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Dwarf Fortress => DF Dwarf Mode Discussion => Topic started by: Stadfradt on January 30, 2021, 06:57:01 pm

Title: Please Don't Bring Back Dwaren Economy
Post by: Stadfradt on January 30, 2021, 06:57:01 pm
I've never experienced the dwarven economy, but I did look through the 40d description of it, and it's bad.

Things to note:
Individual dwarven preferences have to be established, and this means for everything including intangibles like simplicity, variety, and risk. These need to be put into a vector where pairwise comparisons ranks them according to preferences that are complete (everything in the vector is compared pairwise with everything else) and transitive. Varying quantities of varying goods produce a series of iso-utility curves, or just utility curves, and the spot where some particular curve is tangent to the dwarf's budget, that's the basket of goods they'll consume.

Even Marx and Engles understood that prices are what make economies work. (Keep that in mind next time some idiot is extolling the ubermoron Ayn Rand who thought it was greed that was the key component.) The player will not be setting labors. The dwarves will be choosing labors based on wages resulting from a Walrasian Tattonnement -- good luck modeling that. The cost of apartments will similarly be determined by the market, and rent will only partially be determined by how nice it is; décor taste, location, neighbors, noise, among other things will determine rent. Same goes for meals: You might find yourself buried under cheese roasts with butterfly sauce because dwarves prefer rum biscuits dipped in brandy pate.

I can guarantee that the highest-paid professions will be food and refuse haulers, and if that's not the result, the economy has been incorrectly modeled: Dwarves are going to pay good money to ensure they don't have to suffer a case of PTSD-inducing miasma exposure. Who's hiring these haulers? Good question. That needs to be answered, because the dwarves hauling rotting rodents and rank food are also the dwarves who'll be least affected by miasma, and they're going to have all the bargaining power.

What does the player do? Look at prices and open or close workshops when there is either a shortage or excess of goods. Prices, in an efficient market, are the necessary and sufficient tool for determining whether resources are being distributed efficiently. The player will make decisions regarding plant and capital to affect supply in the hopes of meeting demand. In order to optimize, the player needs to be buying inputs, too -- even if one claims the land and its resources belong to the player, one is still paying the producers of the inputs for their labor. And to make it real... well, see below.

What about players' mining, planting, and construction plans? Depends. You, aka the player, have to buy products from the workers at the market rate -- though some will be appropriated through taxation -- and sell 'em for profit. This means you, aka the player, have a budget. Who do you borrow money from? This needs to be answered, because your dwarves aren't obliged to build the defensive walls you so desperately need after raiding that necromancer's tower. They can leave, change their names, and migrate to another settlement. So you got cocky, kicked a hornets' nest, and need the miners producing stone, masons producing blocks, and everybody else building defenses at a desperate rate. Congratulations! Welcome to Price-Gouge City, population You! You better have a line of credit with somebody because you're going to need to fund a war.

Speaking of which, your legendary swordsdwarves are going to be hired away as mercenaries and are probably off campaigning for Urist McPutz-Noble a couple of mountains over.

You see, a fun thing about a realistic economy is that capital and labor are pretty free to move around; i.e. scram when you need them most.

Even more interesting is that we'll be needing dwarven entrepreneurs who'll petition the king for permission to mine, log, &c. under royal license, and they'll have valid arguments, because if you the player were doing your job right, they wouldn't be seeing great market opportunities. Your miners might be working for somebody else who has a great idea for housing and is paying them more. Your farmers may be on the surface growing rhubarb to sell to the elves. It's the king's land and minerals, and if he wants to give license to a guild of farmers who wish to turn unfriendly elves into allies by way of favorable trading, it's his prerogative to do so.

And don't get me started on market failures.

Long story short, a game of DF's detail, complexity, and emergent play needs either no economy, or an economy done right. Toady can understand the math: See "Microeconomic Theory" by Mas Colell, et al. From what I hear, the modeling is right up his alley. But it's a BIG project. Please don't half-ass it.

On the plus side, if the emergent play does occasionally produce a dwarf with intransitive preferences, it would be hilarious to watch. Urist McStressed-Out went into a strange mood, became economically irrational, and died of thirst because rum was better than wine, and wine was better than beer, but beer was better than rum, which was better than wine...
Title: Re: Please Don't Bring Back Dwaren Economy
Post by: Salmeuk on January 31, 2021, 01:42:45 am
I feel like this would fit better in the suggestions subforum, or
Spoiler (click to show/hide)
I highly doubt the economy would be implemented in a similar fashion to was came before. It's complete absence results in many strange and highly unrealistic situations, however it's implementation would also (likely) result in many strange and highly unrealistic situations.

I kind of believe the economy isn't necessary if only the farming was balanced. The return of a starvation threat would be so very enjoyable, and bring more meaning to the incessant manufacturing of goods most players seem to engage in.
Title: Re: Please Don't Bring Back Dwaren Economy
Post by: Cathar on January 31, 2021, 06:19:35 am
I agree with Samlmeuk, this is the wrong forum. Just have my two cents however :

Spoiler (click to show/hide)

TL;DR : Modern economy makes no sense in a pre-industrial setting anyway.
Title: Re: Please Don't Bring Back Dwaren Economy
Post by: Stadfradt on January 31, 2021, 04:56:49 pm
Welp...this is dwarf mode discussion, but if somebody wants to move it, they can.

Quote
I don't understand why you bring post industrialization, modern economists in a discussion about iron age / early middle age era society where the economy is mostly informal anyway.

Because they already brought in post-industrialization geology and fluid dynamics. It's just math. Economics has nothing to do with the proletariat -- that nonsense is political mumbo-jumbo orthogonal to actual economic behavior. The models for an economy are there for the taking, they're as publicly available as Newton's laws of motion.

Quote
There are no proletariat in a gaelic village....

I'm bringing up economics, not politics.

I'm not putting time into pretending that the DF fantasy world reflects historical realities of social, economic, and political organization. For a start, the nobles would move away every summer because the mines would stink so badly. Ah...but we can only dream.

Quote
...and (litteral) debauchery is illegal in most countries.

It's spelled littoral and I have no idea what brown-water maritime law has to do with anything DF related.
Title: Re: Please Don't Bring Back Dwaren Economy
Post by: Starver on January 31, 2021, 05:41:19 pm
My memories of the Time That There Was An Economy...

I think I mostly ignored it. If it caused me problems, it probably was much less than all the other problems I encountered. It was obviously far from complete(/comprehensive/sensible/meaningful) and I probably didn't even notice its withdrawal from the game for an awfully long time.

I may have made coins for the site, for a period, but I think I quickly learnt that it did nothing (or improved nothing) to have them. I also have long kept every dorf as active as possible, which might have helped with the 'notional earnings' aspect of the Economy era, and still do these days even though that has developed its disadvantages.

Plus nothing really 'happened' until a major Noble visited. I don't think that happened too much to me in the first place. I remember a was susceptible to many a disaster within the first game-year or two (c.f. my forum name[1]!). I know I did have to deal with Room Rent, occasionally, but it was never a game-breaker.



But it was a very basic and acknowledged as a half-way house solution to modelling an economy. I think there's room for something a lot more operable. You can't dismiss it as unworkable based upon the first iteration. Though what the new iteration could be...  It could be (fantasy-)realistic and workable, or it might end up at least as broken.

Probably needs a lot more thought put into it. It's very much Arc-level of development. Perhaps even need an Economics Major retained to piece together the right set of principles to make a working-but-playable-but-challenging-but-survivable(ish) experience.  It can't be ruled out, though.



[1] Because of the hunters and fishers being more trouble than they're worth.  It usually ended not long after I'd be getting loads and loads of messages of "Urist McHunter cancels hunt: Hunting for vermin"...
Title: Re: Please Don't Bring Back Dwaren Economy
Post by: Iä! RIAKTOR! on January 31, 2021, 09:33:26 pm
I feel like this would fit better in the suggestions subforum, or
Spoiler (click to show/hide)
I highly doubt the economy would be implemented in a similar fashion to was came before. It's complete absence results in many strange and highly unrealistic situations, however it's implementation would also (likely) result in many strange and highly unrealistic situations.

I kind of believe the economy isn't necessary if only the farming was balanced. The return of a starvation threat would be so very enjoyable, and bring more meaning to the incessant manufacturing of goods most players seem to engage in.
Dwarven economy is simpler to add. Just by code that used for bolts in quivers, but for coins in pouches.
Title: Re: Please Don't Bring Back Dwaren Economy
Post by: Cathar on February 01, 2021, 02:45:14 am
Yeah, alright. Read your response and it's really inane. You haven't read any of the authors you namedropped and probably never played a game of DF. Good luck for your college degree tho.
Title: Re: Please Don't Bring Back Dwaren Economy
Post by: wlerin on February 01, 2021, 03:44:59 am
Quote
...and (litteral) debauchery is illegal in most countries.

It's spelled littoral and I have no idea what brown-water maritime law has to do with anything DF related.
Okay I laughed.

Rest of your posts don't appear to have anything to do with the dwarven economy, neither as it was nor will be.
Title: Re: Please Don't Bring Back Dwaren Economy
Post by: brewer bob on February 01, 2021, 09:44:11 am
Quote
There are no proletariat in a gaelic village....

I'm bringing up economics, not politics.


You can't really separate these two, but whatever.
Title: Re: Please Don't Bring Back Dwaren Economy
Post by: Salmeuk on February 01, 2021, 12:45:10 pm
Quote
I'm not putting time into pretending that the DF fantasy world reflects historical realities of social, economic, and political organization. For a start, the nobles would move away every summer because the mines would stink so badly. Ah...but we can only dream.

but your entire OP is literally just that. An attempt at the critical analysis of Dwarf Fortress game mechanics through the application of college-level economic theory. You can't cleanly separate 'the world' and 'the economy' and expect good results.

Quote
There are no proletariat in a gaelic village....

I'm bringing up economics, not politics.


You can't really separate these two, but whatever.

Anytime I hear the above "economics are separate from politics" I feel very concerned for future generations. Please leave your chicago school out of Dwarf Fortress thanks lol
Title: Re: Please Don't Bring Back Dwaren Economy
Post by: DontMineYellowSnow on February 01, 2021, 12:47:11 pm
Yeah, alright. Read your response and it's really inane. You haven't read any of the authors you namedropped and probably never played a game of DF. Good luck for your college degree tho.

To be fair, Ayn Rand's book (Atlas Shrugged, haven't read any of her other stuff) is a real slog to read.  She desperately needed an editor.

Anyways, please bring back the Dwarven economy so my Dwarves can hoard and covet vast amounts of coins.  I always build my forts with big vaults for treasure, it would be nice if they were more interactive.  And don't worry about...whatever this thread is.  Its a video game, not the OP's first Macroeconomics course.  Just make it fun.
Title: Re: Please Don't Bring Back Dwaren Economy
Post by: anewaname on February 01, 2021, 03:21:06 pm
Politics decide who will do work and what they will receive for it. There is no separation of the two, in any form of governance of a group and in a group of any size. A corollary is that everyone is a politician, even if they are bad at it.
Title: Re: Please Don't Bring Back Dwaren Economy
Post by: Starver on February 01, 2021, 06:08:30 pm
Politics and Economy have an overlap (how big depends upon the form and scope of politicing and the form and scope of economising) but there are things that are political without (more than incidental) economic aspects, and vice-versa.

So not really the same thing. The people doing PPE at Oxbridge are combining three entire subjects (Polyphenyl ether Politics, Philosophy and Ecomonics), albeit with the expectation that they'll find them all useful in their future vocations.
Title: Re: Please Don't Bring Back Dwaren Economy
Post by: anewaname on February 01, 2021, 07:23:07 pm
Right, I am not trying to say they are the same thing, just that they are always linked. There doesn't need to be a large group for people, or more than incidental economic benefits.
Title: Re: Please Don't Bring Back Dwaren Economy
Post by: Garrie on March 12, 2021, 09:55:52 pm

It's spelled littoral and I have no idea what brown-water maritime law has to do with anything DF related.

I don't think anyone was talking about the sea-side.
Title: Re: Please Don't Bring Back Dwaren Economy
Post by: k9wazere on March 13, 2021, 02:07:44 pm
I don't think I ever experienced the Dwarven Economy. Was it !fun!?

Could Urist McUnfortunate recover his leg that sailed off in an arc, and trade it for some booze?
Title: Re: Please Don't Bring Back Dwaren Economy
Post by: Thisfox on March 13, 2021, 05:53:41 pm
My greatest problem with it back when it happened was the FPS death soon after the noble strolled in. Yes, I am one of those people who made a lot of coins instead of just using coinless economy. That was a mistake. I mean, you can read about it here (https://dwarffortresswiki.org/index.php/40d:Dwarven_economy) but it wasn't any different to any other major update chaos, and in my opinion has been demonised since. Plus, people seem to be mistaking "economy" for "social darwinistic capitalism", or even just turning it into a massive discussion of modern economics. It is a Mountainhome made out of a molehill, and will no doubt work better now computers are faster, and with one or two tweaks.
Title: Re: Please Don't Bring Back Dwaren Economy
Post by: Urist McVoyager on March 13, 2021, 09:51:58 pm
I say rework it and put it on a slider for variety. Toady talked about that sort of thing for the myth and magic arc, so I['m sure he's looking at it for other things too. As for the op . . .

I'm gonna talk in game terms. The op talked about things like dwarves getting the willpower to come and go off the map as they please, and an economy advanced enough for dwarves to get paid for their work by the player. as well as for you the player to take out loans. That requires an account for the player. Before we even get that far, we need to be able to pin down who the player even is in the game. Now, I ain't talking about a single answer for everyone. I think the perfect place to answer the "who are we?" question is in starting scenarios, which we know Toady has talked about. Once we have a way of defining ourselves within the game, sure, start looking at economic options. Although I'd prefer if that waited for Toady to sync adventure and fortress mode time scales so we can get the rest of the economic jobs ported over to adventure mode. It'd flesh out the base building there and let us truly run a fort from ground level.
Title: Re: Please Don't Bring Back Dwaren Economy
Post by: NW_Kohaku on March 14, 2021, 04:46:39 pm
It's kind of hilarious that you think this isn't political, because this whole thing is written purely upon assumptions that dwarven politics are exactly the same as the modern world's, as mentioned before.  Saying this "isn't political" is the same as saying you aren't aware of how deeply ingrained your political assumptions really are that you cannot even recognize them as assumptions, but simple inviolable laws of the universe, instead.

The big problem with the old economy was found in three parts: 

The first and ultimately most meaningful was that the economy was far too inflexible and did not react to the actual needs of dwarves.  (In TV Tropes terms, Karl Marx Hates Your Guts (https://tvtropes.org/pmwiki/pmwiki.php/Main/KarlMarxHatesYourGuts), amusingly enough.)  All that changed was that things like simple stone crafts, whose value is still fixed and hyper-inflates based upon quality, are now property to be sold by merchant dwarves who can randomly set up shops.  Dwarves can now buy the crafts they want, but most can't afford the price of the stupidly expensive all-masterwork crafts fortresses tend to put out under a player economy.  Players need to either actively put less experienced dwarves in charge of making anything that needs to be purchased to keep prices down, or else just go for legendary on every dwarf, because legendaries are exempt from the economy.  (And ultimately, the latter isn't that different from having no economy at all.)

The second was that there were no re-stacking rules.  Nobody put things in bags, there were no rules for things like wheelbarrows yet, etc.  Dwarves would drop coins on the floor in their room, quickly run out of floorspace, drop coins in the hallway outside their rooms, run out of floorspace in the hallway, and as coins broke down into smaller and smaller denominations, you'd have tens of thousands of individual coins carpeting the floor.  Dwarves would only pick up coins when they wanted to buy something, meaning they'd run to the hallways near their rooms to start gathering coins before buying a new shirt, dump those coins at the store, wear the new clothes, then drop their old clothes on the floor in the hallway to gradually rot away.

The third was that the economy hypothetically should reward dwarves for taking more valuable jobs, yet it doesn't.  Just like how there are static prices of goods, there are static prices for labors, and labors like hauling pay less than labors like stonecarving.  They were paid something like 5 DBs to haul a boulder, no matter the distance, even if it took all day, while a stonecarver might sit in a workshop 5 steps from the stone stockpile.  Distance traveled is by far the biggest determinant in the time it takes to complete any task as a dwarf becomes more skilled, so a hauler can never haul enough to pay their rent, while a craftsdwarf with even the most basic of efficient fortress layout is going to be rolling in dough.  Likewise, dwarves in the current game do not select their jobs, they're assigned by the player, so this means that the player has to micromanage who gets certain jobs in order to see each dwarf has enough money to eat, or else they're creating a permanent underclass of "unskilled labor" haulers that can't afford to eat, while the permanent workers all rocket up to legendary and never having money worries again.

Now, all of these are pretty blatantly the result of a lot of placeholders in the game, so complaining that a feature that was taken out because the supporting features needed to make it make sense weren't there shouldn't be put back in because you aren't even considering that the supporting features might ever be put in is kind of ignoring the core of the issue.

If you want to talk solutions to some of these problems, I have a rather old suggestion thread, Class Warfare (http://www.bay12forums.com/smf/index.php?topic=61620.0), that discusses the topic of making the economy make sense to bring increasing complexity to dwarven society as a fortress matures.

However, to cut the whole thread I wrote short and go to the specific topic of how the economics of a medieval community works, you should try reading someone like David Graeber, rather than economics philosophers talking about modern theory.

For example, nobody in the medieval world tended to use coin money when trading with their own town.  There wasn't nearly enough metal in the ancient world to support a physical cash currency system.  (And we use fiat currency in the modern day because even with modern mining techniques, there STILL isn't enough metal in the world to mint into coins.)  At most, they would use tally sticks to cover large debts, but most intra-town transactions worked on credit or the honor system.  No, not the one where you are honor to put a quarter in the box for your bagel, the one where it's fine to ask your neighbor for some eggs if he's got some spare, but it's an affront to your honor to let a debt go unpaid for too long.  (And hey, dwarves and honor are a good combo!)  Since this is a computer, and we have exact change, this will be more exact than actual notions of honor, but you could easily just have an intangible honor system where doing work for the fortress builds up an intangible stockpile of honor that can be traded for goods and services.  Everybody just mentally keeps track of who owes who what, and the exact prices weren't really kept track of, but it's vidya gaems, so it can be super precise because computers don't fudge well.  The members of the same fortress don't need currency to trade because it's presumed that everyone is going to eventually balance out all their debts with one another as everyone is mutually interdependent upon one another, and if they don't match up exactly, nobody should complain too much because they're all your friends and family, so what's not paying back one borrowed egg over a lifetime, anyway?

Coins are only necessary when trading with someone to whom a long-term debt cannot be expected to be balanced.  That basically means traveling merchants (which had a really negative reputation throughout history specifically because they were the one class of people that didn't share this presumption of repaying all debts, and cared about sinful things like money like only nobles, merchants, and criminals do), plus travelers that visit your tavern (who were also historically viewed with great deals of suspicion).  Coins are almost exclusively the purview of merchants and soldiers.  (In fact, most precious metal would historically be turned into things like statues of the Buddha or crucifixes during times of peace as the temples - the only institution that does not spend what they tax, and hence are a leech on the economy - naturally consumed all the coinage in tithes, only to have those statues melted down and turned back into coins during times of war.  You can't distribute a statue, but melting a statue into coins allows divvying up the loot for all the soldiers you promised would get rich following you into war.  Of course, it's bad form to melt statues from your own religion, so let's go sack another religion's temples to pay for our army.  Gee, that leads to the easiest way to pay debts to be to launch a holy war, doesn't it?  Even nobles ran entirely on ledgers of debts, as their actual material income in taxes was generally agricultural goods paid in kind.  Honor-debt-"currency" is inherently personal and carries one's reputation with it, while coins are inherently self-laundering money.  Nobody knows how you got it, so the more coins are in circulation, the easier it is to be a criminal, and hence the more violent and crime-ridden the time period.)

No matter how you look at it, using coins for intra-fortress trading was wrong from top to bottom both from a gameplay and historical standpoint, anyway, so there's no reason to bring that part of the game back at all.

(Edited to correct for mistaking "inter-" for "intra-")
Title: Re: Please Don't Bring Back Dwaren Economy
Post by: Urist McVoyager on March 15, 2021, 09:03:38 pm
I agree with your points. I only have one quibble: Inter means between two different things, intRA means within one's self. I think you keep using the word inter-fort when you mean intra-fort.
Title: Re: Please Don't Bring Back Dwaren Economy
Post by: Starver on March 15, 2021, 09:52:28 pm
Well, if "inter-town" (intra-town) was meant as "inter-townie", it worked as intended as a description.

I've got very little to say pro-/anti-Economy that hasn't already been said (perhaps by me), but I can offer up this linguisto-etymological addendum for consideration.
Title: Re: Please Don't Bring Back Dwaren Economy
Post by: NW_Kohaku on March 15, 2021, 10:25:19 pm
I agree with your points. I only have one quibble: Inter means between two different things, intRA means within one's self. I think you keep using the word inter-fort when you mean intra-fort.

You're right, thanks, corrected that.
Title: Re: Please Don't Bring Back Dwaren Economy
Post by: Urist McVoyager on March 15, 2021, 11:09:35 pm
You're welcome.

From a pure fortress mode perspective, I would definitely want the economy question to have variable answers. If I were JUST running a fort, I'd want to turn off the interpersonal element and just be able to affect the wider economy of my Kingdom through my economic efforts. Right now, we can't. We can't tame new animals to the point future embarks from that civ could actually bring them along at the start yet. I'd want to be able to export stuff and have it affect the rest of the Kingdom. Export large amounts of masterwork weaponry and learn that it turned the tide in the war without my own troops having to go out. ]

On the flipside, if we get the two modes synced up so we could actually live a full in-game life as a citizen of our own fort? Yeah, I'd want the economy on so I could set up a business and eventually work my way into founding a settlement as a person instead of a disembodied force. Right now we're way too limited on that to be worth it yet. But we're getting further with every major release.
Title: Re: Please Don't Bring Back Dwaren Economy
Post by: postfux on March 18, 2021, 05:59:44 am
May as well throw in my 5c because I think DF economy is one of the biggest challenges for DF.

I dont see a way how a Fortress economy could work without a working world economy. It will either be highly scripted or fail because it cant be sufficently sripted.

In a world where the production of soap is as complicated as the production of high end weaponry, cleaning fish is on a level with melting ore, and where the player can build within a few years an industry that can flood the world with whatever he chooses to produce no realistic in the sense of immersive economy is possible within the fort.

I would love a working economy but prefer the current centralized slave economy to anything necessarily scripted and/ or flawed. A centralized slave economy is dwarfy after all.
Title: Re: Please Don't Bring Back Dwaren Economy
Post by: NW_Kohaku on March 18, 2021, 12:51:37 pm
May as well throw in my 5c because I think DF economy is one of the biggest challenges for DF.

I dont see a way how a Fortress economy could work without a working world economy. It will either be highly scripted or fail because it cant be sufficently sripted.

In a world where the production of soap is as complicated as the production of high end weaponry, cleaning fish is on a level with melting ore, and where the player can build within a few years an industry that can flood the world with whatever he chooses to produce no realistic in the sense of immersive economy is possible within the fort.

I would love a working economy but prefer the current centralized slave economy to anything necessarily scripted and/ or flawed. A centralized slave economy is dwarfy after all.

Well, in the current system, weapons aren't given a higher value than anything else, anyway.  The most valuable items in the game are masterwork roasts, which have greater value than whole castles.

In real life, weapons and armor had higher value than other goods mostly because more effort was put into them.  A simple hatchet would still be cheap, but a high-quality battleaxe would be so expensive nobles would pass them down from generation to generation.

If you wanted to simulate that kind of situation, what you'd really want to do is make a system of upgrades that work like decorations do currently, where you can put incredible amounts of labor and wealth into diminishing returns in terms of a tiny increase in attack speed or damage, but where the value of the weapon just keeps ballooning with every upgrade.  There are also mods out there which make the whole process of making just about everything involve vastly more detail.  (I.E. making plate armor takes a dozen different tasks spread out over half a dozen workshops.)

Also, it's a common mistake in games to think that you're simulating "Supply and Demand" when you just model supply.  If you make the world's only throne made entirely of earwax, there shouldn't be that much of a market for such things, and even if it's the only one, there shouldn't be a huge... well, DEMAND for one, so it wouldn't have value.  Meanwhile, crossbow bolts can probably be stockpiled in stupidly huge quantities without massively depleting demand, since they never spoil, store easily, and you can go through tons of them rapidly.

And finally, Dwarf Fortress isn't slavery, it's communism.  It's outright anarchy until there's a mayor nominally in charge.  Remember, you're not supposed to be Armok like people try to say occasionally, you're supposed to be the collective consciousness of the dwarves, themselves.  They're working for their own communal wellbeing, and hypothetically, you should be, too.
Title: Re: Please Don't Bring Back Dwaren Economy
Post by: postfux on March 18, 2021, 03:29:09 pm

Well, in the current system, weapons aren't given a higher value than anything else, anyway.  The most valuable items in the game are masterwork roasts, which have greater value than whole castles.

In real life, weapons and armor had higher value than other goods mostly because more effort was put into them.  A simple hatchet would still be cheap, but a high-quality battleaxe would be so expensive nobles would pass them down from generation to generation.

If you wanted to simulate that kind of situation, what you'd really want to do is make a system of upgrades that work like decorations do currently, where you can put incredible amounts of labor and wealth into diminishing returns in terms of a tiny increase in attack speed or damage, but where the value of the weapon just keeps ballooning with every upgrade.  There are also mods out there which make the whole process of making just about everything involve vastly more detail.  (I.E. making plate armor takes a dozen different tasks spread out over half a dozen workshops.)

Also, it's a common mistake in games to think that you're simulating "Supply and Demand" when you just model supply.  If you make the world's only throne made entirely of earwax, there shouldn't be that much of a market for such things, and even if it's the only one, there shouldn't be a huge... well, DEMAND for one, so it wouldn't have value.  Meanwhile, crossbow bolts can probably be stockpiled in stupidly huge quantities without massively depleting demand, since they never spoil, store easily, and you can go through tons of them rapidly.

And finally, Dwarf Fortress isn't slavery, it's communism.  It's outright anarchy until there's a mayor nominally in charge.  Remember, you're not supposed to be Armok like people try to say occasionally, you're supposed to be the collective consciousness of the dwarves, themselves.  They're working for their own communal wellbeing, and hypothetically, you should be, too.

Slaves are working for the communal wellbeing. Not of their own choosing and their share in it is unsatisfying most of the time.

Communism is slavery. Thats why they had to build a wall in the end.

Similar to Stalin most overseers build atom smashers for the communal wellbeing. Thinking about the fates of nobles perhaps DF is a communism simulator.

Trying to implement an economy in the current system is like Stalin trying to allow limited markets. It will fail.

For instance trying to implement a complex concept like rent to create a "fortress economy" without first having a working world economy most likely wouldnt even deserve the name of rent. It will become rather a living quarters tax deducted from income beeing completely arbitraryly assigned either from the overseer or a fixed game mechanic.

I am 100% with you on the supply and demand thing. There has to be a price building element on the world level based on it. Scarcity makes prices rise (mostly for useful things, with earwax thrones beeing a possible exception) while flooding the world with unspoiling masterworks roasts must lead to prices falling significantly. Thats an economy. Then there is a value for/ from labor and materials. Right now there is no basis for such an economy.

Productivity is completly insane and unbalanced. Building and working a fishery aka as a wooden block and a knife takes as much effort and knowledge as building and working a smelter. Bone trinkets can buy the world.
Title: Re: Please Don't Bring Back Dwaren Economy
Post by: Starver on March 18, 2021, 04:30:38 pm
Communism is slavery. Thats why they had to build a wall in the end.
The Soviet-era command-economy was more bureaucratic totalitarianism than actual slavery. Not any more actual slavery as enterprises that used Company Scrip, which was a clearly capitalist situation.

It's the authoritarianism and top-down privileges (skewed distortions of the hoped-for social reformations of the Revolution(s), giving a "Hail the new boss, same as the old boss!" effect) that largely required (and enabled) the Iron Curtain. Some would say "it was inevitable", of course, because all other socialist states developed their own flavours of the same dtift and also (but maybe subtler to those involved, because fish may not have a word for 'water') trends in that direction arose in all non-communist revolutions too. But that's a tricky subject.


Dwarven Economy was, as it happens, a Scrip-like system, which could be run 'on account' if you refused to mint the additionally-troublesome coinage. In those who got sucked into low-happiness states it very much became "You load sixteen tons and what do you get? Another day older and deeper in debt" and "I owe my soul to the company store..." But was far from complete in modelling all circumstances (or the ability of the player to enact better/worse forms of indenture), which is where it largely failed.

Right now, I still know I can (and often do) process all non-signature[1] stone into crafts purely for trade, even though it's not the best mark-up. (I don't trade meals ever, because I've been made perpetually paranoid about starvation, even after I no longer regularly lived up to my chosen username.) If other sites ever had the capacity to think critically about it, I could imagine them going "Oh no! Not another pair of masterwork mudstone earrings? Put them with all the other mudstone items, over there in the Remaindered bins full of the junk the traders insist on dragging away from The Fort Of Starver. Every. Single. Year!"...

I also do treat traders with items asked for in their side of the trade-liaisoning process (if it's not something on my personal list of Never-Trade things, mostly food and anything of an ultimately useful metal), but the elves tend to walk off with every mudstone/whatever item I have that isn't worth keeping this season in anticipating the inexplicable 'desire' for the dwarven wagon to haul away amulets/etc on their next visit.


[1] I'll tend to decide what kind of block I make my surface walls/rooves off by what interesting (but sufficient) stone I encounter in my initial exploration shafts, some coloured ones for colour-coded levers/etc, flux reserved for flux (except marble, which I might (part-)use for attempted posh fhrniture), any noble's preference get prepared to pander to, etc, etc. This usually leaves a common stone that I then have horrific amounts of but doesn't feature anywhere else in my self-set uniformity.
Title: Re: Please Don't Bring Back Dwaren Economy
Post by: postfux on March 19, 2021, 03:14:30 am
Capitalism for sure also did and to some extent still does produce slavery. Being legally reduced to property is only the most extreme form of slavery. As soon as someone is in a position to have to accept being treated like property (be it by the state or by an "employer") he is a slave in everything but in name.

As for DF I am not a veteran of the old economy but I do fear it cannot work to try to introduce complex systems like money and rent without having something resembling a real value based economy.

Right now my first trade good are stone trinkets because it can be set up pretty easy. I give up on it as soon as I have a working meat industry because I can now flood the world market with my refuse and exchange it against exotic goods and iron and steel products for use or melting. Melting an outragously expensive «☼steel ueseless thing☼» to produce low quality boots is a good thing, espacially since I bought it with mass produced garbage. I dont sell meals because that feels wrong even in DF.

I put a lot of effort into having stone blocks organized by color to build uniformly and get defeated by my impatiance most of the time. Sometimes I manage to get my outerworks appearing halfway uniform. I also use marble for statues at least as long as I dont have posh metals.
Title: Re: Please Don't Bring Back Dwaren Economy
Post by: NW_Kohaku on March 20, 2021, 04:06:54 am
Communism is slavery.

That's just dogmatism and dogmatism is slavery of the miiiiind!, and it's not really helpful in describing the game, especially in a game which has characters that are actually kidnapped and enslaved.  Dwarves have as much autonomy as their scripted "brains" allows them to have... which isn't much, but hey, you can't expect Toady to invent general AIs that can run by the hundreds simultaneously on modern hardware.  They pick when they work, they eat and drink when and how much they want, and otherwise enjoy the benefits of their work (and indeed, are often said to be fond of industry) all on their own, with the economy not changing that much even when it is introduced except that it introduces problems paying for the things dwarves could enjoy freely before.  Some dwarves are lazier than others, but because of how badly balanced the economy was, that rarely mattered, as even a crafter that barely ever showed up to work could become filthy rich compared to a hauler.

Communism existed in small farming communities for tens of thousands of years before the Soviet Union came along.  (Although the Marxists called the successful forms of communism that existed in tribes and medieval farming villages "Primative Communism" to contrast it against their supposedly superior, yet unsuccessful form.) It is, in fact, the default (lack of) government.  If you suddenly found yourself shipwrecked on an island with some other survivors, would you immediately start trying to form a legislature and create your own money system, or would you just agree to work together to find food, water, and shelter for the common survival?  (Or are you a "slave" if you work to find food until you hash out an exact payment rate in seashells?)



In any event, it's worth mentioning that there are two different economies - the one that exists outside the fortress you engage in trade with caravans with, and the one that exists within the fortress. 

One is enabled, and as everyone already knows, it's stupidly imbalanced because of the wild over-inflation of value in goods due to quality.  (I think it's notable that the Dwarf Fortress clone games like Townies or Gnomoria - RIP - made every level of increased quality only increase the value of a good by 10% instead of 100% like DF does.)  That said, balance aside, it does generally work well enough.

The problems of the first one are real, but aren't really the subject of this thread.

The other, the internal economy, is broken in part because an internal fortress economy needs to serve a purpose.  Communism fails when small farming villages where everyone knows everyone else get large enough that everyone doesn't know everyone else, doesn't feel a communal sense of unity or kinship, and people need money to regulate exchanges because they can't rely upon personal honor anymore.  The thing is, DF lacks that kind of breakdown in community that would trigger such a change, regardless of how large a group gets.  (Even in a tiny community, dwarves outside the Starting Seven, which are forced to have friendships with one another, most dwarves have few acquaintances, much less friends, at least as far as my experience goes, and yet they never have trouble working for the betterment of dwarves they've literally never talked to before.)

The internal economy's activation didn't solve any problem you faced with dwarves before it came on.  There is no need to drive dwarves on with a profit motive, they happily work for its own sake.  The only thing it does, in gameplay terms, is cause some dwarves to be homeless because they were unlucky when job assignments were being handed out.
Title: Re: Please Don't Bring Back Dwaren Economy
Post by: postfux on March 23, 2021, 07:30:03 am
Communism is an ideology, that didnt exist until very recently. I dont think a stone age hunter, a roman farmer or a germanic tribesman would have described themselves as communist. They also likely didnt share the ideas propagated by marxism.

While nomadic societies didnt have much use for property with the first settlements more complicated societies developed. Communal property was often an important part of them, and communal property still exists in some part even in modern societies. Most forms of communal property like mills and pastures were abandoned with the course of time. Driving forces where specialization and  capitalism.

The soviet union was the ideology of communism brought to practice. What it did to the rural population cant be called any different than slavery.

I am not a slave when I am forced to work for my food by necessity.

But I am a slave when my products get abitrarily taken away from me and hiding some products for myself, stopping to work for others or commiting the crime of accumulting property (aka as calling the things I did work for my own) gets me sent to siberia, where slavery is enforced much more strictly.

A roman shepard, even when legally a slave, did have more freedom than a soviet farmer (or a dorf).
______________________________________________________________________________________

I think we agree on many things concernig DF economy. Without a world economy there cant be a real fortress economy because there cant be anything driving it beside a script.

Quality is surely a source of imbalance in the current system. I think that it should have to be much harder to achieve high quality. After mass producing steel leggins for some time (and making some profit from melting them) even a totally clumsy dorf can produce ☼breastplates☼ and it doesnt even take him longer than a piece of mass produced rubbish.

Amount of labor and/ or skill must be the source of income for a dorf if the system is balanced. The overseer must have an income of his own to really create a fortress economy, that is worth its name. Otherwise the overseer is only handing out seashells, that can be handed back to him at fixed rates (by him or the matrix).
Title: Re: Please Don't Bring Back Dwaren Economy
Post by: Starver on March 23, 2021, 07:39:10 am
I would say more serfdom than slavery. Yes, there are parallels, but there are also sufficient differences.

Not that this helps (or hinders) any actual return of Dwarven Economy, sorry.
Title: Re: Please Don't Bring Back Dwaren Economy
Post by: Urist McVoyager on March 27, 2021, 04:06:08 pm
One of the best first moves for all of this is to unify the time scales between the two modes. If you don't do that first, every new fix for the economy would compound the work it takes later on to do it. Once you have the two modes synced, you can alter the time a task takes based on amount of ingredients, quality of the work, and skill of the worker. Then you can adjust the value of a good based on time as well as quality.

Beyond that, we also need the outside economy to sync with the in-fortress one. For our moves to have an impact on the economy of the actual Kingdom. To an extent they already do because of our effect on wars, with our raiding and tributary system, but it's indirect. The more we win the fewer soldiers the enemies can throw at the rest of our Kingdom, especially if they're too busy attacking us to get their settlements back. But we need to be able to truly fulfill the Kingdom's needs, as well as introduce new goods completely into the Kingdom. We tame new animals to the point they're counted as domesticated, and new fortresses can embark with those animals. We bring in new supplies through our tributaries, that should also be reflected in future embarks from that Kingdom. We should also see those animals and goods appear in future caravans from the homeland.
Title: Re: Please Don't Bring Back Dwaren Economy
Post by: jecowa on March 28, 2021, 04:22:29 pm
Playing Economy sounds like it could be fun, but I'd like there to still be an option to make a Commune instead.

I would like to be able to pay different rates for a job based on the skill the dwarf has at that job. And I would like to be able to set limits for how many times a dwarf can perform a job. Even now, it would be nice to make an order that all dwarves with less than n skill can only use the craftsdwarf workshop once every couple of months. (So dwarves can fulfill their need to craft without low-skill laborors hogging craftsdwarf workshops.) Then with the economy, the once-per-couple-months job could be used to make sure even the poorer hauler dwarves are getting paid at least what they need to survive on.
Title: Re: Please Don't Bring Back Dwaren Economy
Post by: Mohreb el Yasim on June 11, 2021, 01:52:25 pm
I like the idea that the Dwarven anarchist utopia after regressing to a monarchy descends even further into a a capitalism with the economy kicking in.
It is like difficulty levels slowly setting in, however it will surely be changed if it is to come back so no worries to be have.
Title: Re: Please Don't Bring Back Dwaren Economy
Post by: wooks on June 13, 2021, 12:10:30 am
So I'm a real life economist, and I just wanted to add my two cents here;

The current state of the game with a sort of 'global economy' that shows up as trade demands etc. Is probably the best we can hope for. The bonus of elven production demands is peak economic commentary too. So too are noble demands and trade restrictions.

I think there's room for adventure mode to improve, it's pretty hard to see the global economic conditions as an adventurer. Part of that is due to every civilian using a different currency for some reason, but that too is a pretty funny historical commentary.

What I don't think would be a good idea is any sort of walrasian modeling of fortress mode. To put it simply, that's kind of the game, isn't it? To me fortress mode has always been throwing down the gauntlet to all those who claim that the 'benevolent dictator' is a reasonable way to run a society. It's clearly not, and DF makes this case in spades.
Title: Re: Please Don't Bring Back Dwaren Economy
Post by: Starver on June 13, 2021, 09:41:10 am
It's been said before (maybe in this thread, I'm not scrolling up to check) but the one additional tweak to the current system of trade demands might be to deprecate oft-traded items[1]. Just to keep the player on their toes.

A trade-advantage will not be offered for exactly the kind of thing you're already offering. If it looks like it might (based on some tally of recent sales) then it adds something to it. Bolts? No, now they would like steel bolts, etc. Not sure how to better qualify some things (like seeds) except going more specific to variety (which could make it even more inaccessible to take advantage of than with the usual lack of steel issues).

I take advantage of craft-and-dumpsell as much as anybody. Whatever stone type(s) I have plenty of that aren't useful (ore, flux, magmasafe) or aesthetic (a useful hue for building purposes) tends to be shifted into a Crafts industry that is almost entirely destined for trade (maybe also mugs) suitable for all visitors without ever worrying about elven wood-issues. If the Dwarven trades say that they'd appreciate rings then I'll hold back the rings for them, over the intervening year (and prob. buy in any and all rings offered by the intermediate caravans). I just think that there should be a limit. Maybe your site could become the actual Ring Capital Of The World, but (see footnote) that does not mean that it can pass on any old trash, year after year after year, and also expect that occasionally that some of the most artless forms of that trash is in peculiar demand.


[1] Or deprecate the below-average-quality items. Once you're turning out mugs in their millions, they become sought after if they are unusually good exemplars of the art. The cheap, tacky ones (or those 'merely' Masterwork-but-undecorated ones, once you've flooded the market) are considered kitsch, and now you must develop new variations every season to satisfy the outside world.
Title: Re: Please Don't Bring Back Dwaren Economy
Post by: Atarlost on June 22, 2021, 11:08:56 pm
It's been said before (maybe in this thread, I'm not scrolling up to check) but the one additional tweak to the current system of trade demands might be to deprecate oft-traded items[1]. Just to keep the player on their toes.

That's not how trade works.  Traders go somewhere in the pre-telegraph era because they expect to be able to buy more of the stuff that they bought last time because they have markets for it.  Some will show up speculatively at exotic places looking to see what exotic goods they can find new markets for, but the regular traders want more of the same.  They might have buy caps for some items based on what they think they can sell, but they're not going to change their demands just to troll you.  That's just bad business. 

If it's something temporary like "The Halls of Soaking need giant corscrews and tubes" that would be different next year, but if "The Mountainhome has a market for mugs" the traders are more likely to turn their nose up at you switching from rock to clay than to want a change.  The rock ones they knew would sell.  The clay ones might not. 
Title: Re: Please Don't Bring Back Dwaren Economy
Post by: Laterigrade on June 23, 2021, 06:47:30 pm
What I don't think would be a good idea is any sort of walrasian modeling of fortress mode. To put it simply, that's kind of the game, isn't it? To me fortress mode has always been throwing down the gauntlet to all those who claim that the 'benevolent dictator' is a reasonable way to run a society. It's clearly not, and DF makes this case in spades.
That’s so true, isn’t it? The way the player walls in the vampire so he can become their never-sleeping manager or walls out the last two dwarves to die by goblin because they’ll get there too late and they’re too slow and they’re nothing more than useless Legendary Stonecrafters anyway or walls in the three people who got bitten by the werelizard, gives them no food and water because they’ll regenerate every month anyway, and then releases them on the invading goblins to die when the time is right, for the good of the Mountainhomes and the Crying Melons, just destroys the idea of a benevolent dictator. It would be even worse if the player was physically a dwarf who could die, because they’d do anything at all to save themselves.

I mean, maybe we do all this because it’s !!dwarfy!! and efficient and they’re all just little bearded smiley faces and binary anyway, but still. Still.


Edit
Oh and for the record and to be at least slightly on-topic the economy sounds like a terrible idea, to me, at least without a worldwide economy first to give it meaning.
Title: Re: Please Don't Bring Back Dwaren Economy
Post by: Mohreb el Yasim on June 25, 2021, 02:56:24 am
It's been said before (maybe in this thread, I'm not scrolling up to check) but the one additional tweak to the current system of trade demands might be to deprecate oft-traded items[1]. Just to keep the player on their toes.

That's not how trade works.  Traders go somewhere in the pre-telegraph era because they expect to be able to buy more of the stuff that they bought last time because they have markets for it.  Some will show up speculatively at exotic places looking to see what exotic goods they can find new markets for, but the regular traders want more of the same.  They might have buy caps for some items based on what they think they can sell, but they're not going to change their demands just to troll you.  That's just bad business. 

If it's something temporary like "The Halls of Soaking need giant corscrews and tubes" that would be different next year, but if "The Mountainhome has a market for mugs" the traders are more likely to turn their nose up at you switching from rock to clay than to want a change.  The rock ones they knew would sell.  The clay ones might not.
The best that it is already (somewhat) in the game.
They might ask for specific items (in prévision which seems logic)
Also they bring more of the same you bought last time. (that is why you buy all pets from the elves, all those useless capibaras will lead the way for your giant bear breading program, also you should avoid buying all of their cloth if you don't want to have only that)
Title: Re: Please Don't Bring Back Dwaren Economy
Post by: muldrake on July 01, 2021, 03:26:04 am
I've never experienced the dwarven economy, but I did look through the 40d description of it, and it's bad.
What even is this wall of text?  Do you not realize we have to get well beyond the phase where for some reason spiked wooden balls are an economy-breaking commodity that are on the level of tulip bulbs in the 17th Century as to their sheer level of ridiculousness?

Seriously until "dwarf economy" is beyond that level we don't even need to consult Marx, Engels, Rothbard, or any of those lunatics to grasp that there is nothing resembling economy in this game.
Title: Re: Please Don't Bring Back Dwaren Economy
Post by: Iapetus on July 01, 2021, 02:36:40 pm
Something that I think could be interesting would be if fundamental rules about how the economy works (property rights, etc) could be changed or (re)defined, whether in the raws (either universally, or at an entity level), or in-game at a civilization or site level.

It would be interesting to see how an economy (and the fortress society more generally) would develop (or collapse) depending on what rules applied.

Examples of possible rules:
* Raw materials:
** Unharvested raw materials are common property.  Whichever dwarf digs up / catches / harvests them becomes the owner.  Anyone who wants to use that item has to buy it from the owner.
** Raw materials are the property of the fortress (or a noble, or a guild).  Whichever dwarf digs up / catches / harvests them is paid by the owner for doing so. 

* Workshops:
** Workshops are common property.  Any craftdwarf can use them for free.
** Workshops are owned by the fortress (or a noble, or a guild, or an individual dwarf).  Any craftdwarf that uses them is paid for their work by the owner.  The finished goods become property of the workshop owner.
** Workshops are owned by the fortress (or a noble, or a guild, or an individual dwarf). Any craftdwarf that uses them pays the owner for doing so.   The finished goods become property of the craftdwarf.

Title: Re: Please Don't Bring Back Dwaren Economy
Post by: muldrake on July 01, 2021, 06:53:59 pm
Whichever dwarf first hits a vein of ore owns not just the first strike, but the entire vein and has a claim to it.  However, they have to convey their claim to some official, like the expedition leader, mayor, or some other suitable official.  If some other dwarf murders them and jumps their claim, they get to make it, so long as they don't get caught.
Title: Re: Please Don't Bring Back Dwaren Economy
Post by: anewaname on July 01, 2021, 10:26:08 pm
@muldrake
Spoiler (click to show/hide)
Title: Re: Please Don't Bring Back Dwaren Economy
Post by: klefenz on July 07, 2021, 08:02:43 pm
Urist McMarx cancels seize means of production: hunting for vermin
Title: Re: Please Don't Bring Back Dwaren Economy
Post by: Maloy on July 08, 2021, 03:48:20 pm
I'm fine with what we got personally

I also use coins a good bit, but I use it more as "change" or really how legal tender used to work when I don't have enough of whatever trade good I specialize in

Just short of what I need to push the deal through? Okay 200 gold coins and we pass


That said your description of all the problems and potential downsides actually makes it sound more enticing lol

Dwarven soldiers joining mercenary campaigns with villains across the continent?
Corpse haulers being dwarven millionaires?

All of that sounds crazy and interesting lol