist måmgoziod is appointed headmaster of a carpentry academy comissioned by a group of wealthy Scholars who bribed the duchess into the deal with a massive pile of untasty finger limes. [Ribs]







I wasn't necessarily thinking of bribery, but I guess that works too. Seriously though, I was thinking more of a contract. Things cost time and money (or at least resources). Maybe you can decide to do it for free, but I think most investors wouldn't expect it as a possibility. Maybe you could, indeed, ask for the fortress duchess or the mountainhome queen for help, and she would send you help thinking of all the glory and prestige she'll get by funding a learing center.

Guilds halls are things that are more likely to be asked (or even demanded) by your organized laborers to be build, but I think of academies as more commonly build as prestigious learning centers for the wealthy or influential. In fact, I wasn't even thinking of academies for crafting type labors ( like masonry, carpentry, pottery, etc), as guilds will be more involved in teaching those. I was thinking of academies for more 'noble' schools of learning, such as war, law, architecture and maybe even philosophy.

Considering dwarves do culturally value craftsdwarship more than anything else, there could be academies for crafting jobs I guess, but I'm thinking that they would still be a separate thing for the more influential people (maybe even if working together with guilds).
Title: Re: "Tavern-like" Academies
Post by: NW_Kohaku on May 17, 2015, 10:33:42 pm
Well, I went into more detail on it in the Class Warfare thread, but historically, most Medieval societies didn't actually use coinage within a single town.  (Exceptions being cities large enough that everyone was functionally anonymous to one another.) There quite simply was not enough precious metal to make currency from.  (And much of that currency tended to be traded to China in exchange for porcelain over the Silk Road to the point that until the Spanish started looting the Americas, Europe was literally running out of metal.)

As such, coinage was really only ever used by merchants traveling between nations and trading with people they wouldn't meet again, which necessitated a settling of accounts at every trade.

The majority of trades were done on credit, not unlike how DF used to handle trading within the fortress... and a lot of trading by people who knew they would have significant ongoing contact with (I.E. fellow members of a single community) was done without explicit definition of the values of the goods and services traded.  That is, they just "owed him one". 

Hence, it makes some sense to have an academy's tuition go to the fortress's coffers as a whole, and make the economy only work as the fortress relating to the rest of the world, rather than the individual residents of the fortress to each other. 

One of the major reasons the economy of past versions fell apart was because haulers almost inevitably wound up as beggars nearly starving to death, yet served a vital fortress function.  (Of course, something more like a salary system would help with that...)



Also,
Urist måmgoziod has had several students coming to him recently and has had difficulty managing them. He asks the duchess for consent to make an academy to simplify his life. [Kohaku]

I'm not thinking that you need permissions per se for the idea I'm thinking about.

More like, you just have instruction as a part of a dwarf's possible labors, or a zone or something you can choose to set up whether anyone wants it or not.  The master smith might take on an apprentice or something of their own volition if you don't explicitly forbid it. Or, you have a class on smithing for your own dwarves (teach them up to novice weaponsmith before banishing them to hauling duty or milking or something in case of moods) and some visitors start sitting in on classes for pay.

Academies, then, are simply when you actively start organizing the instruction.  There isn't a formal difference recognizing when a single class has turned into a full institution with a system like that, there is simply greater demand and more classes.

It would also mean that you wouldn't have something like a limit of two academies per fortress, it's just what you actually dedicate time and space towards teaching.
Title: Re: "Tavern-like" Academies
Post by: Alfrodo on May 17, 2015, 10:49:58 pm
Quote
Urist måmgoziod has had several students coming to him recently and has had difficulty managing them. He asks the duchess for consent to make an academy to simplify his life. [Kohaku]

I'm not thinking that you need permissions per se for the idea I'm thinking about.

More like, you just have instruction as a part of a dwarf's possible labors, or a zone or something you can choose to set up whether anyone wants it or not.  The master smith might take on an apprentice or something of their own volition if you don't explicitly forbid it. Or, you have a class on smithing for your own dwarves (teach them up to novice weaponsmith before banishing them to hauling duty or milking or something in case of moods) and some visitors start sitting in on classes for pay.

Academies, then, are simply when you actively start organizing the instruction.  There isn't a formal difference recognizing when a single class has turned into a full institution with a system like that, there is simply greater demand and more classes.

It would also mean that you wouldn't have something like a limit of two academies per fortress, it's just what you actually dedicate time and space towards teaching.

What I meant by simplifying his life was allowing him organize his students and teach them all at the same time.

So, Guild moneys go to the fortress and not the guild?

I guess they'd only go to the guild if the economy is in effect, if it is not, then the money/goods go to the collective fortress.
Title: Re: "Tavern-like" Academies
Post by: Ribs on May 17, 2015, 11:07:18 pm
Well, I went into more detail on it in the Class Warfare thread, but historically, most Medieval societies didn't actually use coinage within a single town.  (Exceptions being cities large enough that everyone was functionally anonymous to one another.) There quite simply was not enough precious metal to make currency from.  (And much of that currency tended to be traded to China in exchange for porcelain over the Silk Road to the point that until the Spanish started looting the Americas, Europe was literally running out of metal.)

As such, coinage was really only ever used by merchants traveling between nations and trading with people they wouldn't meet again, which necessitated a settling of accounts at every trade.

The majority of trades were done on credit, not unlike how DF used to handle trading within the fortress... and a lot of trading by people who knew they would have significant ongoing contact with (I.E. fellow members of a single community) was done without explicit definition of the values of the goods and services traded.  That is, they just "owed him one". 

Hence, it makes some sense to have an academy's tuition go to the fortress's coffers as a whole, and make the economy only work as the fortress relating to the rest of the world, rather than the individual residents of the fortress to each other. 

One of the major reasons the economy of past versions fell apart was because haulers almost inevitably wound up as beggars nearly starving to death, yet served a vital fortress function.  (Of course, something more like a salary system would help with that...)




Yes, I was actually considering that very few people would have access to money at all. So you'd get your rare wealthy individuals who would have access to coin in your fortress ( so they would have their personal coffers full of coins and you'd probably be able to tax them in certain circunstances to fill up the fortress' coffers). I do agree that most people in your fortress wouldn't use coins on a daily basis, and some would even not have any money, but some possibly would for some reason or another. That's why I mentioned the odd wealthy city merchant, trader or nobleman who could decide to settle in your fortress or start some sort of "business venture" there. That's the kind of people who are likely to have coin.

So yes, maybe it would be in your best interest to make the academy entirely controlled by the community (maybe even preffered by distrusting dwarves that don't like the idea of silly foreigners thinking they can run their fortress for them!)

But maybe it would be interesting if there were alternatives, such as very wealthy individuals who own a lot of money (the same type who'll have large mannors we'll probably be interested in robbing when Toady gets to the thief arc) offering you a deal:
"Here's a bunch of money, so you will let us run an academy in your fortress. Deal? Y/N". Maybe it would be less profitable in the long run, but it's not that unreasonable. Just a fun alternative

Also, if it ever comes to having all dwarves deppending on money again(I started playing back in the 40d days, so I do remember), just make certain jobs be mantained by wages (like the salary system, as you suggested). It doesn't even make sense for certain professions not to, like professional soldiers.

Title: Re: "Tavern-like" Academies
Post by: Alfrodo on May 17, 2015, 11:28:20 pm
so... Guilds will be fortress run and not independent organizations?
Title: Re: "Tavern-like" Academies
Post by: Ribs on May 17, 2015, 11:35:46 pm
so... Guilds will be fortress run and not independent organizations?

Both? If they are in your fortress, they are run by your citizens. If the laborers can choose their own guildmaser, and he has some external influence (like making deals with other cities on their own), you could say that it has some independence from your mayor/baron.

Maybe some guilds are strong enough that they have more influence than the crown. Think of large corporations of workers.
Title: Re: "Tavern-like" Academies
Post by: Alfrodo on May 18, 2015, 12:04:27 am
we(I) seem to be using Academy and guild interchangeably. Should we flesh that out a little?

Guilds are a group of individuals with a similar profession, with teaching secondary (Think Riften's Thieves guild)

Academies are exclusively teaching. (Think Solitude's Bard's College.)
Title: Re: "Tavern-like" Academies
Post by: NW_Kohaku on May 18, 2015, 12:06:38 am
Actually, even "wealthy" people in Medieval life rarely had money on-hand.  At least, cash-money - they usually had some pawnable silverware or something.  Even large money transfers were done by accountants at the local monastery purely on paper. 

In fact, part of why Europe's counties are such a mess is that, when gambling, nobles would often gamble their land, which could actually be fairly assessed, rather than money.  This resulted in peasants frequently not knowing who was actually their lord that week, since they could have been lost to another neighboring lord over a hand of cards last weekend.   For that matter, they frequently didn't particularly care, since the lord mostly only mattered when they collected taxes, and taxation was usually fixed. 

It wouldn't be historically inaccurate for someone to come in with nothing but trader credits for use on the next dwarven caravan as payment. 



so... Guilds will be fortress run and not independent organizations?

An "academy" might be fortress-run or guild-run. (And if we're going by the model of tutoring or apprenticeship without a formal declaration of academies, there might not even be an academy, just some guy that buys training like a traveler might buy a *dwarven syrup roast [10]* for the road.)

Doing things that rake in money for the fortress as a whole and raise its stature may not result in direct remuneration in a fortress, but may carry with it a ton of fame and respect, which, depending on culture, may be worth more, anyway.

One of the other things covered in Debt: The First 5000 Years (http://en.wikipedia.org/wiki/Debt:_The_First_5000_Years) was that civilizations that elect leaders by popular consent (I.E. the mayor) tended to be led by the most materially poor citizens, as they tended to be constantly doing favors and lending things out to maintain their popularity, whereas power through inheritance naturally led to the hoarding of wealth. 

Hence, a skilled dwarf might teach and spread word of their works and teaching skill for the social ramifications rather than the wealth.  DF is also a world where the afterlife comes to you, in the form of ghosts and Toady has said that afterlives should be visitable, so it's entirely possible for a dwarf to be motivated by their ethics of creating great works of craftsdwarfship over monetary rewards.  (And historically, most Medieval artists were driven by religious faith and almost expressly created art devoted to religious themes.) Such workers wouldn't pay much mind to the fortress as a whole taking up their profits. 



If the guild is operating as an independent entity, it opens up a different can of worms in that you might be a step removed in its operation.  They're simply renting space from you, and you might not control their employees, since you'd be damaging their business if you took back space or resources from them.  This can have serious ramifications for the running of your fortress if your fortress has to feed some guild resources, but have only indirect control over what products are spit back out in return.  (You really need a half-dozen magma-proof enormous corkscrews NOW, but today, the guild feels like using your steel to make goblets, instead!)

Also,
Quote from: NW_Kohaku
Would you even consider changing the relationship that the player has with the dwarves right now (as unquestioned overlord and direct allower and denier of all things dwarves can and cannot do), so that dwarves can become more autonomous and individual, and possibly create a better simulation, while on the other hand, potentially dramatically upping the potential for Fun because dwarves are stupid and very likely to hurt themselves unless continually babysat, or perhaps more importantly, if it meant that the player had less direct control over his fortress, and had to rely more on coaxing the ants in his/her antfarm to do his/her bidding?
Our eventual goal is to have the player's role be the embodiment of positions of power within the fortress, performing actions in their official capacity, to the point that in an ideal world each command you give would be linked to some noble, official or commander.  I don't think coaxing is the way I'm thinking of it though, as with a game like Majesty which somebody brought up, because your orders would also carry the weight of being assumed to be for survival for the most part, not as bounties or a similar system.  Once your fortress is larger, you might have to work a little harder to keep people around, but your dwarves in the first year would be more like crew taking orders from the captain of a ship out to sea or something, where you'd have difficulty getting them to do what you want only if you've totally flopped and they are ready to defy the expedition leader.

Anyway, a lot of that is stuff I was talking about in Class Warfare... (I really need to go back to that thread soon...)
Title: Re: "Tavern-like" Academies
Post by: Ribs on May 18, 2015, 12:46:55 am
Actually, even "wealthy" people in Medieval life rarely had money on-hand.  At least, cash-money - they usually had some pawnable silverware or something.  Even large money transfers were done by accountants at the local monastery purely on paper. 

In fact, part of why Europe's counties are such a mess is that, when gambling, nobles would often gamble their land, which could actually be fairly assessed, rather than money.  This resulted in peasants frequently not knowing who was actually their lord that week, since they could have been lost to another neighboring lord over a hand of cards last weekend.   For that matter, they frequently didn't particularly care, since the lord mostly only mattered when they collected taxes, and taxation was usually fixed. 


How about renascence, 1400's Italian merchant republics/wealthy kingdoms and duchies, etc? Maybe I've been throwing the term "medieval" around a bit too much. I know that until around the 1000's, there were barely any real cities in continental europe. Even things like locks were hard to come by during the fabled 'dark ages', because most people lived in very small communities and everyone knew each other (and, frankly, there was nothing to steal)

Still, we are accustumed to rpgs with 'functional' (even if a bit fantastic) coin based economies and that's probably what we'll have in DF. The game was certainly going that route before, although there were weird things like specific dwarves and nobles being exempted from the system.

Considering how much wealth a successful fortress can create, and how greedy dwarves can be, it wouldn't surprise me if they decided to go a little more independent, demanding actual pay for their work having he fortress share it's vast hoard of gold, silver and gems to the citizens who helped to build it! Especially if your fortress is, in fact, the administrative capital of a vast surrounding population, with thousands of deep dwarves living under them in the caverns,and thousands more living as peasants in hillocks. Maybe they'd even go for a completely coin based economy if you're wealthy enough, and accumulated enough precious metals.

Was this discussed in your class warfare thread? You really should update it , it's an interesting topic and it seems to have made you more knolwedgeable about medieval society. I'll take a look some other time
Title: Re: "Tavern-like" Academies
Post by: Ribs on May 18, 2015, 12:52:22 am
we(I) seem to be using Academy and guild interchangeably. Should we flesh that out a little?

Guilds are a group of individuals with a similar profession, with teaching secondary (Think Riften's Thieves guild)

Academies are exclusively teaching. (Think Solitude's Bard's College.)

Sure, that's a reasonable distincion.
Title: Re: "Tavern-like" Academies
Post by: Alfrodo on May 18, 2015, 12:54:15 am
Okay. So let me try to sum this up. So I can understand

Let's just use another in game example, using a random dorf and a different founding type.

A Wealthy Noble appears at the walls of Appleaxe in year 63, he offers a few goods with a total value of 6000☼ in exchange for his Armoring/Philosophy* academy to be built.  He and Ezum Eribgitnuk, a non-local legendary armorsmith, are appointed headmasters.*

Ezum's values and personality and how it influences policies:

Persistent, Skill and Craftsmanship: Higher Graduating Expectations for Students, and room quality.

Law and Honesty: She will not tolerate any misbehavior, and will generally be dedicated to her position.

Friendship, Family, Fair dealing and Loyalty: Is very accepting of new students, and has low prerequisites.

Commerce: Maybe a little more tuition...**

Leisure Time, Merriment, Impulsive: Less Frequent Classes, Generally provides better dining halls.

Martial Prowess: Not applicable in armorsmith setting, if it were a kicker academy, it would affect class frequency and expectation.

Not self-indulgent,humble, Dislikes art: Reduced required Room quality.

Untrusting, Merciless, not curious: More likely to reject students.

hopeful about future, dislikes nature: N/A


Students arrive from within the fortress and as visitors. They pay a 150☼ tuition**, which goes to the academy.

About 20% of students are turned down.

Most of them stay for about a year before "graduating" and becoming armorsmiths or wandering philosophers. A few stay and become teachers themselves.

*Multi purpose academies, think Harvard. Does harvard just teach mathematics? no, different subjects = different headmasters, but a main headmaster (the dorf.) will determine policies.

**I see that the concept of money was under dispute, and who carries it. (Keep in mind DF =/= RL) What I had in mind is that tuitions would fund the academy, which let it "buy" materials off of the fortress if it needed them (cheaper materials would be preferred, you don't want your students working with gold or yew, do you?), in the economy, but otherwise. It'll just eat up fortress resources and produce semi-random products, and skilled craftsfolk.

Title: Re: "Tavern-like" Academies
Post by: Antsan on May 18, 2015, 02:26:51 am
To the whole debate on skill and books: Hasn't Toady already talked about how he wants to differentiate between knowledge and skill sometime in the future?
Title: Re: "Tavern-like" Academies
Post by: Alfrodo on May 18, 2015, 09:43:57 am
To the whole debate on skill and books: Hasn't Toady already talked about how he wants to differentiate between knowledge and skill sometime in the future?

That's what we discussed with Booktype E, B and C.

E) Provides you with basic knowledge of the profession. (Lets a dwarf start metalcrafting.)
B) Provides you with knowledge on the construction of an item. (Weaponized Stop Signs, Querns, etc.)
C) Provides you with knowledge on a profession, if you have the prior knowledge to understand it. (Urist's Guide to Calculus.)

Academy / Guild Libraries will be filled with all three types.
Title: Re: "Tavern-like" Academies
Post by: NW_Kohaku on May 18, 2015, 01:41:24 pm
Considering how much wealth a successful fortress can create, and how greedy dwarves can be, it wouldn't surprise me if they decided to go a little more independent, demanding actual pay for their work having he fortress share it's vast hoard of gold, silver and gems to the citizens who helped to build it! Especially if your fortress is, in fact, the administrative capital of a vast surrounding population, with thousands of deep dwarves living under them in the caverns,and thousands more living as peasants in hillocks. Maybe they'd even go for a completely coin based economy if you're wealthy enough, and accumulated enough precious metals.

Well, there are a mountain of problems with economics in the fortress, currently.  For example, I can buy a caravan full of gold bars for the price of a single *rat weed roast*. It's not hard for a legendary cook to start spitting out 50k☼ roasts regularly, and with some luck and pricey ingredients, 200k☼ roasts are entirely possible.  Then, of course, there's the problem of trap components made from metal tend to cost hundreds of thousands of dbs, but the food one is probably the worst.  It makes a basic bite to eat cost more than a dwarf's annual income.  Your legendary cooks actually hurt your fortress, rather than help it, and your non-legendary dwarves go scrounge for rats to eat because they can't afford the ☼prepared llama brain roast [51]☼.

This is a problem that needs fixing before anything else in the economy can make sense.  6000☼ is a joke when I can make a single roast worth 40k☼ in my first Summer.  By year three, my kitchen has a higher GDP than the entire rest of the world combined.  If I cared, my metalsmiths would be capable of spitting out steel trap components that might start to rival that, but why bother when the world cannot ship goods worth buying to my door fast enough as it is?  The activation wealth of Titans, by default is merely 100k☼, which is two or three roasts, and you can't even push it up past 2M☼... Food prices literally break the cap. 

In any event, historically, most smallish towns not only didn't use metal currency, they didn't need to.  In fact, metal currency is historically tied in with either international trade, militaries, or crime.  Those are the only three things that really needed hard cash. 

I was writing up a much longer post about this, but this is getting off-topic enough and long enough that it's clear I need to break off and write a whole separate thread on the topic. 

Was this discussed in your class warfare thread? You really should update it , it's an interesting topic and it seems to have made you more knolwedgeable about medieval society. I'll take a look some other time

Yeah, still meaning to do that...  Once I put my currency thread up, I'll try to finish out the last few paragraphs.   That said, a lot of what I was arguing in Class Warfare now seems in some parts to be part of the plan.  That said, I also inferred from the old dev pages/Threetoe stories and asked Future of the Fortress questions to try to probe what Toady felt about specific topics, and built what I was suggesting do cater to my read of his intentions, so I may have just been throwing down flags where he happened to be going already. *shrug* In any event, it feels like a portion of that thread is obsolete. 

Okay. So let me try to sum this up. So I can understand

Let's just use another in game example, using a random dorf and a different founding type.

A Wealthy Noble appears at the walls of Appleaxe in year 63, he offers a few goods with a total value of 6000☼ in exchange for his Armoring/Philosophy* academy to be built.  He and Ezum Eribgitnuk, a non-local legendary armorsmith, are appointed headmasters.*

Ezum's values and personality and how it influences policies:

A lot of that is going in a direction not particularly where I've been arguing.

For starters, I'm throwing most of this personality stuff aside, since I find it more an afterthought to the whole system that just tweaks some numbers at the edges.

For another, I don't think we need a formal academy system at all.  I think we can get by with individual dwarves that take on apprentices as part of a more low-level system, and from there, you can purposefully start attracting would-be apprentices into an expanded system of apprenticeship if and when your fortress becomes famous for turning out excellent craftsdwarves.  This merely requires a record of what the change in skills were for a character that stayed at your fortress for a time.

Dwarf Harvard and rejection rates are all mechanics of a far more stiff and formal system than I see this game has any reason to require.  Dwarf Fortress is the game it is because it does not rely upon stiff and formal mechanical systems that are fully enclosed within itself, it relies upon sets of mechanics that interplay with one another, where the boundaries between one and the other get blurred.  (Imagine what the game would be like if minecarts or fluids couldn't interact with mechanisms...)

If you have a system where individual dwarves take on apprentices, and you have special apprentice workshops set up for them, and a "out of state tuition" for travelers that wanted to learn without first being a part of the fortress, you could then start making money off of it, but it wouldn't require any formal declaration, and could be a natural outgrowth of taverns, themselves.  (Set up your craftsdwarf workshop making bone or stone crafts right next to the tavern to entice more travellers with watching their souvenirs made before their eyes, and maybe some of them will be interested in trying it out for themselves at your conveniently located apprentice craftsdwarf workshop...)

An "Academy", then, is not a formally defined thing in the game. It's simply when a player purposefully develops the reputation of a fortress by attracting lots of apprentices, then training them well before sending them back on their way.  There might be a lot of infrastructure that would go along with that, but it wouldn't need to be specially declared "campus grounds" or anything like that, and would be up to the player to simply set up dormitories or housing for rent for long-term visitors or the like. 

Your fortress reputation for various skills you teach for travelers for what pay and depending upon whether you have species bias should probably take a new page, but your fortress reputation page could encompass far more than just academies, and probably include the likes of goods exported, soldiers that have been sent off-map, sieges defeated, and other reputations. 
Title: Re: "Tavern-like" Academies
Post by: Alfrodo on May 18, 2015, 02:21:15 pm
so...
The fortress itself is the academy, rather than the academy being an independent organization, with apprentices coming and going to learn at your workshops, rather than in special areas or classrooms.  The only "teachers" or "headmasters" are dorfs with lots of students?

The economy is broken, but tuition is still a way for the fort to make money. (Because a ☼Plump Helmet Roast☼ stack is worth more than entire civilizations.)

Title: Re: "Tavern-like" Academies
Post by: NW_Kohaku on May 18, 2015, 04:31:29 pm
Incidentally, writing that other thread in another window...

so...
The fortress itself is the academy, rather than the academy being an independent organization, with apprentices coming and going to learn at your workshops, rather than in special areas or classrooms.  The only "teachers" or "headmasters" are dorfs with lots of students?

The economy is broken, but tuition is still a way for the fort to make money. (Because a ☼Plump Helmet Roast☼ stack is worth more than entire civilizations.)

More-or-less, yes. 

The question is what, physically, does a teaching space actually require? 

Military dwarves already have a teaching space, which is basically just an area defined by an armor stand which may or may not have further furniture.  Demonstrations and drills don't really require anything beyond that. 

Presumably, different jobs, if you are performing teaching activities for jobs beyond the military will involve workshops or at least tools relevant to the job. (For most jobs, however, these don't exist outside the workshop itself.)

The question is, do we need a classroom, or would we just have an apprentice sitting at a specific workshop while a master stands within one tile and invisibly does some tutoring, or have a master performing the craft while an audience observes? If we have a classroom, do we enforce a table-and-chair per student plus blackboard room designation?
Title: Re: "Tavern-like" Academies
Post by: Alfrodo on May 18, 2015, 04:57:28 pm
Incidentally, writing that other thread in another window...

so...
The fortress itself is the academy, rather than the academy being an independent organization, with apprentices coming and going to learn at your workshops, rather than in special areas or classrooms.  The only "teachers" or "headmasters" are dorfs with lots of students?

The economy is broken, but tuition is still a way for the fort to make money. (Because a ☼Plump Helmet Roast☼ stack is worth more than entire civilizations.)

More-or-less, yes. 

The question is what, physically, does a teaching space actually require? 

Military dwarves already have a teaching space, which is basically just an area defined by an armor stand which may or may not have further furniture.  Demonstrations and drills don't really require anything beyond that. 

Presumably, different jobs, if you are performing teaching activities for jobs beyond the military will involve workshops or at least tools relevant to the job. (For most jobs, however, these don't exist outside the workshop itself.)

The question is, do we need a classroom, or would we just have an apprentice sitting at a specific workshop while a master stands within one tile and invisibly does some tutoring, or have a master performing the craft while an audience observes? If we have a classroom, do we enforce a table-and-chair per student plus blackboard room designation?

So. On classrooms. Then?

A classroom would have some nobly requirements, like value, some storage, possibly? But It should depend on what's being taught.

A Blacksmith academy would need a few metalsmith's forges.
A Kicker Academy wouldn't need anything.

Academies would rely mostly on "hands on" and observation. With out-of-class reading occurring only occasionally.

So I guess a classroom for this hypothetical blacksmith academy would consist of a few metalsmith's forges for the hands on, a few chairs for the observation, and perhaps a small bookshelf, for reading. 
Title: Re: "Tavern-like" Academies
Post by: NW_Kohaku on May 18, 2015, 05:11:01 pm
So. On classrooms. Then?

A classroom would have some nobly requirements, like value, some storage, possibly? But It should depend on what's being taught.

A Blacksmith academy would need a few metalsmith's forges.
A Kicker Academy wouldn't need anything.

Academies would rely mostly on "hands on" and observation. With out-of-class reading occurring only occasionally.

So I guess a classroom for this hypothetical blacksmith academy would consist of a few metalsmith's forges for the hands on, a few chairs for the observation, and perhaps a small bookshelf, for reading.

Well, how many of those things do you really need in a designated area, and do you need a designated area at all?

I'm reminded of threads that argued workshops should be replaced with areas that have constructed tools, which would combine well with a "classroom as a zone" idea... see here (http://www.bay12forums.com/smf/index.php?topic=78166.0) or here (http://www.bay12forums.com/smf/index.php?topic=5950.0). (Oh, and someone posted a duplicate idea recently with more pictures, yay (http://www.bay12forums.com/smf/index.php?topic=144512.0).) It's also part of a long-term bloat and such that seems to be coming "soonish".

Such workshops-as-zones would make things easier, as all you need to do is designate more space for the audience. 

If reading is done out-of-class, it raises the question of whether it even needs to be part of a workshop/workshop zone with education functionality/education zone at all, and could simply be available in the reference section of a fortress library.  A bookshelf with a designated set of relevant books might be designated there, like a barracks might be designated with beds, but they aren't strictly required. 

In essence, if we're talking about weaponsmithing class, is there any need for it to be anything other than a couple extra forges in an area where a single master can oversee them? Can it simply be a function added onto basic workshops without the need to even designate anything special in addition to the workshop besides turning a "Can be used for class: Yes" flag on?
Title: Re: "Tavern-like" Academies
Post by: Ribs on May 18, 2015, 05:42:59 pm
Incidentally, writing that other thread in another window...

so...
The fortress itself is the academy, rather than the academy being an independent organization, with apprentices coming and going to learn at your workshops, rather than in special areas or classrooms.  The only "teachers" or "headmasters" are dorfs with lots of students?

The economy is broken, but tuition is still a way for the fort to make money. (Because a ☼Plump Helmet Roast☼ stack is worth more than entire civilizations.)

More-or-less, yes. 

The question is what, physically, does a teaching space actually require? 

Military dwarves already have a teaching space, which is basically just an area defined by an armor stand which may or may not have further furniture.  Demonstrations and drills don't really require anything beyond that. 

Presumably, different jobs, if you are performing teaching activities for jobs beyond the military will involve workshops or at least tools relevant to the job. (For most jobs, however, these don't exist outside the workshop itself.)

The question is, do we need a classroom, or would we just have an apprentice sitting at a specific workshop while a master stands within one tile and invisibly does some tutoring, or have a master performing the craft while an audience observes? If we have a classroom, do we enforce a table-and-chair per student plus blackboard room designation?

While military dwarves have a teaching space, certain commanding skills like military tactics are currently not possible to train. Yeah, I know we discussed that this is something you wouldn't be able to learn solely through books, but again, having lectures and reading about historical battles and tactics would definitely help in the training of future officers.

The same goes for several other professions. Like architects learing about the history of asthetics and theories on the subject etc and that could give them some sort of bonus. I think of academies as places of higher learning, and not necessarily there to teach the basics of anything. Maybe your officers would go to the barracks to train, and then to the academy to learn about more "scholary" martial practices.

I definitely think classrooms are necessary. In fact, I was thinking of academies as being completely separated from your fortress, almost like monasteries. They could even have their own mess halls and dormitories, so the students can live inside it most of the time. NW, I guess we differ a bit in our points of view regarding this, but I'd say that even if the academies are in fact integrally part of the fortress, just like Inns, the 'guests' should be able to live in it as if it were a semi-independent structure (the way taverns will have their own separate living rooms attached to them). That's my personal take on it

Title: Re: "Tavern-like" Academies
Post by: GoblinCookie on May 18, 2015, 06:07:44 pm
I am pretty sure this idea would be implemented soon enough given that books/learning is already in.  I am pretty sure though that the basic idea of this thread is actually better done through having a starting scenario *for* an academy and having students/teachers visit from elsewhere than it is having an autonomous academy district created by outside entities because the fortress profits in the short term. 

The widespread idea of the accumulation or teaching of academic knowledge as a means rather than an end in itself is basically a 19th Century idea.  We now study knowledge on the rationale of our belief that it will reward us with some kind of power or technology or economic advantage.  This however prior to modern times was only really applicable to vocational knowledge since technology orientated sciences had not really been developed.

So basically the districts should be districts of an academy, the academy would be a starting scenario but the same systems are there in other types of fortress.  Meaning that we can choose to become an academy in a minor sense but that is not our focus.
Title: Re: "Tavern-like" Academies
Post by: Ribs on May 18, 2015, 06:24:20 pm
I am pretty sure this idea would be implemented soon enough given that books/learning is already in.  I am pretty sure though that the basic idea of this thread is actually better done through having a starting scenario *for* an academy and having students/teachers visit from elsewhere than it is having an autonomous academy district created by outside entities because the fortress profits in the short term. 

The widespread idea of the accumulation or teaching of academic knowledge as a means rather than an end in itself is basically a 19th Century idea.  We now study knowledge on the rationale of our belief that it will reward us with some kind of power or technology or economic advantage.  This however prior to modern times was only really applicable to vocational knowledge since technology orientated sciences had not really been developed.

So basically the districts should be districts of an academy, the academy would be a starting scenario but the same systems are there in other types of fortress.  Meaning that we can choose to become an academy in a minor sense but that is not our focus.

High-learning instututions did exist in the pre-modern era, and they did teach things like law, military science and medicine:
http://en.wikipedia.org/wiki/Ancient_higher-learning_institutions

I do understand the idea of having start scenarios where you would build an academy from the beginning and having it as the very reason for the existence of the site, just like we'll apparently have starting scenarios dedicated for the construction of taverns/inns.

Still, I like the alternative of having a classical fronteer settlement style fortress(like the ones we've been building so far), where you'd be able to make a smaller, less specialized version of all these things in a single site.
Title: Re: "Tavern-like" Academies
Post by: Alfrodo on May 18, 2015, 06:59:37 pm
Looks like we have a bit of a rift with "Semi-Independent from fort organization" and "fort organization"

What I initially had in mind is that a classroom was a "Room." Which belonged to an active headmaster noble. Rather than a "zone," which is designated. The Headmaster would require a classroom and dorm at minimum, but could also have libraries, mess halls, and offices.


Title: Re: "Tavern-like" Academies
Post by: Ribs on May 18, 2015, 07:05:55 pm
Looks like we have a bit of a rift with "Semi-Independent from fort organization" and "fort organization"

What I initially had in mind is that a classroom was a "Room." Which belonged to an active headmaster noble. Rather than a "zone," which is dedicated. Who also required a "Library room" (If he needed an Academy library, the public one will work most of the time.) and a "dorm room" for his students. (Not a bedroom?) And possibly a mess hall room.
It could work like that. It could also be like the ancient greek academies (http://en.wikipedia.org/wiki/Platonic_Academy) , with no real 'teachers' but more like a system where the senior (or more skilled) members teach the junior members (similar to the way military training currently works). Plenty of possibilities there.
Title: Re: "Tavern-like" Academies
Post by: Alfrodo on May 18, 2015, 07:15:54 pm
Looks like we have a bit of a rift with "Semi-Independent from fort organization" and "fort organization"

What I initially had in mind is that a classroom was a "Room." Which belonged to an active headmaster noble. Rather than a "zone," which is dedicated. Who also required a "Library room" (If he needed an Academy library, the public one will work most of the time.) and a "dorm room" for his students. (Not a bedroom?) And possibly a mess hall room.
It could work like that. It could also be like the ancient greek academies (http://en.wikipedia.org/wiki/Platonic_Academy) , with no real 'teachers' but more like a system where the senior (or more skilled) members teach the junior members (similar to the way military training currently works). Plenty of possibilities there.

I guess that's another possibility, what I had in mind is that some students might stay at the academy post-graduation and become a teacher themselves (Recall Armoring/Philosophy example, I guess they could qualify as "senior" students) I guess that could also depend on the personality of the headmaster.  (An independent one is less likely to allow that, and hence is likely to have a smaller academy.)
Title: Re: "Tavern-like" Academies
Post by: NW_Kohaku on May 18, 2015, 07:19:44 pm
It's starting to look like this alternate thread on currency is going to be a multi-day thing...

Anyway, while I agree we should have them as starting scenarios, there is no reason they should be confined to starting scenarios any more than a military-centric starting scenario fort can't engage in commerce if the player chooses to do so. 

Again, if you set up how academies work in general, you can just tie on a royal decree declaring, "You must export <number> of <skill rank> <labor> <civilization members> by <year number>" afterwards.  A more flexible system would also allow it to tie into other mandates or trade deals, as well.  (A peace offer with a human civ might involve training and allowing the safe departure of 5 proficient masons in the next two years.  If you have the capacity to do different things for diplomatic offers, you can give the player choices between "exporting training" and exporting goods or possibly doing other services, like sending out military dwarves as a mercenary company.)

I definitely think classrooms are necessary. In fact, I was thinking of academies as being completely separated from your fortress, almost like monasteries. They could even have their own mess halls and dormitories, so the students can live inside it most of the time. NW, I guess we differ a bit in our points of view regarding this, but I'd say that even if the academies are in fact integrally part of the fortress, just like Inns, the 'guests' should be able to live in it as if it were a semi-independent structure (the way taverns will have their own separate living rooms attached to them). That's my personal take on it

Well, why is that your personal take on it?

What advantage is there in such a system compared to a more bare-bones set of hands-on activities clustered around a workbench?

What, for that matter, is lost if there isn't as much game "infrastructure" in setting up complex sets of independent structures?  In a system like I am describing, you could absolutely set up largely independent structures within your fortress that are dedicated academies if you so chose, just as many people set up elaborate facilities for their military dwarves, but there is no explicit requirement in the game for players to do such things for military barracks, either.

For that matter, the same can be said with hospitals...  There are several components to a fully-functional hospital, but you don't need any of them to designate a hospital, or perform medical procedures, although having a specialized area for access to clean water, beds, tables, traction benches, dedicated thread containers, etc. are all good ideas to have.

I would say that a system with less "infrastructure" is possibly easier to code, and also likely better to scale than a strict and formal system.  With an informal system, there's little difference between having a system to educate my own workers and having foreigners come in from far and wide to learn from my wide array of fantastic teachers but the skill and reputation of said teachers.

For that matter, you're saying "a classroom", but you're not defining what "a classroom" is in-game.  Do I simply designate it as another type of zone, like a hospital is? Is it a "room" that is created by furniture, like a dining hall or study? If so, which furniture type? (Keeping in mind that rooms typically only need one piece of furniture.)  Regardless of whether it is bundled into some academy designation or not, there will need to be inn-like rooms available for guests staying for classes, so wouldn't that accomplish the same goals of having dedicated housing for an academy without needing to go through the specific extra interface hurdle of specifically attaching them to some other vague designation of an overall academy-space?

All of this isn't to tear you down, but it seems like you're simply going with an idea you have in your head about what an academy should feel like, rather than what it will actually do in-game. 

Dwarf Fortress systems, again, tend more towards the bare-bones types of implementation.  There isn't anything that requires specific items in a hospital, but there are emergent gameplay reasons to build your hospitals in specific ways.  Is there a way to encourage an academy-like "feel" that you're looking for without just strictly demanding that players designate large swaths of the map to being largely independent of player control? Or, for that matter, is being largely independent of player control a goal in and of itself? 
Title: Re: "Tavern-like" Academies
Post by: Ribs on May 18, 2015, 08:24:44 pm

Well, why is that your personal take on it?

What advantage is there in such a system compared to a more bare-bones set of hands-on activities clustered around a workbench?

What, for that matter, is lost if there isn't as much game "infrastructure" in setting up complex sets of independent structures?  In a system like I am describing, you could absolutely set up largely independent structures within your fortress that are dedicated academies if you so chose, just as many people set up elaborate facilities for their military dwarves, but there is no explicit requirement in the game for players to do such things for military barracks, either.

For that matter, the same can be said with hospitals...  There are several components to a fully-functional hospital, but you don't need any of them to designate a hospital, or perform medical procedures, although having a specialized area for access to clean water, beds, tables, traction benches, dedicated thread containers, etc. are all good ideas to have.

I would say that a system with less "infrastructure" is possibly easier to code, and also likely better to scale than a strict and formal system.  With an informal system, there's little difference between having a system to educate my own workers and having foreigners come in from far and wide to learn from my wide array of fantastic teachers but the skill and reputation of said teachers.

For that matter, you're saying "a classroom", but you're not defining what "a classroom" is in-game.  Do I simply designate it as another type of zone, like a hospital is? Is it a "room" that is created by furniture, like a dining hall or study? If so, which furniture type? (Keeping in mind that rooms typically only need one piece of furniture.)  Regardless of whether it is bundled into some academy designation or not, there will need to be inn-like rooms available for guests staying for classes, so wouldn't that accomplish the same goals of having dedicated housing for an academy without needing to go through the specific extra interface hurdle of specifically attaching them to some other vague designation of an overall academy-space?

All of this isn't to tear you down, but it seems like you're simply going with an idea you have in your head about what an academy should feel like, rather than what it will actually do in-game. 

Dwarf Fortress systems, again, tend more towards the bare-bones types of implementation.  There isn't anything that requires specific items in a hospital, but there are emergent gameplay reasons to build your hospitals in specific ways.  Is there a way to encourage an academy-like "feel" that you're looking for without just strictly demanding that players designate large swaths of the map to being largely independent of player control? Or, for that matter, is being largely independent of player control a goal in and of itself?

Maybe it came off the wrong way, but what I really meant was just that I defend several different narratives for the way certain features in the game can come about and/or work. In fact, I think what you describe as a flexible "bare bones" system like the way hospital works are fine. The way I was describing it does have a bit of a role-playing aspect to it, and maybe the way I was presenting it came off as needlessly restrictive and overcomplicated.

I just think that alternatives are interesting. I never said that you would have to accept having independent structures in your fortress. But I think the possibility of having them would be reasonable in some situations and I think it could be fun.

In fact, screw academies. Let me give you a different scenario:
Your fortress, being famous for it's prosperity and security, attracted a powerful wizard who is interested in building his lair within your halls. So it strikes a deal with you; it asks for you to build his little home (and could even ask for you to continuously upgrade it with laboratories, etc) and in exchange it would help your citizens with certain things. Maybe it would give them magical potions every once in a while, or help you to defend your fortress if needed. Being very powerful, he has no interest in becoming one of your regular citizens and submiting himself to dwarven leadership and wants to remain independent, so whatever structures given to him become somewhat out of the complete control of the player, but that's the price you'll pay to have him there.

That's how I thought of 'independent' structures within your fortress. In no way I am saying that every feature of the game needs to work this way. In fact, I'm saying that there could be several alternative for the player to build these systems. As far as it being more difficult to program, I really wouldn't know. So far the game hasn't taken many easy paths in terms of it's development, so it's not really up to us. I think Tarn and Zach could easily decide to develop systems even more complicated than what we all in the suggestions forum innocently ramble on about. DF has some crazy features, man!


Title: Re: "Tavern-like" Academies
Post by: NW_Kohaku on May 18, 2015, 08:52:53 pm
Maybe it came off the wrong way, but what I really meant was just that I defend several different narratives for the way certain features in the game can come about and/or work. In fact, I think what you describe as a flexible "bare bones" system like the way hospital works are fine. The way I was describing it does have a bit of a role-playing aspect to it, and maybe the way I was presenting it came off as needlessly restrictive and overcomplicated.

I just think that alternatives are interesting. I never said that you would have to accept having independent structures in your fortress. But I think the possibility of having them would be reasonable in some situations and I think it could be fun.

In fact, screw academies. Let me give you a different scenario:
Your fortress, being famous for it's prosperity and security, attracted a powerful wizard who is interested in building his lair within your halls. So it strikes a deal with you; it asks for you to build his little home (and could even ask for you to continuously upgrade it with laboratories, etc) and in exchange it would help your citizens with certain things. Maybe it would give them magical potions every once in a while, or help you to defend your fortress if needed. Being very powerful, he has no interest in becoming one of your regular citizens and submiting himself to dwarven leadership and wants to remain independent, so whatever structures given to him become somewhat out of the complete control of the player, but that's the price you'll pay to have him there.

That's how I thought of 'independent' structures within your fortress. In no way I am saying that every feature of the game needs to work this way. In fact, I'm saying that there could be several alternative for the player to build these systems. As far as it being more difficult to program, I really wouldn't know. So far the game hasn't taken many easy paths in terms of it's development, so it's not really up to us. I think Tarn and Zach could easily decide to develop systems even more complicated than what we all in the suggestions forum innocently ramble on about. DF has some crazy features, man!

Actually, I find that DF has oftentimes much more simple mechanics than most people give it credit for.  There isn't really any math in this game besides basic addition, subtraction, and a little multiplication.  Almost everything is integers.  Things like hunger to eyelash growth are just incrementing every round.  It relies upon things like A* and perlin noise at the more complex, which generally are well-documented and well-understood mechanics.  You can basically boil the "game" part down to fulfilling the three S's, as well: Survival, Sustainability, and Stability.  (That is, eliminating military threats, replacing consumable items that satisfy needs, and preventing tantrums.)

What makes it complex are the sheer number of systems that overlap one another, and create emergent gameplay mechanics.  (Well, that and the severely obtuse interface, which make understanding what happens far more difficult, and therefore more apparently complex.)  Hence, I try to focus upon pushing ideas towards that which most can interfere with other mechanics, and create more emergent gameplay.  Complex self-contained mechanics tend not to allow for emergent behavior, while the simple reliance upon a shared physical space tends to itself tremendously foster emergent behavior.  This Errant Signal video (https://www.youtube.com/watch?v=wSBn77_h_6Q), which is nominally on violence, covers topics of why physical space in games is the most powerful tool a game has for creating deep gameplay, especially emergently. 

In any event, I don't mean to be harsh, but I wanted to challenge what it was, precisely, you were after in this suggestion.  Abstract ideas are soft and amorphous, and can grow detailed and far more intricate with a little challenging.

If I read your response correctly, however, and what you're really after is the simple act of having a mostly-independent organization within your fortress, and the notions of training and academies are merely vehicles for that end goal, I'd again suggest you look at the way that I was suggesting social/religious/government structures behave within the Class Warfare thread. 

(Of course, my personal goal of that was specifically to shift the focus of a developed fortress into managing internal social stresses while simultaniously abstracting away player control of the more mundane micromanagement as gameplay went on, rather than independent entities for their own sake. In fact, of all things, Class Warfare started as a thread about adding ceramics/kilns to the game, and then realizing that, without changes to the economy, there would be little to no value in luxury goods like porcelain to justify the difficulty of properly implementing the higher degree of difficulty the Chinese actually had in firing kaoline.  Incremental pushes to improve an initial idea can eventually lead to strange places...)

In any event, what are these other role-playing scenarios you want players to wind up landing upon? If you begin from the goal, it's not hard to reverse-engineer the path it takes to get yourself to a starting point. 
Title: Re: "Tavern-like" Academies
Post by: Niddhoger on May 18, 2015, 09:20:45 pm
Toady has floated around hte idea of negative modifiers- as in dorfs so unskilled they can't even make the basic product right.  Books can either give the dorf enough skill levels to remove the negative quality chance (first 1-3?), or give dorfs a bonus to exp gained that would shorten the time they spend in the "Urist McDerp" phase.  Not sure if the game can process EXP modifiers on skills though (so gain at double the rate up until you reach the cap of hte book).  So a "Proficient Masonry for Dummies" would only give bonus exp until they reached proficiency in Masonry.  Legendary skill-tomes could exist, but they would probably need to be very rare/only created during world gen or from a strange mood.  Heh... Macabre mood from a scholar turns a legendary weaponsmith into a leather and bone bound Legendary weaponsmithing tome XD
Title: Re: "Tavern-like" Academies
Post by: Alfrodo on May 18, 2015, 09:38:38 pm
I think I'm going to come off as stupid here, (I have an [is_stupid] tag) but...

How does a semi-independent (semi independent, as in, run by its own members, but uses fortress resources and has its own space.) academy not interact with other mechanics? The whole personality thing was about mashing piles of mechanics together. And tuition caused interactions with a hypothetical economy (a broken one though. that's an entire other can of worms that we're going to solder closed for now.)

Also, that Errant signal video seems to be more about how games like to manipulate the physical world with easy to formalize spacial relationships, and have difficulty with abstract concepts like conversation, emotion and Calvinball. What does that have to do with an academy of 14 dwarves and 1 hippy sharing a forge with a local weaponsmith with a thing for barrels?

Sure, with the Academy needing rooms, space isn't shared. Does forcing students to dine in a communal fortress mead hall "add depth?" does making them use oft-used communal carpentry workshops "make the world come alive?

What you're stating with bare bones academies with a dwarf simply showing a few local elves the works of carpentry, that's just a few apprenticeships, not an academy. And Apprenticeships are quite nice, too. I think academies should grow out of apprenticeships.

Toady has floated around hte idea of negative modifiers- as in dorfs so unskilled they can't even make the basic product right.  Books can either give the dorf enough skill levels to remove the negative quality chance (first 1-3?), or give dorfs a bonus to exp gained that would shorten the time they spend in the "Urist McDerp" phase.  Not sure if the game can process EXP modifiers on skills though (so gain at double the rate up until you reach the cap of hte book).  So a "Proficient Masonry for Dummies" would only give bonus exp until they reached proficiency in Masonry.  Legendary skill-tomes could exist, but they would probably need to be very rare/only created during world gen or from a strange mood.  Heh... Macabre mood from a scholar turns a legendary weaponsmith into a leather and bone bound Legendary weaponsmithing tome XD

You just posted that as I was typing, again, E (book allows to masonry) and C (book enhances your understanding of masonry, up to a certain point.)

But exp modifiers would be a good way to handle books, so you can't become a master kicker just by reading an old tome made by a drunk dwarf with more fighting experience from bar brawls than most soldiers see in three lifetimes.

I've also read alot on masonry lately, but that doesn't make me a better mason if I have never used a chisel on a rock in my life.
Title: Re: "Tavern-like" Academies
Post by: Ribs on May 18, 2015, 09:50:08 pm
Actually, I find that DF has oftentimes much more simple mechanics than most people give it credit for.  There isn't really any math in this game besides basic addition, subtraction, and a little multiplication.  Almost everything is integers.  Things like hunger to eyelash growth are just incrementing every round.  It relies upon things like A* and perlin noise at the more complex, which generally are well-documented and well-understood mechanics.  You can basically boil the "game" part down to fulfilling the three S's, as well: Survival, Sustainability, and Stability.  (That is, eliminating military threats, replacing consumable items that satisfy needs, and preventing tantrums.)

What makes it complex are the sheer number of systems that overlap one another, and create emergent gameplay mechanics.  (Well, that and the severely obtuse interface, which make understanding what happens far more difficult, and therefore more apparently complex.)  Hence, I try to focus upon pushing ideas towards that which most can interfere with other mechanics, and create more emergent gameplay.  Complex self-contained mechanics tend not to allow for emergent behavior, while the simple reliance upon a shared physical space tends to itself tremendously foster emergent behavior.  This Errant Signal video (https://www.youtube.com/watch?v=wSBn77_h_6Q), which is nominally on violence, covers topics of why physical space in games is the most powerful tool a game has for creating deep gameplay, especially emergently. 

In any event, I don't mean to be harsh, but I wanted to challenge what it was, precisely, you were after in this suggestion.  Abstract ideas are soft and amorphous, and can grow detailed and far more intricate with a little challenging.

If I read your response correctly, however, and what you're really after is the simple act of having a mostly-independent organization within your fortress, and the notions of training and academies are merely vehicles for that end goal, I'd again suggest you look at the way that I was suggesting social/religious/government structures behave within the Class Warfare thread. 

(Of course, my personal goal of that was specifically to shift the focus of a developed fortress into managing internal social stresses while simultaniously abstracting away player control of the more mundane micromanagement as gameplay went on, rather than independent entities for their own sake. In fact, of all things, Class Warfare started as a thread about adding ceramics/kilns to the game, and then realizing that, without changes to the economy, there would be little to no value in luxury goods like porcelain to justify the difficulty of properly implementing the higher degree of difficulty the Chinese actually had in firing kaoline.  Incremental pushes to improve an initial idea can eventually lead to strange places...)

In any event, what are these other role-playing scenarios you want players to wind up landing upon? If you begin from the goal, it's not hard to reverse-engineer the path it takes to get yourself to a starting point.

Well, if the focus of this thread really changes completely to "independent organizations", I may as well start a thread with a different premise to discuss this issue. I'm not entirely sure if I understand where you want me to go from here. I've given you the wizard example, and the example of wealthy influential people comming to your fortress.

These are thoughts that came up when I listened to the last DF talk, when they talked about ending the v-p-l system for some classes of dwarves, which is a fascinating approach to a game like dwarf fortress. Having read a few threads with people discussing the subject, I see that some people don't like the idea of losing even more control over their dwarves, but I personally enjoy the concept. 

And yeah, for a lot of these things we're discussing here to work (especially for currently practically useless vanity-industries like beekeeping and ceramics), a function economy that works out supply and demmand and properly raise or lower the price of products should be in place. I have no idea if Toady will be able to or have the interest to develop an economic system like this.
Title: Re: "Tavern-like" Academies
Post by: Alfrodo on May 18, 2015, 09:59:49 pm
Quote
These are thoughts that came up when I listened to the last DF talk, when they talked about ending the v-p-l system for some classes of dwarves, which is a fascinating approach to a game like dwarf fortress. Having read a few threads with people discussing the subject, I see that some people don't like the idea of losing even more control over their dwarves, but I personally enjoy the concept.

Another thing with this is, You still remain in control of your headmaster. (like I said earlier, he still performs his regular duties, but allots some time to spend with students.)

And you don't control any "visitor" students anyway! And you can still control your citizen students, they'll just have some class priorities, so your stonecrafter might drop making *<<*pitchblende mugs*>>* for a little bit to attend an bone-doctor course.

So, basically, if you allow an academy (we talked about this earlier, you have control of what academies are established in your fort.)

Title: Re: "Tavern-like" Academies
Post by: Ribs on May 18, 2015, 10:00:43 pm


What you're stating with bare bones academies with a dwarf simply showing a few local elves the works of carpentry, that's just a few apprenticeships, not an academy. And Apprenticeships are quite nice, too. I think academies should grow out of apprenticeships.


I think that a dwarf showing a group of elves works of carpentry would be like showing works of mutilating human carcasses in a school classroom full of middle schoolers: they would be horrified. Sounds fun.
Title: Re: "Tavern-like" Academies
Post by: Ribs on May 18, 2015, 10:04:00 pm
Another thing with this is, You still remain in control of your headmaster. (like I said earlier, he still performs his regular duties, but allots some time to spend with students.)

And you don't control any "visitor" students anyway! And you can still control your citizen students, they'll just have some class priorities, so your stonecrafter might drop making *<<*pitchblende mugs*>>* for a little bit to attend an bone-doctor course.

So, basically, if you allow an academy (we talked about this earlier, you have control of what academies are established in your fort.)

I think that's really the main idea here. I just thought that students in academies (especially outsiders) should behave like tavern patrons, in the sense that you'd have less control over them than you would over citizens.

The whole independen academy funded by third parties is a separete idea, although I like the discussion
Title: Re: "Tavern-like" Academies
Post by: Alfrodo on May 18, 2015, 10:05:11 pm


What you're stating with bare bones academies with a dwarf simply showing a few local elves the works of carpentry, that's just a few apprenticeships, not an academy. And Apprenticeships are quite nice, too. I think academies should grow out of apprenticeships.


I think that a dwarf showing a group of elves works of carpentry would be like showing works of mutilating human carcasses in a school classroom full of middle schoolers: they would be horrified. Sounds fun.

The middle schoolers elves signed up for it too.
Title: Re: "Tavern-like" Academies
Post by: NW_Kohaku on May 18, 2015, 10:57:00 pm
Seriously, guys?  FIVE ninjas? Write longer posts so I can respond more easily!

How does a semi-independent (semi independent, as in, run by its own members, but uses fortress resources and has its own space.) academy not interact with other mechanics? The whole personality thing was about mashing piles of mechanics together. And tuition caused interactions with a hypothetical economy (a broken one though. that's an entire other can of worms that we're going to solder closed for now.)

Actually, personality, itself, is a problem mechanic, related to the Errant Signal argument, but I'll leave that alone for now...

Semi-independent academies certainly would interact with existing mechanics, but that's not precisely what I'm going after. 

Rather, what I'm talking about is strict definition of what a classroom contains, how it is declared, and how it is used.  If, for example, you can only have a single academy teaching a capped set of topics, (which is the way that many games would handle such things,) such that players were forced to prioritize their "most powerful" teaching topics, forcing players to specify areas for furnishing in a pre-designated way, providing housing within its own compartmentalized space, and sealing it away from player control, you're functionally just creating a new noble housing requirement without having the player directly involved.  This would be worse if we were talking about academies only being available if the fortress were declared an academy fortress from the outset. (Not that anyone is arguing things this strict, it's just the other end of the spectrum.)

Consider what happens with the military, for example.  What if, instead of having a capacity to simply designate squads and training schedules and barracks, you needed to simply build a "workshop" where dwarves stood and gradually gained skills based upon the personality of a militia captain? While it would probably be less buggy, it wouldn't be as rich an experience as the full simulation DF goes through.  Things like archery targets, drills, live-training, and even maybe-exploits like danger rooms, along with the backpacks and waterskins and allowing players to furnish barracks as they see fit make the military of the game more interesting than similar base-management games, which tend to just be stacking up groups of people with top-quality gear and knocking down HP bars with raw attrition. 

Also, that Errant signal video seems to be more about how games like to manipulate the physical world with easy to formalize spacial relationships, and have difficulty with abstract concepts like conversation, emotion and Calvinball. What does that have to do with an academy of 14 dwarves and 1 hippy sharing a forge with a local weaponsmith with a thing for barrels?

Well, abstract concepts like conversation and emotion are already a part of DF, aren't they?  That's part of the problem with personalities... To use an older argument about interface again,
Don't lie to yourself - the way that you see the game now significantly colors the way you actually think about or do things.  Playing the game by Stonesense means caring about things far different from things you care about when you play the game normally.

I'm probably one of the very, very few players who actually builds multiple vertical shafts to compact my fortress vertically, rather than spreading out the fortress in a bunch of huge, clunky rectangle rooms specifically because players only view one floor at a time, and the digging tool favors rectangles.  Central staircase designs are a direct artifact of the current interface. 

If you change that interface, you change the way that players approach the game.  How?  You'll have no idea until after you do it.

We rely almost entirely upon hacks and micromanaged tweaks to make the game work in its current state - if we are ever going to get a game that works properly, Toady needs to start work on understanding how the player should be controlling their dwarves... And right now, Toady really doesn't have an earthly clue.  He can't even give a committal answer on how much autonomy or direct control players even should have over dwarves in general. 

[...]

The case of the eyelashes is an especially egregious case of a fetishism for simulation without practical interface - if nothing in the game interacts with that mechanic, if the player can never see it, if you can't even notice whether that mechanic is even there or not, why, exactly, is it there, eating up memory and processor time every single tick counting down to the next time when the hair will grow another millimeter?  (And it was bugged, and nobody ever even knew it until memory hacks revealed it over a year after it was coded in! Toady never even bothered testing or figuring out a way for anyone else to test it.)

This is the perfect case example of what not thinking about the interface will produce - a perfectly useless mechanic that merely exists to eat processor time.  That's why thinking about the interface at every step along the way is the only practical way to code a game.

Personalities and conversations are seriously problematic because they are invisible to the player under nearly all circumstances.  Especially when you have 100 or 200 dwarves in a fort (plus guests with taverns!) are you REALLY going to keep track of the personalities of any but maybe your most favored dwarves? 

Personalities can cause serious problems, as there was a "bug" people complained vociferously for a while where dwarven nurses/doctors that had specific personality traits (doesn't like helping others) would refuse to treat dwarves.  Many players would (and will) simply wait for a dwarf with good doctor skills to immigrate rather than train one themselves, and if that would-be doctor happens to hate helping people, they'll never do it.  Only, players don't check personalities, so they don't see this as the cause of the problem. 

This is the problem with invisible mechanics - it is totally opaque to players what the problem is, and they will rightfully think it's just a buggy or broken game, rather than recognizing that the behavior is a feature they simply don't understand.  (And honestly, the game IS broken if you can't understand it's mechanics when you are actively trying to understand them...)

By comparison, if you have Fun flooding your fortress because you forgot to plug a hole when building your plumbing, and never built a drain, well, you know EXACTLY how you screwed up immediately, and further, you have just learned how to avoid that problem in the future. 

Worse, conversations are, generally speaking, completely independent of all other mechanics.  They occur based upon physical proximity of two dwarves, and that's it. 

Hence, you have a system where personalities either don't do anything but make up bloat, or you have them confusing players by occasionally making their dwarves take massively detrimental behavior for no apparent reason or way for the player to fix the problem for lack of any good means of interacting with those mechanics other than to just start murdering their own dwarves if their personalities don't fall within pre-defined limits. 

Compare this, again, to something like minecarts, where all the logic behind the carts is physically laid out in front of you on the screen in the form of the tracks they follow.  In fact, the purposes of many megaprojects are simply to make things that normally rely upon unreliable dwarves rely upon much more easily-controlled mechanics.  Minecarts and fluids like magma or mechanisms also interact in obvious, logical, predictable ways.  There is a reason these are the things megaprojects are made of, since these are the things that operate in predictable places, interacting in physical space, and allow the greatest amount of emergent behavior.

So, to go back to your previous idea about headmasters having personalities that make them arbitrarily reject 20% of applicants, but maybe more if they're cruel or something... How does the player see this?  How does the player know that one applicant was accepted because she was a pretty girl, and another was rejected for being an ugly guy if the player isn't constantly hovering over everything that headmaster does? (Because players won't.)  Why would players care, so long as tuition is being paid, and they can't control the operations of the academy directly, anyway? What sorts of systems outside the academy, itself, would be impacted by whether a girl was "pretty" or not?  If players can't tell it's happening, what's the point of it being there at all?

Sure, with the Academy needing rooms, space isn't shared. Does forcing students to dine in a communal fortress mead hall "add depth?" does making them use oft-used communal carpentry workshops "make the world come alive?

It's not like players NEED more money at this point (for a lot of previously mentioned reasons,) so why would they bother with an academy at all if they weren't going to enjoy the act of setting it up? Making a system that works is something players can enjoy for its own sake, so making academies micromanageable like its The Sims or something would make at least a portion of the playerbase happy, while simply setting up a system where you designate an arbitrary section of land for someone else's use for pay merely eats up FPS for cash you could have gotten elsewhere, anyway.

If there's something wrong with letting those students eat at the communal dining hall, make there be some sort of emergent gameplay reason it's the wrong answer.  There are threads talking about making tavern guests security threats (http://www.bay12forums.com/smf/index.php?topic=150706.0), for example.  Wouldn't THAT be a far more interesting reason to make sure that guest students are segregated from the general population, without forcing it arbitrarily upon the player? It asks players to engineer their own solution to the problem, rather than solve the problem for the player.  (And players can come up with emergent gameplay answers that defy logic and are most of the fun of DF in the first place.)

What you're stating with bare bones academies with a dwarf simply showing a few local elves the works of carpentry, that's just a few apprenticeships, not an academy. And Apprenticeships are quite nice, too. I think academies should grow out of apprenticeships.

A hospital is just a zone that can be designated anywhere with no furniture necessary.  However, the requirements of different medical procedures, and simple optimization encourage specific behaviors by the player.  The player isn't forced to make a thread dispenser for their surgeons or have explicit floorplans for their convalescent wards, but they are encouraged to make their hospitals in specific ways by the death rates of injured dwarves.  For that matter, "decontamination pools (http://dwarffortresswiki.org/index.php/DF2014:Contaminant#Removing)" are an emergent game strategy for dealing with syndrome-laden contaminants that wouldn't be available with stricter formal systems.

The thing is, this flexible system of hospitals is something where a proper hospital can be built if the player chooses, and can evolve naturally out of a basic hospital consisting of a table, a couple beds, and maybe a thread container. 

What I'm saying with a "bare-bones mechanics" system is that you make what it takes to declare an educational space very minimal, but allow players to expand it by making certain functions only become available as the facilities for those functions are added.  Players are then invited to make "proper academies" if they so choose, or to search for exploits, as DF players are wont to do.  Something like letting a player invite random goblin-kidnapped dwarves who say they want to learn dwarven smelting for 50☼ a month spot all the traps and report them back to their goblin buddies for the next siege, or worse, hand the secrets of steel over to goblins, would create a far more Fun reason to get the player to think about segregating out their fortress than simply declaring you have to do so by arbitrary fiat.
Title: Re: "Tavern-like" Academies
Post by: NW_Kohaku on May 18, 2015, 11:14:02 pm
Well, if the focus of this thread really changes completely to "independent organizations", I may as well start a thread with a different premise to discuss this issue. I'm not entirely sure if I understand where you want me to go from here. I've given you the wizard example, and the example of wealthy influential people comming to your fortress.

I'm trying to press you to refine what it is you actually want, and asking you to try looking into alternate means of accomplishing the same goals.  Criticism refines an idea. 

You said you wanted specific stories to be produced from these sorts of systems, so I have to ask, what stories do you really want?  I'm not talking about a wizard just saying they want to move in, I mean, what sort of things are players going to get to do with these situations that they couldn't do otherwise?  I could functionally create something like an independent wizard by just having a really elaborate noble housing unit right now.  What's the interaction the game has with the player that changes when this system is introduced?

Right now, the only significant change I can see with the base idea is that you can train usually difficult-to-train skills (but presumably only if you already have someone well-trained, which seems a little chicken-or-egg...), or have a different name on what is basically the same tavern.  How do you differentiate an academy from a standard tavern?
Title: Re: "Tavern-like" Academies
Post by: Alfrodo on May 18, 2015, 11:51:13 pm
Quote
So, to go back to your previous idea about headmasters having personalities that make them arbitrarily reject 20% of applicants, but maybe more if they're cruel or something... How does the player see this?  How does the player know that one applicant was accepted because she was a pretty girl, and another was rejected for being an ugly guy if the player isn't constantly hovering over everything that headmaster does? (Because players won't.)  Why would players care, so long as tuition is being paid, and they can't control the operations of the academy directly, anyway? What sorts of systems outside the academy, itself, would be impacted by whether a girl was "pretty" or not?  If players can't tell it's happening, what's the point of it being there at all?

What I had in mind was headmasters would have prerequisites for students. (How strong or smart you are, generally related to topic, he might either want the best and brightest or see potential in weaker students.) So the 20% was a result of 20% of students not meeting expectations. (I should have specified that)

http://dwarffortresswiki.org/index.php/Consolidated_development#PowerGoal_68

Judging by this, Toady may want to include some "beauty standards" in the distant spacefuture. But Right now, Dwarves just hit random dwarves of their preferred sex. So that'll be reflected in simply getting in because they're a lad or lass. (Bisexual headmasters will accommodate everyone!)

Quote
Hence, you have a system where personalities either don't do anything but make up bloat, or you have them confusing players by occasionally making their dwarves take massively detrimental behavior for no apparent reason or way for the player to fix the problem for lack of any good means of interacting with those mechanics other than to just start murdering their own dwarves if their personalities don't fall within pre-defined limits. 

Well, I feel that it shouldn't be a "bloat" feature like eyelashes, but something at least moderately interesting and a bit more major.  Behavioral patterns should affect... behavioral patterns.  Personality probably shouldn't cause a doctor to do absolutely nothing because he "doesn't give two s**ts about the dwarf with an easily treated wound lying next to him as he sips amaranth beer from a +copper goblet+." (It does though, and it's hilarious and I love it.) But it should at least have some effect on gameplay. Be it tuition, wanting to bone all of his students, or racist prerequisite policies. (Sorry you can't join, you have to be a dwarf of this civilization.)

Well, if the focus of this thread really changes completely to "independent organizations", I may as well start a thread with a different premise to discuss this issue. I'm not entirely sure if I understand where you want me to go from here. I've given you the wizard example, and the example of wealthy influential people comming to your fortress.

I'm trying to press you to refine what it is you actually want, and asking you to try looking into alternate means of accomplishing the same goals.  Criticism refines an idea. 

You said you wanted specific stories to be produced from these sorts of systems, so I have to ask, what stories do you really want?  I'm not talking about a wizard just saying they want to move in, I mean, what sort of things are players going to get to do with these situations that they couldn't do otherwise?  I could functionally create something like an independent wizard by just having a really elaborate noble housing unit right now.  What's the interaction the game has with the player that changes when this system is introduced?

Right now, the only significant change I can see with the base idea is that you can train usually difficult-to-train skills (but presumably only if you already have someone well-trained, which seems a little chicken-or-egg...), or have a different name on what is basically the same tavern.  How do you differentiate an academy from a standard tavern?
The well-trained dude gains his skill through experience and experimentation.

So.. you want to know what an academy accomplishes over an apprenticeship?

I'd say they'd probably make acquiring an apprenticeship easier, and giving them easier.
It would give the player more skilled craftspeople, even ones that come from outside the fortress.
It would make masters and legendary crafts dwarfs even more valuable. (With their power to make more.)
It would add role playing elements. (Useless)

Another thing.

What does establishing a Barony do for you?
What benefits does the player have with becoming a mountain home?



And okay, I see the problem with the semi-independent thing now.

Players will still want to maintain control over their dwarves, so making it an "independent organization" would make players frustrated that their dwarves end up all killing themselves because they all signed up and ended up not producing food for 6 months...

Failure should always be the fault of the player.

*puts fingers in ice water.
Title: Re: "Tavern-like" Academies
Post by: Ribs on May 18, 2015, 11:59:24 pm
Well, if the focus of this thread really changes completely to "independent organizations", I may as well start a thread with a different premise to discuss this issue. I'm not entirely sure if I understand where you want me to go from here. I've given you the wizard example, and the example of wealthy influential people comming to your fortress.

I'm trying to press you to refine what it is you actually want, and asking you to try looking into alternate means of accomplishing the same goals.  Criticism refines an idea. 

You said you wanted specific stories to be produced from these sorts of systems, so I have to ask, what stories do you really want?  I'm not talking about a wizard just saying they want to move in, I mean, what sort of things are players going to get to do with these situations that they couldn't do otherwise?  I could functionally create something like an independent wizard by just having a really elaborate noble housing unit right now.  What's the interaction the game has with the player that changes when this system is introduced?

Right now, the only significant change I can see with the base idea is that you can train usually difficult-to-train skills (but presumably only if you already have someone well-trained, which seems a little chicken-or-egg...), or have a different name on what is basically the same tavern.  How do you differentiate an academy from a standard tavern?

Well, the difference from your noble to my wizard is that he's a separate entity from your fortress. He effectively owns property in the fortress, so you're not his landlord (he doesn't rent his room like your other dwarves,and in his cases has different obligations and ties to dwarven authority than your nobles). Lets say he owns a deed to his house.  So, if you want to remove  or destroy the buildings that compose his residence, you would be breaking the law and making him (and possibly other people) angry. That's one difference. In fact, that's very much a class warfare/economic system issue - the concept of private land ownership. Nothing that complex to add in game, I think, just the concept of people getting mad and even being able to appeal to dwarven law if the land that they have legally aquired is taken from them.

Tolkien fantasies really engulfed some of these concepts, and particularly the hobit society seemed to be very law-abiding and bureaucratic (in fact, they were probably Tolkens take on the english), and things like contracts and propery were mentioned quite a bit. These are fun ideas to think about for medieval fantasy games.

About the academies. Well, the title of the thread is no coincidence. I really thing that, at least in a "bare bones" sort of way, they should very much work like taverns. Some clear differences, obviously: for starters, they would have different kinds of visitors. Scholars will be their main focus, although specific academies for other sort of practices could have highly skilled artisans visiting them. The focus of taverns is to serve/sell booze and provide entertainment to your guests and dwarves. An academy's main focus is to provide an enviroment for scholars to study and share their ideas.

Title: Re: "Tavern-like" Academies
Post by: Ribs on May 19, 2015, 12:19:09 am
About the personality problem, I think that there could probably be a way for the game to provide feedback to the player about these things. Something like being able to see statistics on these buildings that would give you some informational paragraphs:

"In this hospital, patients are often neglected due to chief medical dwarf Urist McPsychopath's unempathetical tendencies"

or

"In this academy, applicants are very often rejected due to headmaster Urist McHardass' distrustful nature"

and even

"In this tavern, patrons are often dissatisfied with the service due to inkeeper Urist McAnnoyingface's rude behavior"

Or something along those lines.


Title: Re: "Tavern-like" Academies
Post by: NW_Kohaku on May 19, 2015, 12:44:50 am
Yeah, I'm definitely not finishing that coin thread today...

Quote
Hence, you have a system where personalities either don't do anything but make up bloat, or you have them confusing players by occasionally making their dwarves take massively detrimental behavior for no apparent reason or way for the player to fix the problem for lack of any good means of interacting with those mechanics other than to just start murdering their own dwarves if their personalities don't fall within pre-defined limits. 

Well, I feel that it shouldn't be a "bloat" feature like eyelashes, but something at least moderately interesting and a bit more major.  Behavioral patterns should affect... behavioral patterns.  Personality probably shouldn't cause a doctor to do absolutely nothing because he "doesn't give two s**ts about the dwarf with an easily treated wound lying next to him as he sips amaranth beer from a +copper goblet+." (It does though, and it's hilarious and I love it.) But it should at least have some effect on gameplay. Be it tuition, wanting to bone all of his students, or racist prerequisite policies. (Sorry you can't join, you have to be a dwarf of this civilization.)

Well, the major problem, and reason I linked the Errant Signal video and quoted myself on Interface and keep bringing this up is this:

You can't DO anything with personalities besides kill the dwarves that have them. 

They aren't things you do, they aren't things you interact with, they're just stuff that happens to you and you can't do anything with them.  In fact, this is the main reason you even have Unfortunate Accidents: You kill off nobles until they start giving you easy mandates, because that's the only way to influence them. 

Fluids and minecarts and mechanisms are things players can see, control, and engineer.  Personalities are just there, and you can't see them or influence them in any way.  Dwarves are just born liking specific things, hating specific things, and nothing you do really changes them.  Again, the only way to influence them is either savescumming the migrant waves or industrialized murder to select for prime traits. 

Because of this, the mechanics that take up physical space, like combat or mechanisms or fluids, are just better mechanics that add more to the game overall than personalities do. 

In fact, the only way to really fix these problems is if the interface were changed to make dwarven personalities apparent on-screen as the action is happening, like The Sims does... which would take serious changes to the way the game is presented to the player.  Even then, you would need to have some way of influencing personalities such that you could both see personalities, see how they affected dwarven actions, and have some means of altering dwarven personalities through specific player actions that you could turn into actual gameplay.  Even then, it's still not a really good set of mechanics until it enables more emergent gameplay features through somehow making personality traits alterable through other objects in physical space.  (I.E. somehow, building minecarts would have to be part of your dwarven mind control machines...)

Which all goes back to the problem with a dwarven headmaster's arbitrary acceptance or rejection of a student based upon personality traits.  It's both invisible to the player, and it's irrelevant to the player.  It is therefore not only not interesting to the player, the player wouldn't even know it ever happened.  How is that helping the game to create a massive set of complex interactions that the player doesn't even recognize exist, and couldn't do anything about even if they did?

This is why mechanics need to be pushed into physical space to be meaningful or interesting to players, because physical space problems are problems the players can see, understand, and manipulate, which are the most rudimentary requirements of gameplay. 

So again, you have to reformat this system so that it is a physical space problem, not one that relates to invisible, incomprehensible, inviolable personality scores.  An optimization problem like how to use minecarts to create the most efficient hauling routes is interesting and rewarding to the player, as well as immediately understandable, as is creating a magma trap to kill goblin sieges.  So how do you build a physical space problem from academies?

What does establishing a Barony do for you?
What benefits does the player have with becoming a mountain home?

Actually, those don't do as much as they should in recent versions, but they do the opposite of doing something for the player: They create a problem for the player to solve. 

That is, in fact, the whole purpose of the Class Warfare thread: Creating new problems for the player to solve, such that there is room in DF for more solutions to those problems that Class Warfare just created. 

I mean, think about this: What does enabling sieges do for a player (besides give players a renewable source of iron...) other than create a problem that is fun for a player to overcome?

Baronies and other nobles are an additional challenge added onto the game as the player has a more established fort.  Currently, the game is basically over as soon as you can secure your fort and bootstrap basic industry.  By making some insane nobles threaten to murder your dwarves if you don't jump through some extraneous hoops, you create a reason for players to do more than just get bored of sitting in one place and babysitting the stills to ensure they keep producing.

And okay, I see the problem with the semi-independent thing now.

Players will still want to maintain control over their dwarves, so making it an "independent organization" would make players frustrated that their dwarves end up all killing themselves because they all signed up and ended up not producing food for 6 months...

Failure should always be the fault of the player.

*puts fingers in ice water.

I'm not totally opposed to semi-independent dwarves for the reasons listed above, but there needs to be some purpose to it.  I mean, what's the difference between a semi-independent guy that just eats your food and occasionally spits out money and a noble or a child as they are implemented right now? They're dwarves you just ignore except for the mandates that force you to respond.

Hence, if you're going to add these things, you need to add mechanics whereby they actually do something interesting, like mandates are actually interesting, so that they are actually notable to players.  If I have these semi-independent deadweights, what's to stop me from just setting up some percentage of food and booze from dropping in their end of the fortress that I never bother to check up on?  Where's the storytelling opportunity of just setting up a designated class area and then letting someone else run it without me having any reason to look in? What does it DO that is INTERESTING?

This isn't a "you're stupid and wrong, stop talking," it's a challenge to come up with something that players would actually want to do in the game. 
Title: Re: "Tavern-like" Academies
Post by: NW_Kohaku on May 19, 2015, 01:15:55 am
About the personality problem, I think that there could probably be a way for the game to provide feedback to the player about these things. Something like being able to see statistics on these buildings that would give you some informational paragraphs:

"In this hospital, patients are often neglected due to chief medical dwarf Urist McPsychopath's unempathetical tendencies"

or

"In this academy, applicants are very often rejected due to headmaster Urist McHardass' distrustful nature"

and even

"In this tavern, patrons are often dissatisfied with the service due to inkeeper Urist McAnnoyingface's rude behavior"

Or something along those lines.

That would actually start to help solve that problem, but it's still not quite enough.

Keep in mind, that only helps if a player goes fishing through the hospital after they notice there's a problem

What really needs to happen is that there is an active, visible explanation of what is going wrong in-game without pausing it and querying any buildings.  Unless you make it a pop-up alert, in fact, even something like a flashing "this hospital isn't working" warning symbol wouldn't necessarily help if the player wasn't looking at the hospital at that moment, either, since the player can easily be looking at completely different z-levels of the fortress. 

Well, the difference from your noble to my wizard is that he's a separate entity from your fortress. He effectively owns property in the fortress, so you're not his landlord (he doesn't rent his room like your other dwarves,and in his cases has different obligations and ties to dwarven authority than your nobles). Lets say he owns a deed to his house.  So, if you want to remove  or destroy the buildings that compose his residence, you would be breaking the law and making him (and possibly other people) angry. That's one difference. In fact, that's very much a class warfare/economic system issue - the concept of private land ownership. Nothing that complex to add in game, I think, just the concept of people getting mad and even being able to appeal to dwarven law if the land that they have legally aquired is taken from them.

OK, but why does this matter? For all intents and purposes, isn't this like just flooding an unused portion of fortress, and just not using it yourself, anymore? 

Again, if it doesn't interact with the player, it's not really helping the game any.  It needs to have some reason for the player to care what goes on in there, and for that, you need to have some control over what goes on in there, something at stake if you mess up so players will care, and something that presents a real problem for the player to overcome so that you have reason to go poking around in that area rather than forget it exists.

(Also, it'd probably be best if we were talking about academies again rather than diverging off into wizards... They're a whole other bag of worms, and I already have a dozen of magic-related threads I've dabbled in or started.)

Tolkien fantasies really engulfed some of these concepts, and particularly the hobit society seemed to be very law-abiding and bureaucratic (in fact, they were probably Tolkens take on the english), and things like contracts and propery were mentioned quite a bit. These are fun ideas to think about for medieval fantasy games.

We're getting a lot more off-topic with this, but the Hobbits were actually more the simple country peasantfolk, as opposed to the more industrialized and ambitious humans.  Keep in mind that LotR is based off of The Ring of Nibelung, which was expressly about the contrast of pre-industrial agrarian society values and the Industrial Revolution that upset the social order.  (In which a dwarf that invented industrialization was basically the root of all evil...)

Tolkien simply muddied up the more clear social commentary of "order versus chaos" of Nibelung with a more rambling general "good versus evil" plot. 

About the academies. Well, the title of the thread is no coincidence. I really thing that, at least in a "bare bones" sort of way, they should very much work like taverns. Some clear differences, obviously: for starters, they would have different kinds of visitors. Scholars will be their main focus, although specific academies for other sort of practices could have highly skilled artisans visiting them. The focus of taverns is to serve/sell booze and provide entertainment to your guests and dwarves. An academy's main focus is to provide an enviroment for scholars to study and share their ideas.

OK, so how is this represented to the player in-game in a way that they can actually tell there is a difference?

I mean, given current game interface capabilities, what is the visible difference to the player between a dwarf at a dining hall, a visitor at a tavern living area, and a scholar studying and sharing ideas in a classroom?  Presumably, they're all smiley faces randomly hovering around a room filled with tables and chairs, so... difference where? Sure, there might be changes in skill levels of visitors you can't control, but that hardly matters if you can't get them to do anything useful for you what with them not being under your control.

Again, this is why I really have to press for how this sort of thing becomes a physical space problem.  Physical space problems, which generally boil down to terrain manipulation, resource/labor management, and logistics problems in DF, are the only things players can see, understand, and manipulate properly enough to make good gameplay out of them.

Because of that, unless you want to start campaigning for interface changes to make other things actually visible to the player, (good luck with that, we've been trying for basically a decade on that front,) you have to make academies somehow reliant upon the logistics of items or people to be interesting.  For an example, consider how making magma forges so useful alters player behavior by giving every player a very good reason to either build a fortress that stretches down 100 z levels or else try to figure out a way to shuttle magma from the bottom of the map to the top.  That's an interesting problem. 

What problem does an academy force a player to solve, besides simply designating some space and filling it up with desks, chairs, and beds?
Title: Re: "Tavern-like" Academies
Post by: Ribs on May 19, 2015, 01:28:10 am

Hence, if you're going to add these things, you need to add mechanics whereby they actually do something interesting, like mandates are actually interesting, so that they are actually notable to players.  If I have these semi-independent deadweights, what's to stop me from just setting up some percentage of food and booze from dropping in their end of the fortress that I never bother to check up on?  Where's the storytelling opportunity of just setting up a designated class area and then letting someone else run it without me having any reason to look in? What does it DO that is INTERESTING?

This isn't a "you're stupid and wrong, stop talking," it's a challenge to come up with something that players would actually want to do in the game.

Well, the wizard example geve a few of those answers. Let's say semi-independent individuals could have a few freedoms that your dwarves don't generally have. They could constantly travel (since you can't tell them what to do, and it wouldn't be much of a bother aanyway), so they could go on adventures and business trips, and come back with different personal items, etc. Maybe they could even give you gifts, every once in a while. Like, if they get wealthy and resourceful, they could give gifts to your dwarves or your fortress. Maybe they aquired some artifacts and decide to donate them to your fortress.

Let's say a rich, exoctic merchant decides to set up shop in your fortress. That would be an interesting premise. He enjoys the protection, prestige and maybe strategic location that your fortress provides. But, as he is a merchant and deals with money, he wants to remain financially independent from you. And since you arranged a contract with him, once you provide him with his own personal space it would be (legally) complicated for you to simply throw him away. So, with the merchant there, you would get wealthy visitors that would want to come and visit his shop, and maybe since they are already there they could also decide to pay a visit to your tavern.

The merchant could go on periodic trips to collect exotic items, maybe have personal deals with traders, etc. He employs personal guards who would probably either live in your tavern or in the merchant house's many rooms. Besides having fun observing him making his personal business, we would profit from the exchange seeing that the merchant would make occasional or periodical donations to the fortress, as a way of paying tribute for you letting him stay there.
Title: Re: "Tavern-like" Academies
Post by: NW_Kohaku on May 19, 2015, 01:45:43 am
Well, the wizard example geve a few of those answers. Let's say semi-independent individuals could have a few freedoms that your dwarves don't generally have. They could constantly travel (since you can't tell them what to do, and it wouldn't be much of a bother aanyway), so they could go on adventures and business trips, and come back with different personal items, etc. Maybe they could even give you gifts, every once in a while. Like, if they get wealthy and resourceful, they could give gifts to your dwarves or your fortress. Maybe they aquired some artifacts and decide to donate them to your fortress.

Giving gifts to the player isn't really interesting because the player doesn't actually need anything they can't produce for themselves in infinite quantities, already.  (In fact, a large part of the point of Improved Farming is just to make things actually SCARCE in fortresses for once...)

Let's say a rich, exoctic merchant decides to set up shop in your fortress. That would be an interesting premise. He enjoys the protection, prestige and maybe strategic location that your fortress provides. But, as he is a merchant and deals with money, he wants to remain financially independent from you. And since you arranged a contract with him, once you provide him with his own personal space it would be (legally) complicated for you to simply throw him away. So, with the merchant there, you would get wealthy visitors that would want to come and visit his shop, and maybe since they are already there they could also decide to pay a visit to your tavern.

The merchant could go on periodic trips to collect exotic items, maybe have personal deals with traders, etc. He employs personal guards who would probably either live in your tavern or in the merchant house's many rooms. Besides having fun observing him making his personal business, we would profit from the exchange seeing that the merchant would make occasional or periodical donations to the fortress, as a way of paying tribute for you letting him stay there.

Same problem. Trying to make something interesting by giving the player things that supposedly solve their problems doesn't help because the player doesn't have any problems they need any help with.  Dwarf Fortress is too simple and easy a game already for outside help to be of any value. (You heard me!)

This is why it's better to work on making a new problem for players to solve, rather than trying to bait players with some sort of solution to problems they're already solving without the new solution.  (Again, I created Class Warfare just to create the problem vanity items can solve.)
Title: Re: "Tavern-like" Academies
Post by: Ribs on May 19, 2015, 01:50:54 am


OK, so how is this represented to the player in-game in a way that they can actually tell there is a difference?

I mean, given current game interface capabilities, what is the visible difference to the player between a dwarf at a dining hall, a visitor at a tavern living area, and a scholar studying and sharing ideas in a classroom?  Presumably, they're all smiley faces randomly hovering around a room filled with tables and chairs, so... difference where? Sure, there might be changes in skill levels of visitors you can't control, but that hardly matters if you can't get them to do anything useful for you what with them not being under your control.

Again, this is why I really have to press for how this sort of thing becomes a physical space problem.  Physical space problems, which generally boil down to terrain manipulation, resource/labor management, and logistics problems in DF, are the only things players can see, understand, and manipulate properly enough to make good gameplay out of them.

Because of that, unless you want to start campaigning for interface changes to make other things actually visible to the player, (good luck with that, we've been trying for basically a decade on that front,) you have to make academies somehow reliant upon the logistics of items or people to be interesting.  For an example, consider how making magma forges so useful alters player behavior by giving every player a very good reason to either build a fortress that stretches down 100 z levels or else try to figure out a way to shuttle magma from the bottom of the map to the top.  That's an interesting problem. 

What problem does an academy force a player to solve, besides simply designating some space and filling it up with desks, chairs, and beds?

Well, starting with the very problem of being able to fund an academy in the first place, it would be necessary to aquire people to come to your academy in the first place. Maybe it would require the player to have a highly skilled person to come to your fort (or maybe one of your own home bred dwarven scholars), that aquired some sort of fame or prestige and would have the drawing power to make building an academy a reasonable thing. Maybe, as you yourself proposed, could be a royal decree.

Maybe as a gradual thing, you begin to develop it and increase it's fame when members of the academy write great manuscripts about whatever sciences they study there.

Title: Re: "Tavern-like" Academies
Post by: Ribs on May 19, 2015, 02:06:37 am
Well, the wizard example geve a few of those answers. Let's say semi-independent individuals could have a few freedoms that your dwarves don't generally have. They could constantly travel (since you can't tell them what to do, and it wouldn't be much of a bother aanyway), so they could go on adventures and business trips, and come back with different personal items, etc. Maybe they could even give you gifts, every once in a while. Like, if they get wealthy and resourceful, they could give gifts to your dwarves or your fortress. Maybe they aquired some artifacts and decide to donate them to your fortress.

Giving gifts to the player isn't really interesting because the player doesn't actually need anything they can't produce for themselves in infinite quantities, already.  (In fact, a large part of the point of Improved Farming is just to make things actually SCARCE in fortresses for once...)

Let's say a rich, exoctic merchant decides to set up shop in your fortress. That would be an interesting premise. He enjoys the protection, prestige and maybe strategic location that your fortress provides. But, as he is a merchant and deals with money, he wants to remain financially independent from you. And since you arranged a contract with him, once you provide him with his own personal space it would be (legally) complicated for you to simply throw him away. So, with the merchant there, you would get wealthy visitors that would want to come and visit his shop, and maybe since they are already there they could also decide to pay a visit to your tavern.

The merchant could go on periodic trips to collect exotic items, maybe have personal deals with traders, etc. He employs personal guards who would probably either live in your tavern or in the merchant house's many rooms. Besides having fun observing him making his personal business, we would profit from the exchange seeing that the merchant would make occasional or periodical donations to the fortress, as a way of paying tribute for you letting him stay there.

Same problem. Trying to make something interesting by giving the player things that supposedly solve their problems doesn't help because the player doesn't have any problems they need any help with.  Dwarf Fortress is too simple and easy a game already for outside help to be of any value. (You heard me!)

This is why it's better to work on making a new problem for players to solve, rather than trying to bait players with some sort of solution to problems they're already solving without the new solution.  (Again, I created Class Warfare just to create the problem vanity items can solve.)

If you really wanted to, you could just start a fortress, dig up a hole on the side of a hill, have the dwarves bring seeds inside and close them in with a wall. Then you can dig down til' you reach the aquifier and boom, water. Make a small farm and a food stockpile and watch your fortress be imprevious to anything forever. Add a few beds in there and they will never even throw a tantrum

Toady acknowledged those problems already... especially the farming thing, and the weak sieges. We'll get there eventually, and the game will get harder and goods more scarce. Having this in mind, I think my suggestions aren't that pointless and unfun.

I think it's a bad argument to even mention that in topics like this. It's fair to say that all my ideas are made within the assumption that the game's difficulty problems will be eventually fixed.

I even mentioned it before:

And yeah, for a lot of these things we're discussing here to work (especially for currently practically useless vanity-industries like beekeeping and ceramics), a function economy that works out supply and demmand and properly raise or lower the price of products should be in place. I have no idea if Toady will be able to or have the interest to develop an economic system like this.


Title: Re: "Tavern-like" Academies
Post by: NW_Kohaku on May 19, 2015, 02:38:10 am
If you really wanted to, you could just start a fortress, dig up a hole on the side of a hill, have the dwarves bring seeds inside and close them in with a wall. Then you can dig down til' you reach the aquifier and boom, water. Make a small farm and a food stockpile and watch your fortress be imprevious to anything forever. Add a few beds in there and they will never even throw a tantrum

Toady acknowledged those problems already... especially the farming thing, and the weak sieges. We'll get there eventually, and the game will get harder and goods more scarce. Having this in mind, I think my suggestions aren't that pointless and unfun.

I think it's a bad argument to even mention that in topics like this. It's fair to say that all my ideas are made within the assumption that the game's difficulty problems will be eventually fixed.

Again, the point of what I'm saying isn't to be mean or say the ideas are all stupid, it's to push you to refine them into more coherent ideas. 

Solving problems that already exist isn't that interesting, because there are generally already easier methods of solving those problems. Even with a harder game overall, if there's a simpler method of achieving the same goals, players aren't going to generally perform those tasks.  (For example, why use bees when farms are so much faster and easier?)

It's more interesting to create new problems that require solving with more novel means, which is why I think noble mandates are actually a good model to base it off of. 

Besides that, if you make the actual as-it-plays-out mechanics of an academy interesting in its own right, you don't have to make it functionally useful for anything.  Again, you don't really do anything in The Sims, but people enjoy playing it, anyway for the creativity they can express, and the stories it can tell. 

The problem is, how do you get this idea to tell a good story? How do you design the mechanics of instruction such that interesting stories are played out in ways the player can see, or the player is challenged to perform tasks that are interesting puzzles for the player to solve?

What you've done so far is lay down a couple of vague scenarios the game sets up, but you've discussed nothing about how it actually plays out for the player, or how the player interacts with it.  A noble saying they want an academy is not a player interaction or an interesting puzzle the player is solving, it's just the set-up to that puzzle.  What is the actual thing the player DOES? What is the actual in-game problem they are actually solving? So far as you've explained it, an academy is nothing but a couple arbitrarily designated rooms that don't do anything at all but give a merchant an excuse to throw more resources at players.  What work is the player expending for this?  What makes one academy design good and another academy design crap, and how is that within player control?

Again, things like security are interesting problems when talking about taverns.  Taverns require your fortress to be open at basically all times of year, so it complicates defenses.  Further complicating defenses are things like "spying" traps or the possibility of theft.  The security thread (http://www.bay12forums.com/smf/index.php?topic=150706.0) relating to taverns introduces interesting problems and solutions.  These are problems and solutions within physical space, which are labor management and terrain manipulation problems. 

Where are the similar problems presented to the player in an academy?

Saying "I want classrooms" is not a practicable idea, it's just a random thought.  How are they implemented, and what change in playstyles do they demand of players?
Title: Re: "Tavern-like" Academies
Post by: Antsan on May 19, 2015, 03:56:18 am
Never forget that Dwarf Fortress is primarily intended to be a simulation, not a game, as Toady stated on multiple occasions. Personalities might not be controllable by the player, but they are visible (even if it is hard to get a general overview) and they have an effect on the rest of the simulation, which is plenty enough to be a good mechanic, given what DF aspires to be. Conversations might be invisible, but they probably have an effect on other stuff, so they're not useless or bad.
Judging ideas based on how good of a game they might make is not a good idea. The question is whether they make a good simulation.

I haven't read much of the discussion. I'll just try to come up with an idea.

I'll try to break down what I see an academy doing first, so I can come up with fitting mechanics later:
1. It's for education. People go in, learn stuff and hopefully come out more capable afterwards.
2. It's a place were people with expertise in a certain topic can work together without worrying about productivity (as much as in other settings, that is).
3. It attracts smart people.
4. It attracts people who need smart people.

(1)
I don't care how skill bonuses or stuff like that are implemented. Important is how that knowledge is distributed.
An academy is probably closed to the outside (or maybe that can be tied to the headmaster or whatever), meaning that people need to enroll with the academy before they get access to knowledge.
"Getting access" need not (and should not) be hard coded. We have a justice system for that purpose. Being caught in the academy library when you're not allowed to be there earns you a beating, jail time or whatever. Sneaking into lectures is a crime.
Maybe the academy could be a place for certain circles sworn to secrecy on certain topics.

The player can try to put knowledge (whether it be books or capable people) they don't want to become general knowledge into the academy. Securing the academy (and thus knowledge) becomes a task. We could even get players making dwarves professors to shut them up.

(2)
You talk about how the player cannot influence personality. With the coming knowledge about philosophy this could be changed, if philosophical ideas are able to influence personalities. Having a philosophical faculty giving lectures gives the player the ability to form how the dwarves operate.
With people in academia talking mostly to each other and having access to special literature and with the player maybe even having the option of making up hierarchies of whose philosophies are paid attention to by whom the player can get a bit of, uhm, "cultural control" over what his dwarves are like.

(3)
This one just ties in with migrants and taverns and stuff. Have a well known academy and people interested in the topics discussed there come to your fortress.

(4)
Basically the same as (3), only different. I have no idea how, though.
Title: Re: "Tavern-like" Academies
Post by: NW_Kohaku on May 19, 2015, 01:17:30 pm
Never forget that Dwarf Fortress is primarily intended to be a simulation, not a game, as Toady stated on multiple occasions. Personalities might not be controllable by the player, but they are visible (even if it is hard to get a general overview) and they have an effect on the rest of the simulation, which is plenty enough to be a good mechanic, given what DF aspires to be. Conversations might be invisible, but they probably have an effect on other stuff, so they're not useless or bad.
Judging ideas based on how good of a game they might make is not a good idea. The question is whether they make a good simulation.

I haven't read much of the discussion. I'll just try to come up with an idea.

Well, if you've not read much of the discussion, then I'd first say that you shouldn't confuse some devil's advocacy for being against an idea.  I am definitely for academies, I'm just pressing the other participants of this thread to be clearer in what it is they are trying to achieve, and follow through on the ramifications of their recommendations. 

You need to have both a high-level abstract grasp of your goals and a low-level understanding of the implications that many of these mechanics will have.  The problem I'm seeing, here, is that we have people saying they want classrooms in a high-level sense, but that requires the follow-up questions of what a classroom contains, how it functions, and how that will impact the player.  If the low-level follow-through reveals you're not achieving your high-level goals, you need to change the low-level implementation to match your high-level goals. 

With that said, while it's certainly true that DF is more performance art project than game these days, and I certainly use that line of argument myself, that doesn't mean that we, sitting in a suggestion forum with none of the power to implement any of this but likely the luxury of years to pound this stuff out in debate, shouldn't at least take the time to try to find a way to make a suggested mechanic that is both good simulation and good gameplay, as these are far from mutually exclusive.  Apart from sending more cash, making sure we measure twice before Toady cuts once is practically the only meaningful contribution we even can make.

And if your response to someone looking at an idea critically is to come up with a way to amend the idea with a solution to those problems, well, that's the right answer.

(1)
I don't care how skill bonuses or stuff like that are implemented. Important is how that knowledge is distributed.
An academy is probably closed to the outside (or maybe that can be tied to the headmaster or whatever), meaning that people need to enroll with the academy before they get access to knowledge.
"Getting access" need not (and should not) be hard coded. We have a justice system for that purpose. Being caught in the academy library when you're not allowed to be there earns you a beating, jail time or whatever. Sneaking into lectures is a crime.
Maybe the academy could be a place for certain circles sworn to secrecy on certain topics.

The player can try to put knowledge (whether it be books or capable people) they don't want to become general knowledge into the academy. Securing the academy (and thus knowledge) becomes a task. We could even get players making dwarves professors to shut them up.

Well, technically, it's not currently part of security/justice (http://www.bay12forums.com/smf/index.php?topic=150706.msg6228883#msg6228883), although presumably it will be at some later date.  The stealing of secrets and "campus" security are potentially very interesting challenges when you need to allow some in and keep the rest out.  Much like how vampires made for a much more interesting set of defensive strategies, making enemies less blatantly announced makes the game more interesting, and gives the player reason to actually watch specific parts of their fortress. 

That said, what is the benefit of different types of implementing enrollment strategies? Making the headmaster operate on their own, as Alfrodo suggested, has the problem of making the process invisible and uncontrollable to the player, and therefore something the player has no reason to care about.  If we're talking about it in terms of being a potential security threat, then having the player asked to manually decide may be safer and involve the player more, but also potentially be a micromanagement annoyance.  (That said, possibly a good idea as an option for the micromanagement-inclined and paranoid.)

I think having an entity-by-entity (read:civilization) security alert (possibly controlled by the under-utilized civilizations page) that tells your dwarves to treat members of different cultures with different levels of suspicion would be a good balancing act.  (The option for manual acceptance/rejection by the player could be placed there, as well.) If you tell dwarves to be generally accepting of the local human civ, for example, then it might be up to an individual dwarf's biases whether they are trusting or hostile, but you could still say the stinkin' elves (with whom you only recently declared peace, and may well soon go to war with again,) are not to be trusted from a fort-wide level, and force your dwarves to be far more critical about the intentions of elven visitors, and have the guard follow them.  Some of the most friendly and trusting dwarves might still be more friendly than they should be, but it would still give the player overall control, and security would give them a reason to care to exert that control.

I do just want to point out at this point, however, that the more that personality traits actually matter, the more that we really NEED Dwarf Therapist functionality in the base game, because it's far too difficult to actually SEE these traits using the game we're supposed to be playing to make serious decisions based upon what personalities certain dwarves have without the capacity to sort and compare dwarves on personality traits on the same screen. 

(2)
You talk about how the player cannot influence personality. With the coming knowledge about philosophy this could be changed, if philosophical ideas are able to influence personalities. Having a philosophical faculty giving lectures gives the player the ability to form how the dwarves operate.

I really like this idea.

I worry that there may be something of a difference between values and personality traits, however, in that the latter, which seems to be far more important, are also the more intrinsic and less-changeable of the two, however.

Further, jokes aside, mind control techniques on dwarves, while potentially very useful, may also be immersion-breaking if they are too powerful.  This is especially true since many traits are just plain without qualification better than others.  For example, there's no reason you'd want your dwarves to have high rage propensity when that's the most dangerous of stress reactions.  There's no reason not to encourage your dwarves to diligence so they work at all hours and take less breaks.

Because of this, I'd presume that any sort of anger-management counseling classes would likely be something that took extremely long durations of time to actually take effect.  (I'd also hope that some sort of system for preventing players from ordering round-the-clock lessons (http://www.bay12forums.com/smf/index.php?topic=122376.0) was in place to make it more like a weekly group therapy session that dwarves go to between jobs, rather than an indoctrination camp they stay at until "done".)

(3)
This one just ties in with migrants and taverns and stuff. Have a well known academy and people interested in the topics discussed there come to your fortress.

That would require DF recognize what "smart" means, in the way that a player would appreciate, however...

If that means people who are "interested in" carpentry would come to your carpentry academy, and you define "interest" via skill levels they already have, why would a fortress spitting out legendary carpenters left and right need access to more grand master carpenters? (Although if those carpenters were, say, tigerperson carpenters, there might be some advantage in making it a decent way to bait interesting potential non-dwarf citizens to joining the fortress...)

If that means there are dwarves with little skill, but high (or low, as appropriate) scores of the base personality traits or attributes related to the skill, such that they have high potential for learning or becoming a "better legendary". (Although I'm not sure such a thing exists... has anyone done SCIENCE on this?) Still, this may not necessarily be anything a player is strictly interested in, especially since it would be such a long-game reward that most players wouldn't care. (Make a legendary teacher to train legendary students to make a prodigy show up that you can then turn into a legendary so you can get slightly more masterworks than you were already getting...)

(4)
Basically the same as (3), only different. I have no idea how, though.

This sort of thing would only be interesting if we were talking about a game where the player has much more "Kingdom Mode (http://www.bay12forums.com/smf/index.php?topic=64249.0)" control.  It's one of those "eternally some day" things in the devpages. 

Recruiters trying to achieve long-term objectives might be quite interesting.  The most obvious would be military recruiters trying to start mercenary companies or something, but I could certainly see something like an ambitious royal architect recruiting masons and architects to create giant aqueducts or grand roads or other worldmap-level projects.
Title: Re: "Tavern-like" Academies
Post by: Ribs on May 19, 2015, 03:05:07 pm

Again, the point of what I'm saying isn't to be mean or say the ideas are all stupid, it's to push you to refine them into more coherent ideas. 

Solving problems that already exist isn't that interesting, because there are generally already easier methods of solving those problems. Even with a harder game overall, if there's a simpler method of achieving the same goals, players aren't going to generally perform those tasks.  (For example, why use bees when farms are so much faster and easier?)

It's more interesting to create new problems that require solving with more novel means, which is why I think noble mandates are actually a good model to base it off of. 

Besides that, if you make the actual as-it-plays-out mechanics of an academy interesting in its own right, you don't have to make it functionally useful for anything.  Again, you don't really do anything in The Sims, but people enjoy playing it, anyway for the creativity they can express, and the stories it can tell. 

The problem is, how do you get this idea to tell a good story? How do you design the mechanics of instruction such that interesting stories are played out in ways the player can see, or the player is challenged to perform tasks that are interesting puzzles for the player to solve?

What you've done so far is lay down a couple of vague scenarios the game sets up, but you've discussed nothing about how it actually plays out for the player, or how the player interacts with it.  A noble saying they want an academy is not a player interaction or an interesting puzzle the player is solving, it's just the set-up to that puzzle.  What is the actual thing the player DOES? What is the actual in-game problem they are actually solving? So far as you've explained it, an academy is nothing but a couple arbitrarily designated rooms that don't do anything at all but give a merchant an excuse to throw more resources at players.  What work is the player expending for this?  What makes one academy design good and another academy design crap, and how is that within player control?

Again, things like security are interesting problems when talking about taverns.  Taverns require your fortress to be open at basically all times of year, so it complicates defenses.  Further complicating defenses are things like "spying" traps or the possibility of theft.  The security thread (http://www.bay12forums.com/smf/index.php?topic=150706.0) relating to taverns introduces interesting problems and solutions.  These are problems and solutions within physical space, which are labor management and terrain manipulation problems. 

Where are the similar problems presented to the player in an academy?

Saying "I want classrooms" is not a practicable idea, it's just a random thought.  How are they implemented, and what change in playstyles do they demand of players?

The whole merchant and noble scenarios are just ways of me explaining how independent institutions could work. I'm not saying that's the only way the player can build thiings like academies, or that they should exclusively be run that way.

Academies would probably be a 'vanity institution' for the player unless certain other features are implemented. Namely, the introduction of a progressive tech-tree (or forest), where the player is able to facilitate technological advancements by having things like academies in their forts. Also, if we're having actual armies in the game, military academies could be an effective way of educating your commanding officers in military science. Another use for them could be the training medical doctors without having to puroposely injure your citizens.

Plus, things like academies (just like things like hospitals, taverns and most industries) will always be entirely optional. They facilitate the payer's lives in some ways and give them more options, but you don't need them to have a functioning settlement.

I can think of another feature that would make having academies a good thing for the player: not having prestigious learning centers could drive your skilled dwarves away from your fortress. Let's say there are other world-gen academies around the world. Your skilled, home-brewed dwarves, such as administrators, poets and legendary craftsman get invited to  these foreign institutions and have no reason to not go. So they start petitioning to take their leave, and get annoyed if you deny them. Having an academy could be a way of keeping your talented people happily working for your fortress and not wanting to leave for places where their talent is more needed.



Finally, let's talk about the mechanics of academies then, and the challenges they could bring to the player.

I don't believe they (challenges) should necessarily come out of classrooms: classrooms are just rooms where scholars discuss things amongst themselves and give lectures. To me, they could work just like the way military training works in barracks. You have a room set up with some chairs (if that), the people being taught sit and the lecturers walk around the room. You don't even necesssarily need a strict teacher-student relationship thing (as I mentioned with the platonic academy), and the students could have different lectures being simultaneously taught in the same classroom, and even give a lecture right after recieving one.

A really fun challenge would come from having your occasional "Socrates" in the academy. Having an institution with a lot of discussion going between intelligent members, where wise bearded people philosophise all day could brew radical ideas. Maybe dwarven students would slowly, aside from getting better at whatever skill they are trying to develop, begin having a change of heart when it came to their ethics. You would slowly see some dwarves graduating into tree loving elves (madness!), or crazy slavery apologists (something unthinkable for dwarves). So you'd have your other citizens begin to denounce some members of the academy for "corrupting the young", or maybe even corrupting dwarven culture itself and unless you take drastic measures it could lead to disaster. What do you think of this idea?
Title: Re: "Tavern-like" Academies
Post by: NW_Kohaku on May 19, 2015, 04:51:24 pm
Academies would probably be a 'vanity institution' for the player unless certain other features are implemented. Namely, the introduction of a progressive tech-tree (or forest), where the player is able to facilitate technological advancements by having things like academies in their forts. Also, if we're having actual armies in the game, military academies could be an effective way of educating your commanding officers in military science. Another use for them could be the training medical doctors without having to puroposely injure your citizens.

Plus, things like academies (just like things like hospitals, taverns and most industries) will always be entirely optional. They facilitate the payer's lives in some ways and give them more options, but you don't need them to have a functioning settlement.

Saying that it's an optional vanity structure isn't an effective sales pitch. Practically any random suggestion for a new thing could be added as an optional vanity structure.  What makes this one significantly more interesting than the others that it should be the one that makes the cut?

Now, medical schools might be a bit more interesting.  Especially if they do things like practice upon pigs or cadavers.  That opens up some possibilities of body desecration, ghosts, and of course necromancer Fun.

If we're talking about training field commanders, as well, then I also think this demands more than a mere classroom.  Happy faces sitting in another room that's just tables and chairs makes it just another dining room.  Making the students run military drills in courtyards is more interesting for the player to watch.  (And may have some crossover with the constant (http://www.bay12forums.com/smf/index.php?topic=73539.msg1820773#msg1820773) "dwarven (http://www.bay12forums.com/smf/index.php?topic=150309.msg6188112#msg6188112) sports (http://www.bay12forums.com/smf/index.php?topic=144864.msg5759310#msg5759310)" threads (http://www.bay12forums.com/smf/index.php?topic=79765.msg2079283#msg2079283)...) 

I can think of another feature that would make having academies a good thing for the player: not having prestigious learning centers could drive your skilled dwarves away from your fortress. Let's say there are other world-gen academies around the world. Your skilled, home-brewed dwarves, such as administrators, poets and legendary craftsman get invited to  these foreign institutions and have no reason to not go. So they start petitioning to take their leave, and get annoyed if you deny them. Having an academy could be a way of keeping your talented people happily working for your fortress and not wanting to leave for places where their talent is more needed.

Toady has long talked about dwarven emmigration, but why would the presence of an academy necessarily be the thing that keep dwarves here, especially compared to other concerns like food quality, room quality, happiness/stress, social position, and of course the likelihood of death in your fortress compared to another?

I can't see a rational scenario where a legendary carpenter was going to leave, but decided to stay because you opened up a new medical school.  Asking the player to make a new school for every single type of job, however, is both a little strange and also potentially crippling to a fortress, because that means all your talented dwarves are likely to be spending a significant portion of their time teaching, rather than doing. 


Finally, let's talk about the mechanics of academies then, and the challenges they could bring to the player.

I don't believe they (challenges) should necessarily come out of classrooms: classrooms are just rooms where scholars discuss things amongst themselves and give lectures. To me, they could work just like the way military training works in barracks. You have a room set up with some chairs (if that), the people being taught sit and the lecturers walk around the room. You don't even necesssarily need a strict teacher-student relationship thing (as I mentioned with the platonic academy), and the students could have different lectures being simultaneously taught in the same classroom, and even give a lecture right after recieving one.

To be honest, I severely disagree. 

Just making another dining hall is fairly boring, and defeats almost all purpose in this suggestion.  Even military barracks present at least some engineering challenge.  There are designs for archery targets and bolt recyclers to maximize training speed and also minimize metal consuption. (Or even generate it.) For that matter, even dining hall design has some considerations, as you want to maximize happiness/statue and table appreciation and minimize food stockpile distance.

Having the ability to generate unique and interesting designs that have an impact on gameplay is critical for making these sorts of systems enjoyable to players.  In fact, Toady's even going towards a zone-like workshop system, rather than making them all 3x3 blocks specifically to give the player more leeway in design.

I was honestly going to try pushing you towards ways to make teaching areas a more dynamic physical layout problem, since that is what makes fortress design so interesting. 

What classrooms really need to be more interesting are some form of logistical or space management problem.

Since we have paper coming soon, making classrooms burn paper would be a decent way to wiggle some logistics in. Again, classes involving a craft should involve workshops related to the crafts, and you could have them eat resources related to those fields, as well.  Any classes that don't eat other resources should eat paper.  (Those that use other resources might eat paper, anyway, but at a lesser rate.)

Honestly, though, games like Pharaoh or Emperor or even games like City Life, where you need to design your city layout according to proximity to some buildings, and distance from others makes for a more interesting system in general.  Security can be a part of it, and so could things like trying to avoid noise pollution caused by other fortress functions to encourage building quieter classes away from workshops or louder industrial classes. 

What it really needs is more reason to have proximity concerns, like how the different classes of citizens in City Life hated each other, or else larger degrees of logistical problems, like the walkers of games like Emperor. 

... I'll try to think of more ways to snarl traffic and get back to this...
Title: Re: "Tavern-like" Academies
Post by: Alfrodo on May 19, 2015, 05:07:16 pm
I'm just going to quickly say...

Spies.

Spies Everywhere.

A spy could enlist in the academy (It in this case, would be an elf who says he's from a retreat, but actually hails from the dark pits.) and steal stuff, kill dwarves, and other unsavory stuff.

So, a vampire like system of rooting out spies could be necessary to keep from getting dead dwarves, missing mugs, and stolen steel.
Title: Re: "Tavern-like" Academies
Post by: Ribs on May 19, 2015, 05:17:39 pm
I think you missed my last paragraph
A really fun challenge would come from having your occasional "Socrates" in the academy. Having an institution with a lot of discussion going between intelligent members, where wise bearded people philosophise all day could brew radical ideas. Maybe dwarven students would slowly, aside from getting better at whatever skill they are trying to develop, begin having a change of heart when it came to their ethics. You would slowly see some dwarves graduating into tree loving elves (madness!), or crazy slavery apologists (something unthinkable for dwarves). So you'd have your other citizens begin to denounce some members of the academy for "corrupting the young", or maybe even corrupting dwarven culture itself and unless you take drastic measures it could lead to disaster. What do you think of this idea?



About the immigration aspect, I was thinking of something like your legendary artifact making carpenter got invited to have a seat in the queen's royal academy back in the mountainhomes. Being a member of an academy doesn't mean that he never works and spends his entire time teaching, either. Just dedicate part of his time in there with the other members of the academy, and write the occasional thesis.

Title: Re: "Tavern-like" Academies
Post by: Ribs on May 19, 2015, 05:21:42 pm
I'm just going to quickly say...

Spies.

Spies Everywhere.

A spy could enlist in the academy (It in this case, would be an elf who says he's from a retreat, but actually hails from the dark pits.) and steal stuff, kill dwarves, and other unsavory stuff.

So, a vampire like system of rooting out spies could be necessary to keep from getting dead dwarves, missing mugs, and stolen steel.

I'm not completely sure if spies would be such a huge probem. I do agree that you'd have to be careful not to spread certain knolwedges with other groups. I mean, a human scholar spend several years in your fortress could, I guess, end up learning dwarven steel tech and bringing it back home and you might not want that to happen.
Title: Re: "Tavern-like" Academies
Post by: Alfrodo on May 19, 2015, 06:11:28 pm
Another consideration for a challenge academies would present would be supplying them with materials.

You can't teach bone carving without bones, you can't teach the art of metalcrafting without a little lead, zinc or copper.

Also, supplying parchment/paper and leather for codices.
Title: Re: "Tavern-like" Academies
Post by: NW_Kohaku on May 19, 2015, 07:34:18 pm
I think you missed my last paragraph

Well, it's mostly a recap of what what Antsan had suggested a little earlier. 

That said, it's much more player-friendly the way that Antsan described it, where you can deliberately organize the topics, yourself, rather than just having some random dwarf randomly alter the random personalities of random other dwarves, all without player input.  Maybe have the random ones appear without your control as unsanctioned ones in a statue garden, but there need to be state-sponsored ones at state-funded academies to give the player affirmative control over the mechanic so that it's not just more random crap happening that players can't do anything about, short of atom-smashing the offending dwarves.

About the immigration aspect, I was thinking of something like your legendary artifact making carpenter got invited to have a seat in the queen's royal academy back in the mountainhomes. Being a member of an academy doesn't mean that he never works and spends his entire time teaching, either. Just dedicate part of his time in there with the other members of the academy, and write the occasional thesis.

Again, I just think that if there is a mechanic for dwarves to leave a site, that maybe the fact that dwarf forts can be frequently beset by things like ravenous swarms of raven zombies (http://www.bay12forums.com/smf/index.php?topic=108371.0), or the fact that in the two months since a migrant got there, their daughter, husband, and two pet cats have all been killed, with the cats, especially, in mysterious hatch-related accidents, while she huddles in a hallway eating a -cat meat biscuit- might have a much higher chance of sending people packing for the mountainhomes than the presence or absence of some arbitrary designation of a school that wouldn't seem to strictly require it actually have much if any students or facilities just to declare...
Title: Re: "Tavern-like" Academies
Post by: GoblinCookie on May 21, 2015, 12:12:14 pm
About the immigration aspect, I was thinking of something like your legendary artifact making carpenter got invited to have a seat in the queen's royal academy back in the mountainhomes. Being a member of an academy doesn't mean that he never works and spends his entire time teaching, either. Just dedicate part of his time in there with the other members of the academy, and write the occasional thesis.

So the reason you would have academies is in order to keep your skilled dwarves from being invited elsewhere to specialized academies made during worldgen. 

There are really two kinds of knowledge, direct practical knowledge is obviously going to be in demand but the more academic kind of knowledge that Toady One is adding into the game as I write this, that is more problematic. 

Emigration however solves a lot of problems.  You create facilities in order to meet dwarves academic needs because that way you can keep them around so that there more practical skills can remain in your fortress not because it is actually profitable to you directly.  Academics value booklearning, you have academics among your population and in order to keep them from going to specialized academies instead of your fortress you have to meet their demand for booklearning locally.
Title: Re: "Tavern-like" Academies
Post by: NW_Kohaku on May 25, 2015, 12:25:09 pm
Alright, after thinking for a bit on the subject, I believe there may be some ways to add interesting complexity to this system. 

For one, I remembered this thread I started when I was playing adventurer mode a lot (http://www.bay12forums.com/smf/index.php?topic=122376.0), and think it can be applied similarly to academies.  That is, students need to take time off or have a diversified curriculum.  For workers, this means something like only having their class time once a week before going back to their jobs.  For full-time guest students, they'll probably expect to get a well-rounded curriculum. (And they may not necessarily want to visit unless they can get a full, or at least mostly-full classical education...)

This means that, rather than having everyone just sit in one big class and players forgetting about it, you need to have multiple classes as well as dormitories and other accommodations.  Crime potential should be an incentive to keep general, tavern, and academy living spaces separate. 

Further, classes should have some means of interfering with one another.  I suggest something like the noise system that was removed from earlier versions.  Classes might generate noise or create some sort of visual disturbance such that segregating them is required to avoid problems. 

Further, each class should take up resources.  Woodworking classes would need workshops to train their students, while more esoteric training that doesn't involve crafting things would take up paper.  This generates a need for logistics to keep the classes supplied. 

Dormitories could also require a desk or at least a communal area with a desk so that full-time students do "homework" of a sorts for certain classes.  Access to libraries for several other classes also make good sense.

All of this combined should create a nice bustle of traffic between classes, dorms, and dining halls that would generate interesting logistic puzzles for the player.



Reusing some of the ideas of Potential also allows for a better use for books and schools in general:

Potential is a multiplier on experience gained that decreases/is abused as your skill level goes up.  The function (and purpose) of this is to make constant training of just one skill much less effective as a means of becoming a legendary by power-training a single skill all day every day.  Potential could be gradually restored through means that ordinarily require time, such as sleeping, but in the case of academies, it makes much more sense to connect potential to education, such that reading books or receiving instruction ups potential (as modulated by affinity) at a much faster rate, giving overall faster skill growth.
Title: Re: "Tavern-like" Academies
Post by: Alfrodo on May 25, 2015, 04:47:35 pm
Alright, after thinking for a bit on the subject, I believe there may be some ways to add interesting complexity to this system. 

For one, I remembered this thread I started when I was playing adventurer mode a lot (http://www.bay12forums.com/smf/index.php?topic=122376.0), and think it can be applied similarly to academies.  That is, students need to take time off or have a diversified curriculum.  For workers, this means something like only having their class time once a week before going back to their jobs.  For full-time guest students, they'll probably expect to get a well-rounded curriculum. (And they may not necessarily want to visit unless they can get a full, or at least mostly-full classical education...)

This means that, rather than having everyone just sit in one big class and players forgetting about it, you need to have multiple classes as well as dormitories and other accommodations.  Crime potential should be an incentive to keep general, tavern, and academy living spaces separate. 

Further, classes should have some means of interfering with one another.  I suggest something like the noise system that was removed from earlier versions.  Classes might generate noise or create some sort of visual disturbance such that segregating them is required to avoid problems. 

Further, each class should take up resources.  Woodworking classes would need workshops to train their students, while more esoteric training that doesn't involve crafting things would take up paper.  This generates a need for logistics to keep the classes supplied. 

Dormitories could also require a desk or at least a communal area with a desk so that full-time students do "homework" of a sorts for certain classes.  Access to libraries for several other classes also make good sense.

All of this combined should create a nice bustle of traffic between classes, dorms, and dining halls that would generate interesting logistic puzzles for the player.

That's basically exactly what I had in mind the entire time. (Aside from the multi-classroom issues, I wanted separate classes but I didn't think much about it other than each Headmaster noble needs a separate classroom of a reasonable value.)  But I think I'm just bad at expressing myself.

Fortress libraries and academy ones would work either way, if there's no academy library, the student will have to look in the fortress one.  Which would probably be annoying for the student.

I think my problem was I got too hung up on personality bits early on.
Title: Re: "Tavern-like" Academies
Post by: Dragoon508 on May 29, 2015, 09:39:14 am
Alright I have some input on this idea if you will have me. Side tangent first however, I don't think personalities should go. It is a part of what makes the game unique.

Now then on to the mechanics of my idea for teaching and learning. The first portion is that you need to remember that most skills in this game are practical, and not engaged with a higher learning aspect. A master and apprentice mind set is probably what needs to be done.

A dwarf teacher that is skilled enough can take on students for your academy or guild hall. You assign him similar to how you operate your military, you set up a "class" with him at the head and assign him students. So for instance you have a master carpenter, and want him to train 2 students. So you assign him to the "class" as the teacher then pick 2 dwarves for him to teach. Similar to how the military works no with demonstrations the teacher will schedule one and his students attend for the lecture. You assign him a workshop for him to teach at and set up a schedule similar to how the schedule works for the military right now. So you could say this month you teach while this month you do not. You will also select what subjects you wish to teach, the menu will display what is required to teach, such as an assigned workshop, in this case a carpenters shop. Now this would mean while the class is in session the shop could not be used for other orders.

For resources you set up how much can be used per season for teaching. So say you only want the teacher to use ten logs a season, you set the menu to that and when he teaches he will only use 10 logs. Now you could let them use more logs for a faster rate of learning but that would mean more resources used. A student can make a wooden chair for instance while this is happening, so it could be sold. But it would not be of a major quality.

Books would be an additional resource to help speed up teaching but you can do without if need be. But you would want to try to have a copy of a book for each student as less books means less speed of teaching. Now the books should not become personal possessions but the student may buy a copy for his own use for the future, that he can read when on break or something if he so chooses, but it would not give him a skill gain if he already "graduated".

A larger class means the teaching is a bit slower and the students do not gain as much experience compared to a smaller class size, but it would take more time to train each student one on one than it would be to teach all of them together.

As for foreign students wanting to come to be taught by the teacher. A message would appear to be asked to be added to the class. The student would like to graduate within two years lets say, and in reward you get a reward of reputation, favor with the foreign country, along with goods or services, or to tell their friends and family to come to train at your fort. This would work like the current diplomat system does for elves for instance. A foreign student who ends up extremely happy in  your fortress during his stay also has the chance to ask to stay permanently, which could in turn mean his family also moves to your fort.

A teacher can only teach a student up to a certain level, so eventually the student would graduate and get a happy thought from it, same with a teacher. This would also open up a new relationship such as teacher and student, which can be positive or negative based on the personality of both. The dwarf could hate the teacher but still graduate for instance.

That is for practical skills that do need to be trained physically. Theoretical skills like architecture or higher learning skills like doctoring would follow a similar setup. You assign the teacher and his students. In this case they would consume different resources, like architecture would need paper or the doctors would need a pig and thread. A military tactics class could want figurines and paper.

Setting up these classes would be designated as a zone. Adding in chairs and tables would help along with a blackboard. But a hospital training area could want beds and traction tables for added learning speeds.

Adding more to a class will improve learning speeds but a student can only learn so much, so no sticking a dwarf in the class until he is legendary, maybe cap the learning at professional. This should also include making learning skills slower so you can't brute force your way to legendary within a year.

Now a headmaster noble could be used to help speed up teaching as he would do paperwork that the dwarf teaching would have to do instead. He could also help manage the time better or even be needed to access this system at all, just like you need a militia commander to even start a military.

So this system would mean that it takes time away from other projects that the teacher could be doing like producing doors to teach a class, so slower production ques. But the reward could be 4 new well trained carpenters as the bargain along with additional happy thoughts.

I understand if I am rambling a bit in these points, but my main thoughts were to set up a system using existing mechanics somewhat.
Title: Re: "Tavern-like" Academies
Post by: Alfrodo on May 29, 2015, 04:09:21 pm
Alright I have some input on this idea if you will have me. Side tangent first however, I don't think personalities should go. It is a part of what makes the game unique.

Now then on to the mechanics of my idea for teaching and learning. The first portion is that you need to remember that most skills in this game are practical, and not engaged with a higher learning aspect. A master and apprentice mind set is probably what needs to be done.

A dwarf teacher that is skilled enough can take on students for your academy or guild hall. You assign him similar to how you operate your military, you set up a "class" with him at the head and assign him students. So for instance you have a master carpenter, and want him to train 2 students. So you assign him to the "class" as the teacher then pick 2 dwarves for him to teach. Similar to how the military works no with demonstrations the teacher will schedule one and his students attend for the lecture. You assign him a workshop for him to teach at and set up a schedule similar to how the schedule works for the military right now. So you could say this month you teach while this month you do not. You will also select what subjects you wish to teach, the menu will display what is required to teach, such as an assigned workshop, in this case a carpenters shop. Now this would mean while the class is in session the shop could not be used for other orders.

For resources you set up how much can be used per season for teaching. So say you only want the teacher to use ten logs a season, you set the menu to that and when he teaches he will only use 10 logs. Now you could let them use more logs for a faster rate of learning but that would mean more resources used. A student can make a wooden chair for instance while this is happening, so it could be sold. But it would not be of a major quality.

Books would be an additional resource to help speed up teaching but you can do without if need be. But you would want to try to have a copy of a book for each student as less books means less speed of teaching. Now the books should not become personal possessions but the student may buy a copy for his own use for the future, that he can read when on break or something if he so chooses, but it would not give him a skill gain if he already "graduated".

A larger class means the teaching is a bit slower and the students do not gain as much experience compared to a smaller class size, but it would take more time to train each student one on one than it would be to teach all of them together.

As for foreign students wanting to come to be taught by the teacher. A message would appear to be asked to be added to the class. The student would like to graduate within two years lets say, and in reward you get a reward of reputation, favor with the foreign country, along with goods or services, or to tell their friends and family to come to train at your fort. This would work like the current diplomat system does for elves for instance. A foreign student who ends up extremely happy in  your fortress during his stay also has the chance to ask to stay permanently, which could in turn mean his family also moves to your fort.

A teacher can only teach a student up to a certain level, so eventually the student would graduate and get a happy thought from it, same with a teacher. This would also open up a new relationship such as teacher and student, which can be positive or negative based on the personality of both. The dwarf could hate the teacher but still graduate for instance.

That is for practical skills that do need to be trained physically. Theoretical skills like architecture or higher learning skills like doctoring would follow a similar setup. You assign the teacher and his students. In this case they would consume different resources, like architecture would need paper or the doctors would need a pig and thread. A military tactics class could want figurines and paper.

Setting up these classes would be designated as a zone. Adding in chairs and tables would help along with a blackboard. But a hospital training area could want beds and traction tables for added learning speeds.

Adding more to a class will improve learning speeds but a student can only learn so much, so no sticking a dwarf in the class until he is legendary, maybe cap the learning at professional. This should also include making learning skills slower so you can't brute force your way to legendary within a year.

Now a headmaster noble could be used to help speed up teaching as he would do paperwork that the dwarf teaching would have to do instead. He could also help manage the time better or even be needed to access this system at all, just like you need a militia commander to even start a military.

So this system would mean that it takes time away from other projects that the teacher could be doing like producing doors to teach a class, so slower production ques. But the reward could be 4 new well trained carpenters as the bargain along with additional happy thoughts.

I understand if I am rambling a bit in these points, but my main thoughts were to set up a system using existing mechanics somewhat.

I like where you're going with the sliding scale of speed - consumption.
But I keep in mind the "tavern like" aspect of this.

As in, dwarves kinda randomly go there, and vistors might show up to study there.  I don't think I like the idea of shouting at a dwarf "HEY YOU FAT CRAPSACK, THESE ARE YOUR STUDENTS NOW!"
Title: Re: "Tavern-like" Academies
Post by: NW_Kohaku on May 29, 2015, 05:06:08 pm
Alright I have some input on this idea if you will have me. Side tangent first however, I don't think personalities should go. It is a part of what makes the game unique.

I never said personalities should go.  I just said they shouldn't be the prime driving factor of whether a game feature works or not.  Personalities are random/beyond the players' control, and generally invisible in their effects, which means that if players select a character with the wrong personality traits, they'll have no idea why nothing is working as it should. 

Basically, it would be something that makes the most DF-literate players who most thoroughly research and understand the game find the game even easier, while frustrating the newer or more learn-as-you-go types of players even further than the game already does. 

A dwarf teacher that is skilled enough can take on students for your academy or guild hall. You assign him similar to how you operate your military, you set up a "class" with him at the head and assign him students. So for instance you have a master carpenter, and want him to train 2 students. So you assign him to the "class" as the teacher then pick 2 dwarves for him to teach. Similar to how the military works no with demonstrations the teacher will schedule one and his students attend for the lecture. You assign him a workshop for him to teach at and set up a schedule similar to how the schedule works for the military right now. So you could say this month you teach while this month you do not. You will also select what subjects you wish to teach, the menu will display what is required to teach, such as an assigned workshop, in this case a carpenters shop. Now this would mean while the class is in session the shop could not be used for other orders.

This is massively more micromanagement-intensive than it needs to be. 

Keep in mind, students are going to be coming and going from the rest of the world on a frequent basis.  What you're suggesting would involve making the player somehow be aware of this prospective student, forcing the player to stop whatever they're doing, and then manually add a new student in... and then that student would presumably leave at some point, and be replaced with new students, again... 

Setting up a system where there's simply classes, and any random visitor can get in if they pass some security screening and pay the tuition without player intervention is far less of a headache for players. 

Now a headmaster noble could be used to help speed up teaching as he would do paperwork that the dwarf teaching would have to do instead. He could also help manage the time better or even be needed to access this system at all, just like you need a militia commander to even start a military.

What paperwork? What generates paperwork, and what happens if you don't complete it?

Also, you don't need a militia commander to start the military.  If you start a military, the first dwarf in will be appointed militia commander.

So this system would mean that it takes time away from other projects that the teacher could be doing like producing doors to teach a class, so slower production ques. But the reward could be 4 new well trained carpenters as the bargain along with additional happy thoughts.

Keep in mind, that's basically useless as a reward for the player.  One legendary carpenter is vastly superior to 4 skilled carpenters, as you only have so much wood you need carved, anyway.  You're basically asking the player to go out of their way to set up an elaborate training area and manually manage the training of multiple dwarves through a cumbersome menu when the same results could probably be achieved as the game stands right now by just setting up a few extra carpentry workshops, setting up their workshop profiles, and telling them to make more barrels and bins for a few seasons. 

Further, the point of all this is to train foreign visitors, which means they'll be leaving the map. 
Title: Re: "Tavern-like" Academies
Post by: Alfrodo on May 29, 2015, 05:11:40 pm
Quote
Further, the point of all this is to train foreign visitors, which means they'll be leaving the map.

Some might stay, and some might come from within the fort. I think I covered that earlier... not sure though.
Title: Re: "Tavern-like" Academies
Post by: Dragoon508 on May 29, 2015, 11:03:09 pm

I like where you're going with the sliding scale of speed - consumption.
But I keep in mind the "tavern like" aspect of this.

As in, dwarves kinda randomly go there, and vistors might show up to study there.  I don't think I like the idea of shouting at a dwarf "HEY YOU FAT CRAPSACK, THESE ARE YOUR STUDENTS NOW!"
Well one of the things I am basing these idea upon is dwarves in an inactive squad will drop everything to go do independent training. The system would work similar to that but the teacher would do something like the military organizing the demonstration at random. So if you have a lazy teacher then he would not teach as much, same thing with a dwarf who is lazy going on break constantly.

I think we would kind of want a lot more control over our dwarves than them just randomly deciding to go to the tavern that day. So it is why I focused on the random nature of visitors as you never know when you would get one.`
Title: Re: "Tavern-like" Academies
Post by: Alfrodo on May 30, 2015, 10:31:00 am
Well..

I don't really want academies to be something you just up and say "ENGINEER, POOT ACADEMY HERE!".  They should be at least sort of special to have around. Like an artifact.

You should have SOME control over the classes, teachers and overall quality of education.  But I don't think it should be a subsidized academy.

(Refer to long discussion regarding semi-independent organizations)
Title: Re: "Tavern-like" Academies
Post by: Dragoon508 on May 30, 2015, 10:55:19 am
Well..

I don't really want academies to be something you just up and say "ENGINEER, POOT ACADEMY HERE!".  They should be at least sort of special to have around. Like an artifact.

You should have SOME control over the classes, teachers and overall quality of education.  But I don't think it should be a subsidized academy.

(Refer to long discussion regarding semi-independent organizations)

I somewhat agree with this, although like I said initially this system I was talking about was mainly to piggyback on an existing system, namely the Military system.

It would require that skills take a longer amount of time to get however. I mean you can get a legendary dwarf within a year if you hardly try. As NW_Kohaku put it, one legendary dwarf is more valuable than 4 moderately trained ones. But if getting to legendary was something like six years of time without being trained it would be more valuable I think.

I think the system I discussed also may be better for how a guild would operate in regards of teaching.

But if you want to keep academies special it may be better to focus on skills that are not easy to get instead of other skills. So there would not be a carpentry academy, but skills like medical, architecture, alchemy, or tactics could be an example of what an academy teaches along with advancing knowledge in that area.

So you can think of an academy in 3 parts, you have your teachers and students, your scholars, and then you administrators.

Your teachers of course teach the skills and students learn, in order to teach they need a classroom and supplies, so a military tactics class would need a basic set of books for each student that would not be consumed, but they would consume paper and figurines for instance, as I stated earlier the more supplies they have means the faster they can teach but this would be capped at some point. You could still assign your teacher students like I proposed earlier

Scholars advance the subjects that are taught at the academy which in turn means different books can be added to the courses making the students learn faster and more things. This would consume paper and other supplies as well.

Admin would make sure that things run smoothly like set schedules and work orders for the scholars and teachers.

Overall this would mean that in order to have an academy it would require a lot of infrastructure to support it from your fortress, so it is not something you could make right off the bat. Foreign students will come to ask to be taught via a diplomat screen where it pops up, you can agree to teach the student and they will tell you how fast they would like to be trained in order to get a reward. So for instance they want to graduate within 2 years. You have to have the supplies and teachers for that to happen.