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Dwarf Fortress => DF Suggestions => Topic started by: OneTwentySix on November 02, 2010, 06:10:20 pm

Title: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: OneTwentySix on November 02, 2010, 06:10:20 pm
As it stands I can generally generate a world, pick a site with no real searching, and build a fortress that can produce anything and everything I could ever want, which makes caravans almost completely unneeded.  Instead, what if you made everything much more scarce in general, and then scattered some sites around in world gen with certain resources being very abundant?  You’d follow your geology patterns and so forth, so maybe a “site” might include a mountain range, but it’d be confined to certain areas instead of everywhere.   Players would have to be alerted to this before embarking, and would have to be able to search for it in the site finder to make this fun, of course; a guess and check approach would be disastrous.
 
Even though iron is one of the most common metals, you can’t just go anywhere on Earth and plop down an iron mine.  You might be able to find iron in most areas if you look hard enough, but it’s not economically worth mining there.  Unfortunately, in Dwarf Fortress, the idea of a mine doesn’t even exist; you don’t settle a site for mineral abundance, you settle it and assume there will be minerals present, the only choice being looking for sedimentary rock where metals are more common.  Changing mineral abundance levels on a local and global scale would fix this.  Along with value rebalancing, this change would greatly increase the fun and challenge of the game, and would make a number of neat features possible that could make the game come much more alive.  Here are some of the ways I can think of.

You might start a fort specifically to mine one mineral.  Maybe you’d start a dwarven diamond mine in the middle of a desert, with very little of value around you.  No trees, no water for farming or drinking (or booze production if it ever requires water), and little mineral abundance below you.   All you’ve got are tons and tons of diamonds (and assorted gems that are associated with diamond-rich areas).  You rely entirely on the caravans for everything, and as the game grows, might have to send out patrols to protect the caravan routes or destroy nearby bandit camps, etc.  And so you rely on your gem industry, as well as exporting raw gems if needed.  There might need to be some sort of balance issues to address; you might add in size and quality for gems, which would make it so that you’d have to sort through a lot of gems to find any that would make it profitable.  But on the other hand, you’d have tons of gems available on site to mine through, rather than a small handful.  Still, it should be exciting when you find a high quality gem, because you know it's worth a lot, and the value actually means something strategy-wise, unlike the current game.  Taking this one step further, why not introduce extremely rare artifact-level gems, like the Arkenstone from The Hobbit, or the Hope Diamond, etc.? 

You should be able to have a mining outpost with vast quantities of the more valuable/strategic resources, and have it be profitable on that alone, or at least in part.  It’d also add a bit of depth to the game, and make things like mine carts more useful; instead of small veins here and there scattered across the map, you’d be following much larger veins that would encompass your entire mining operation for decades or more, so it’d be worth installing the mine tracks and so forth; you’d be hauling large quantities of material out of the mountain to be smelted, or sold as coal, and it’d all be in lines following the vein.  This might require some of the realistic mining suggestions from the eternal voting so that you don’t just mine everything in the first year, but it’d improve the dynamic of the game a lot.  If you want to balance quick digging for establishing a fort with slow digging for establishing a mine, maybe make it so that ore squares produce a lot of rubble that has to be cleared out before the next square can be dug, and mine carts can only hold so much; essentially you’d be sending a mine cart back and forth a few times before being able to mine deeper.  This could also address how dwarves can carry huge boulder with no trouble; instead break up ore boulders into more manageable chunks, which can then be loaded in the cart or carried out by hand if necessary.

In order to rebalance values and the new abundance of metals in certain sites, you might need to change how metal ores and bars work.  It makes sense to get an iron bar from a boulder of iron ore, but not from gold, silver, platinum, etc; gold ore contains very little actual gold, though it might have some silver or copper in with it (the largest gold producing mine in the world is actually a copper mine).  Instead for some of these ores, change what you get from them to nuggets, and make it so that you need 20 or so nuggets to smelt a bar; number of nuggets might depend on the value of the site, how close they are to the main part of the vein, or luck.  Adding nuggets means you can also add in gold/gem panning in rivers and streams downstream from their sites, which would be fun; even an adventurer could do that.  All this means a precious metal bar should be worth a lot more and is harder to produce, but you should also be able to get a lot of use out of one bar.  There’s already a quantity system in place for bars and thread, so why not use it.  Make 50 rings from one bar, or use it to gild a bunch of copper statues with gold, or the walls of your dining room.  Or take several gold bars and make a solid-gold throne, fit for a king.  Hell, you could even have the construction of a royal throne be like making an artifact, only without the mood.  Requires XX gold bars, X diamonds, X rubies or sapphires, X dyed cloth for the cushions, etc. , possibly modified by ruler preference.  Putting it (or something like it) together might be a demand from a noble, or a requirement for a king to show up, etc., and would automatically be artifact quality.   As it is now, solid gold items aren’t really significant in any way, when something solid gold should really be something special.

The presence of mineral rich mines would mean there are going to be more bars produced for import and export, so this gives an opportunity to increase the number of bars needed to produce things, which can make metals more valuable since you’d be multiplying the number of bars in cost to produce.  The game used to work this way, but now everything takes a bar, except goblets which take 1/3 of a bar.  Increase it again; you should need a number of bars to produce a quite a few bars of steel to produce a full suit of armor, and a LOT of bars to produce a life-sized, solid metal statue of a dwarf.  This would work better once caravans are established that can provide plenty of bars if you can afford them, rather than just a few as it is now.  This gives a use for common metals like copper; instead of being a relatively worthless copper statue requiring a single bar, you now have a large statue worth quite a bit requiring lots of bars, and you can then gold-plate it afterward (or other metals, but I don’t know if much plating beyond gilding was done during the game’s time frame).  If you go this way, make sure you adjust the learning rate to go with it.  The more bars it takes to make, the more time it takes and the fewer you can make.

If you really wanted to get into it, you could change the metals to have a happiness value associated with appearance rather than value to make gold plating common: “Admired a beautiful gold statue” vs. “Admired a copper statue” even though the gold used in plating it might not increase the value of the statue significantly.  This could also make certain alloys more valuable; making rose gold might not be profitable for trading, but if you don’t have much gold, you can make the alloy and still get high-rated thoughts while stretching your gold supply.  Of course, not having access to everything makes whatever metals you do have more useful in any event.

All these changes improve gameplay, but simply changing the abundance of minerals opens up a lot of cool situations.  Once you have sites supplying resources, and sites using resources, you can set up trade routes, with caravans coming and going between sites on routes.  Bandits can then start ambushing caravans, causing problems on both sides while profiting themselves.  This might force the civilization to establish a fort to protect the caravan route.  Once established, caravans now have another stop on the trade route, making it more profitable and increasing trade.  The trade and security might draw in settlers to the area, and a town might pop up around the fort.   Then, a hundred years later, the mine dries up and the main reason for the caravan no longer exists.  Without the caravan, the need for the military goes down, and eventually starts moving out.  Eventually, the fort is abandoned and people leave the town, and you’ve got a ghost town, where monsters, bandits, or kobolds might move into.

One thing you could also add would be the whole coal miner black lung problem, if coal mines were specifically set up to mine coal rather than every fort mining coal.  A coal mining fort might be kind of fun, because you'd be dealing with tons of dwarves getting sick over the years, and rotating them out and so forth; ultimately, it'd be a harsh work environment and would be interesting for play. 

Ultimately, I think changing resource abundance from global to local would be a great path for the game that would lead to greatly improved gameplay and mechanics.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: therahedwig on November 02, 2010, 06:49:56 pm
Actually, the resources used to be very rare in 40d but Toady changed it around because it was a bit too rare and a lot of people ended up focussing on non-area specific industries(like crafts, clothing and traps) or went out of their way to find the perfect location to start a metal industry.

Now it's a bit too common, but it probly will be set to a decent avarage once most of the caravan arc and entity pops stuff has been dealed with and we can really start having fun with resources.

Also, artifact jewels already exist, like most decorational artifacts, they are bloody useless.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: jseah on November 02, 2010, 06:54:37 pm
I've had this idea, but never checked to see if anyone else had it before. 

Also, given a significant number of players of DF want to see it remain a game, I don't know if this will ever be implemented.  Which is sad, proper economics, social structure and civilizations would make DF a far more awesome game than it is already. 

My full support for this. 

therahedwig:
He's not asking for less resources. 
He's asking for specialized resources.  And even more of it than we see now.  We're talking entire embark squares of solid iron ore wandering across the map being the sole underground ore feature. 

A fort set up to mine iron, mines iron.  You don't mine gold in an iron mine. 

A fort meant to protect the trade route shouldn't get ANY mining. 
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: OneTwentySix on November 02, 2010, 10:40:48 pm
I don't mean 40d resource levels, that doesn't add anything to the game, but more specialized sites.  You're not going to find sites in the real world where you can mine any kind of ore you want, with a forest, sand, and other things all present.  Instead, you'll find sites with some things, and none/few of others.  No matter where you are on Earth, you can probably dig down and find some ores; but you're not going to find economically viable levels of much.  Iron is one of the most common minerals on Earth, so you should probably be able to find enough iron for the fortress' use, but you're not going to be using for much export.  Likewise, you might be able to find some assorted gems and some ores. 

Basically, I'd like to see sites producing resources, sites using them, and then caravans moving between them.  Create a situation where it would be beneficial to export bars in exchange for the things you need.  Or alternately, to be able to import large quantities of bars if you want to do a production fortress.  To basically make caravans useful; as it is now, they don't import anything in quantities you might want to use, and your exports are mostly pointless and easily produced. 

Basically, more realistic geology, and more specialization in fortresses so that every fortress isn't going to play the same.  Not solid embark squares, but in the square there might be a vein covering many z-levels, with thousands or even tens of thousands of ore.  Where you'd actually have a shaft into the side of a hill following a vein of mineral, with minecarts coming in and out, or a big pit into the ground digging out a kimberlite pipe for diamonds, or so on.  In adventure mode, you might lie in wait outside a treasure-producing town and ambush the caravan, and so on.  And as the game grows and army mode is put in, it adds strategy since you can conquer sites for tribute or so on, etc.  Toady seems to be going a bit in this direction by tracking site resources, but as it is sites are simply too similar and homogenous.

I disagree with the idea that this makes it less of a game; I think it'd add a lot of depth now and in the future.  And regardless, it could be easily edited in the raws.  And with metals, there would still be other things coming out of mines than the main target; gold, copper, and silver are often found together, for example, and some iron mines produce some gold, etc.  And you'll still probably find random small veins of assorted ores as you go deeper, etc.  I'm basically proposing a basic level of resources across the world at a level a fraction of the 40d levels, and then you build on top of it veins of resources on a large scale.  Basically, this site shows the distribution of various mines, and as you can see them clustered together, you'll see how areas tend to have a bias toward certain minerals and types of minerals: http://minerals.usgs.gov/minerals/pubs/mapdata/minesmap.gif (larger map here: http://minerals.usgs.gov/minerals/pubs/mapdata/ ) DF already has the mineral layers, why not take it one step further?
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: Kurouma on November 02, 2010, 11:44:22 pm
One of the things that comes to mind is the Pharaoh or Caesar trade maps, where you could bring up a map of all the trade routes and cities of the empire. You could then click on a city (nearby ones only) to open a trade route between you and them, and only after would you get trade caravans. The cities themselves would have goods that they were buying and ones they were selling; it was up to you to set up the relevant industries. However the Caesar map was a static world with hard-coded requested goods and hard-coded allowed trade partners. The DF universe offers a more fluid, sophisticated way to implement this, which relies on OneTwentySix's idea. Toady has mentioned the crazy overabundance issue in some of the DF talks, by the way, but I don't think he's said anything about localised resources.
Managing trade and specialising your economy ties in with diplomacy, gives depth to gameplay, purpose to negotiations with diplomats, and gives a sense to the player that the world is truly interconnected.

I think this (trade stuff) should be a feature to combine with localised resources. You should be linked up to the 'world trade route' by default, as is at the moment, but with the option to bring up a map screen much like the adventurer quest map that would allow you to negotiate with nearby population centers for trade routes, or even specific trade agreements ("at least 20 iron bars a season for 80 booze") with caravans from these specific cities arriving maybe seasonally instead of the yearly ones.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: Waparius on November 03, 2010, 12:20:55 am
This one really depends on getting improved caravans, as others have said. It's a pretty great idea to throw in with the proper caravans, economy and fortress backstory arc though.

It would for one thing completely change the danger-value of sieges. If you're in an iron-mining fort and relying on caravans for your food/fuel supply, you can no longer just close up. (One of my forts has been under near-continuous siege for the last few years with no real problems). A farming fort would...what? Have problems with maintaining metal equipment?

The talk about banditry also brings up another idea for a fun mechanic - allowing the fort to hire out mercenaries or long-distance workers. When a caravan comes into town, instead of just selling items, you designate a squad or two from the militia, and the fort gets a certain amount of credit based on their skills and equipment (and possibly more if they've done anything noteworthy, like kill a titan). The fort loses that squad for the season, and there's a chance that they'll come back wounded or dead, but hiring out guards can be extremely lucrative and there's also the possibility that those guards' skills will be boosted by fighting with bandits.

 Of course there's the problem of supporting the fort in its early years, but that could perhaps be mitigated by starting it out as a waystation, with inns and whatnot to support caravans with a hot meal and a soft bed (a-la the Cooking Megathread). It would be made even easier by making coins work properly, since you could take the merchants' coin and use it to buy equipment off them...

Hmm. Has anybody made a "Caravans/Trade Megathread" yet?
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: zwei on November 03, 2010, 09:00:14 am
For this to work, you will need to ensure that whole world is somewhat ready for player forts:

Sure, you can have site with minimum of iron and depend to trading to get it, but that other site with abundance of iron has to exist.

Player will need way to find out what trade routes and trade-available resources are before embarking, otherwise he can get suprise few years later similar to embarking to semi-dead world and lacking goblins or parent civilization.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: Waparius on November 03, 2010, 06:25:45 pm
For this to work, you will need to ensure that whole world is somewhat ready for player forts:

Sure, you can have site with minimum of iron and depend to trading to get it, but that other site with abundance of iron has to exist.

Player will need way to find out what trade routes and trade-available resources are before embarking, otherwise he can get suprise few years later similar to embarking to semi-dead world and lacking goblins or parent civilization.

At first at least, if you can use the site-finder to select forts for a particular resource then the game can plonk cities over other resources and use arbitrary calculations to figure out how much they're producing. If they're sitting next to the ocean they produce fish, if they're in meadowlands they're agricultural, if they're in the middle of a bunch of roads they train guards, etc etc.

With that, then in the site-finder you could easily have a check-box for "trade access" based on proximity to these resources (close, midrange, far, none). I'm not sure how civilisations expand in worldgen but it seems like it would encourage putting your fort on the edge of a given civilisation, since you'd naturally be some distance from certain resources, preferably the ones you want.


Oh, another thing -

There should obviously still be other resources available on a given map beyond the magnetite vein or whatever, preferably deeper resources. That way you still have something up to chance. So when you find a heap of, say, copper in the igneous layer under your ironworks, if you're far away from copper you can start selling it, and if you're too near to make a profit you can still use it to free yourself from those penny-pinchers in RatMurder down the river.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: Andeerz on November 03, 2010, 07:20:53 pm
Also... I think it's safe to say that prospecting for mineral resources has a large element of luck!  I could certainly imagine with roman and medieval prospecting practices that large deposits of ore could be undiscovered even though it might be under a population's noses.  I wonder if it's still the case today.  I mean, there are still new ore deposits discovered today, no?

Basically, perhaps there could be a city on top of an ore deposit that might just be too deep or just by luck not found, and the economic activities of that settlement might be unrelated to the presence of the ore in the ground.  If this did happen in RL, perhaps we could model DF after that.  :D
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: King_of_the_weasels on November 03, 2010, 10:45:57 pm
I'm for this for so many reasons, but the main one is the way you describe the large veins, gives
me hope that this would lead to me being able to dig out a nice looking fortress without it being messed up by some stray copper vein cutting through my rooms, forcing me to dig it out and not being able to rebuild until I dig out every little bit.  Also the specialization thing too.   One problem is you'll need lots of miners and you'll only get glass blowers and fish dissectors.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: Waparius on November 04, 2010, 12:05:47 am
It occurs to me that the giant ore veins can only make the "MINE OUT THE DAMN VEIN" designation more valuable. It's probably going to have to be prioritised lower than the regular designation-mining to make it work though.

An idea from the tourism thread (http://www.bay12forums.com/smf/index.php?topic=69696.0 (http://www.bay12forums.com/smf/index.php?topic=69696.0)) for more caravan-related fun is to have religious pilgrims travelling to various sites of interest. It occurs to me that Pilgrimage Sites from the worldgen could be one more resource for developing your fort. It makes sense that if pilgrims start heading to Mount CreekThistle, where Urist McProphet chiselled the Tablets of Lore for the Earth God, then a town would grow around the place. Especially if a bunch of goblins moved in nearby to take advantage of the ready access to slaves.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: forsaken1111 on November 04, 2010, 12:14:13 am
I would like specialized sites where other resources are very rare or nonexistant, but some metals are quite common. I support this, and hope it happens. I'd love to have an actual economy and reason to trade.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: rephikul on November 04, 2010, 07:55:06 am
You can already do it. Tweak the raw and change the chance good materials showing up. Right now they are all at 100%. I have enough incentive to trade already so i'm fine with stuff being this way.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: Hyndis on November 04, 2010, 10:43:54 am
I would like specialized sites where other resources are very rare or nonexistant, but some metals are quite common. I support this, and hope it happens. I'd love to have an actual economy and reason to trade.

The current game is already like that.

Different sites have different mineral wealth. Some sites are steel mills, loaded with iron, coal, and flux. Other sites are gold and/or silver mines. It all varies by a huge amount.

For example, my current fortress is a silver/copper/lead mine. Very little iron, and also moderate amounts of gold, but mostly silver/copper/lead. This means I need to import nearly all of my iron, but I can use silver/copper/lead for all sorts of other things, including decorations.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: Rowanas on November 04, 2010, 10:47:00 am
Copper and gold here. Neither hide nor hair of iron or gems, so I trade very carefully to ensure that I get as much iron as I need for the coming season.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: Soralin on November 04, 2010, 08:56:11 pm
You can already do it. Tweak the raw and change the chance good materials showing up. Right now they are all at 100%. I have enough incentive to trade already so i'm fine with stuff being this way.
Actually, last I checked, you can't.  They're bugged right now, and are always at 100%, no matter what they're set to.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: forsaken1111 on November 04, 2010, 11:28:27 pm
You can already do it. Tweak the raw and change the chance good materials showing up. Right now they are all at 100%. I have enough incentive to trade already so i'm fine with stuff being this way.
Actually, last I checked, you can't.  They're bugged right now, and are always at 100%, no matter what they're set to.
Add to that I have never come across a site that did not have an abundance of gold, assorted gems, platinum, aluminum, and iron...
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: ZebioLizard2 on November 05, 2010, 02:03:03 am
I have yet to find a site that didn't have every single mineral in existance, it got annoying when I checked the list in the wiki and had every single gem/mineral/stone within my stockpiles..

And I mean every site ended this way, from somewhere in the scorching desert to the icy glaciers of freeze above ground.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: forsaken1111 on November 05, 2010, 12:29:12 pm
I have yet to find a site that didn't have every single mineral in existance, it got annoying when I checked the list in the wiki and had every single gem/mineral/stone within my stockpiles..

And I mean every site ended this way, from somewhere in the scorching desert to the icy glaciers of freeze above ground.
This is closer to my experience too. I did a glacier embark and made towering walls of icy death... dug down a bit and OH LOOK, a fuckton of iron, tin and copper. Over there, oh look some gold.. more gold... platinum... etc.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: TolyK on November 06, 2010, 04:53:01 pm
+1 to whole idea

I tend to just get cubic shittons of wood cut, defenses set up, wall/channel in most of the map, get a way to let good guys in and gobbos out, and then figure out what the hell is in the rock in the first years. Then with loads of food/booze I, who almost never use a military, just go exploring. ambushes die real fast in my automatic traps, guard animals get thieves, and ballistae scared away my first only siege  ;)

then I do something wrong (could be on purpose) and suddenly my fort is on fire/flooded/filled with magma/crawling with fire imps/getting murdered by that one troll group/etc. and all this time I just buy reserve stuff (i.e. the whole caravan's load) for masterpiece crap and get them to leave. Fun, but trading right now is boring as I can get most stuff in the rock (in the caverns if need be)
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: Dante on November 06, 2010, 11:51:40 pm
I have yet to find a site that didn't have every single mineral in existance, it got annoying when I checked the list in the wiki and had every single gem/mineral/stone within my stockpiles..

And I mean every site ended this way, from somewhere in the scorching desert to the icy glaciers of freeze above ground.
This is closer to my experience too. I did a glacier embark and made towering walls of icy death... dug down a bit and OH LOOK, a fuckton of iron, tin and copper. Over there, oh look some gold.. more gold... platinum... etc.

Yeah, me too. Resource specifity is pretty close to the top of my DF wishlist. Hopefully Toady will address this for the caravan arc!

being able to dig out a nice looking fortress without it being messed up by some stray copper vein cutting through my rooms
This...
Finding a big ore vein should be big news. At the moment, for most of the time, its really annoying, because it ruins architectural symmetry. If you want to mine precious metals, you just leave yourself room to expand, spin in a circle, point your finger and go.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: King_of_the_weasels on November 07, 2010, 02:41:10 am
I've abandoned forts without even digging because I couldn't find an area without ore, gems, or freak stone.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: forsaken1111 on November 07, 2010, 03:10:16 am
being able to dig out a nice looking fortress without it being messed up by some stray copper vein cutting through my rooms
This...
Finding a big ore vein should be big news. At the moment, for most of the time, its really annoying, because it ruins architectural symmetry. If you want to mine precious metals, you just leave yourself room to expand, spin in a circle, point your finger and go.
Okay this I can't agree on at all. You can just floor/wall over anything that is the wrong color, it's not that big of a deal.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: ZebioLizard2 on November 07, 2010, 03:57:29 am
Unable to engrave built walls, built walls can be worth less then a standard masterwork engraving..(If I remember right)
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: forsaken1111 on November 07, 2010, 04:18:18 am
Unable to engrave built walls, built walls can be worth less then a standard masterwork engraving..(If I remember right)
Unless you engrave every wall and floor tile, why would this matter? If you're worried about value, then you wouldn't floor over the copper vein anyway because it is higher value.

I guess I see where it could become annoying for some people, I'm just not quite at that obsessive level. Carry on. :)
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: Waparius on November 07, 2010, 07:02:41 pm
Another one to consider. Toady is talking about moving caravans across the world map, but the game should really go one step further if possible and put caravans under control of individual merchants or merchant houses. This would aid in tracking when your guards will get back, and if the fort is particularly profitable for a given merchant, they could send a permanent agent to your fortress.

The agent needs to be housed like a middling noble, but the caravan prices become much lower.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: forsaken1111 on November 07, 2010, 07:40:09 pm
Rather, the caravan prices would depend on his happiness and fulfillment most likely.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: AngleWyrm on November 07, 2010, 08:49:52 pm
The caravans need substantial work in order to improve the economy. They currently bring a whole section of toys and musical instruments and blood/ichor, but there is no motivation for the player to purchase any of those things. It's wasted detail. The caravan should bring a mountain of stuff that the player could use, as a form of exchange process: out with the produced goods, in with the imports.

Then comes the actual choosing of stuff. Currently the player can just clean out the caravan of everything they might conceivably need, in exchange for goblinite, food, rock crafts, mechanisms, clothing, the list goes on. The wealth generated by a fort far outweighs the wealth brought for exchange. Usually the fort has burgeoning storage bays filled with excess goods for export that the caravans don't match.

One way to fix this would be to increase the size of caravans by a lot, so that the purchasing power has an opportunity to be expressed. It's not an ideal solution though, because the storage bays of excess goods for export simply become storage bays loaded with excess import.

More to the point of economic reparations: The ability of a fort to grow every industry to overwhelming proportions is problematic. There should be a choice within the player's pervue to specialize in some subset of all the industries, with benefits that outweigh the loss of generality. Currently, building a huge clothing industry with two dozen workers is only a small fraction of a good fort with 150 dwarves. Production is too effective compared to dwarven consumption of those goods.

One way to fix this would be to increase the amount of time it takes for a worker to produce a given item, by a huge factor. For example, the output of a cook might be enough to keep ten dwarves fed if he works continuously. Another way to fix it would be to increase the usage of goods, such as dwarves putting on new clothes every year. But increased consumption isn't quite as effective because there are things that don't get consumed in an easily increasable way, such as steel armor and battle axes.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: OneTwentySix on November 09, 2010, 01:32:26 am
It'd be nice if the caravan process was a bit more automated as well.  As it is, it's kind of a pain to have to select the goods to bring to the depot, select the goods to sell, and then spend time sorting through the (mostly) crap for the few decent items, and then repeating the next time.  Export agreements could alleviate this; give an order and you trade what you agreed to export for what you agreed to import.  But even failing that, sorting items better would be nice.  Something like:

Metals (Select all)
-Gold (Select all)
--Gold bar
--Gold bar
--Gold bar
-Steel (Select all)
--Steel bar
--Steel bar
etc., would be nice, as opposed to how you have to look through all sorts of useless extracts to find the milk, or empty barrels and barrels of blood to find the booze, etc. 

I'd definitely like to see larger caravans, though.  Provided there exists a way to use what it brings you.  And bringing more than 10 steel bars when you put them on high priority would be nice as well.

Increasing the time to produce items might help some aspects (after all, you can't churn out multiple sets of armor in a day), but then you run the problem of too much raw materials, unless you also slow down raw material production too.  It's an interesting issue regardless.


I do wish fortress wealth meant more, though; switching to currency trading might alleviate some of this.  As a fortress grows wealthy by importing actual wealth items (coins, jewels, etc.), it could divvy it out amongst the dwarves in a way similar to how it was done in the economy (when it worked).  And then maybe dwarves could buy things on their own from the caravans without asking you, or place orders for the next year.  "Urist Gemcloisters is happy.  He bought new clothes from the caravan." 

In any event, all this goes to show that there's a lot of improvement to that game that can occur in the caravan ark, so I look forward to seeing what Toady implements. 
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: Rowanas on November 09, 2010, 01:05:15 pm
All of these problems with overproduction are essentially caused by the communist system dwarves live by. Force dwarves to have to pay for everything and you'll soon find that they're all miserable, penniless sods, and your fort as a whole won't be able to buy a single bin of that rope reed cloth the elves keep bringing.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: AngleWyrm on November 09, 2010, 02:50:35 pm
Adding miserable, penniless sods to the list of Things I Could Do Better challenges is a great idea.

Making money work effectively requires some careful design. It can be done effectively by starting at the bottom instead of by decree from the top. As an example of a functional money system consider this:

The farmer will have a crop eventually, but not yet. But he still has to eat, so he goes to the cook and makes a promisary note: I'll give you some crops when they come in for some food now. This is the beginning of money. The farmer makes it more official by issuing Food Coins, tradable for one crop each, and he buys from the brewer and the cook, who will both want his crops later. Then along comes the Miner, and he sees that the cooks and brewers will accept these Food Coins in exchange for a meal. So he is willing to do some excavation and get paid with these coins.

That's the start of a functional financial system.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: King_of_the_weasels on November 09, 2010, 02:58:29 pm
Where did the food coins come from?  Did we smith them and give them to the farmers only?  Or is it imaginary?
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: AngleWyrm on November 09, 2010, 03:05:08 pm
For each crop that will be sold, the farmer smiths up a promisary coin. And maybe he hires someone to do it for him. He trades coins for food and drink, and to the miner to expand his fields, and to the metalsmith for producing the coins, and to the clothier for new sets of clothing. Then when the crops come in, the people who have posession of the coins can come and trade them for crops, and the farmer gets the coins back.

The farmer is not rich because he has all the coins; he has a collection of promises to keep, that he can pass out and then make crops to fulfill those promises. It's the crops that make the farmer rich. But someone else who has a lot of coins commands the promise of a lot of crops (and what crops can buy), so they can trade for much work. They are indeed rich.

But some people don't actually want crops, they simply trade them to the cook or the brewer for food.

These coins don't have to be real objects being passed around, they could simply be credit on a tab sheet. Put it on my tab. But it's a bit more interesting to have the coins.

On a related note, I think dwarves need to consume more stuff. Not just food. They're clothes already go bad, so they should purchase new clothing [or get the player to do it]. Food, Clothing, Shelter -- basic needs. What else? Entertainment! It's generally expensive, worthwhile, and persued by everybody. Those big parties that keep getting organized? They should cost a lot in terms of food and drink. And maybe we could get some bards to serenade the party so we could throw money at him, and buy him a new musical instrument. Wouldn't it be cool to organize a band of several musicians with their instruments to attend parties? Also, party favors. Little trinkets and crafts that are gifted to one another at these parties.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: Waparius on November 10, 2010, 01:10:02 am
So basically currencies should be backed by something, so that the value of a given coin is based on the fortress's overall wealth divided by the number of coins, plus a few other bits of number-crunching? That way you don't need to mint a whole heap of coins, just enough to make sure your dorfs don't have to scrabble for years before they see even one -copper coin-.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: forsaken1111 on November 10, 2010, 03:24:25 am
Agreed, I think it would be cool if the fort's total currency was limited by the amount of precious metal in the vaults.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: King_of_the_weasels on November 10, 2010, 04:01:06 am
What if a farmer promises too much?  Now your just adding debt to the game.  Then again I'm not really complaining debtors prisons would be nice additions to any fortress.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: Andeerz on November 10, 2010, 06:05:05 am
...that and serfdom.  :D

EDIT:  Something I came across while reading up on medieval life in Western Europe (which is an active topic full of unanswered questions!!!) was that coinage was widely used throughout the continent, but bartering without coins was also widely used.  I really need to substantiate this claim, but I would wager that most people (i.e. peasants working in farms, mines, and other such labors) would probably never use coinage, and instead trade services (like their labor) and goods (think livestock, crop harvests, trinkets, crafts, etc.).  And I would also wager that most other folk would use not only coin but barter as well.  I have at least a few sources with period written accounts of higher nobility bartering with not coin, but goods in certain transactions.

Also, keep in mind that coinage in Medieval Europe was not a fiat currency (value backed by the government, not necessarily dependent on value of the physical coin or note), but based directly on the value of the metal that made the coin.  And it was subject to market forces in the same way other commodities were.  Given the relative political instability of the time, I don't think it could have been any other way.   So far, what I've read on wikipedia (the coin and currency articles) seem to support this.

Just food for thought!
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: Dante on November 10, 2010, 03:11:33 pm
to the miner to expand his fields
I see some problems here. Firstly, how could the game know that the work the miner was doing was to expand farms? Every time a farm plot is placed, the miner who originally dug the tile gets credited? Every dirt tile the miner digs gets credited?

How do miners get paid, anyway? Does every single boulder and gem they winkle out become their private property? If so, what happens when we, the players, need to build a wall? Does the miner lose their boulder, or does it become the miner's wall? Or do the masons buy the boulder from the miner, in which case, how do they make their money?

Entertainment! It's generally expensive, worthwhile, and persued by everybody. Those big parties that keep getting organized? They should cost a lot in terms of food and drink. And maybe we could get some bards to serenade the party so we could throw money at him, and buy him a new musical instrument. Wouldn't it be cool to organize a band of several musicians with their instruments to attend parties? Also, party favors. Little trinkets and crafts that are gifted to one another at these parties.
Toady's mentioned that this is now "low-hanging fruit", so I wouldn't be surprised.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: TolyK on November 10, 2010, 03:19:14 pm
i think that was just an example of how such a society (economy) could form...
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: forsaken1111 on November 10, 2010, 03:26:32 pm
I'd like to see a system where you set a designated digging area then assign it to a miner and he gains credit for the hours he spends digging. Dug-out material still becomes property of the fortress.

The fort would sell the material to a mason to build a door, then buy the door. Same for woodcutters/carpenters. Woodcutters get paid per hour spent chopping, fort sells the wood to the carpenter, he makes a bed, fort buys the bed.

Obviously there would need to be a wage adjustment based on skill as well, or skilled miners would make less money due to digging faster.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: Andeerz on November 10, 2010, 03:27:52 pm
to the miner to expand his fields
I see some problems here. Firstly, how could the game know that the work the miner was doing was to expand farms? Every time a farm plot is placed, the miner who originally dug the tile gets credited? Every dirt tile the miner digs gets credited?

How do miners get paid, anyway? Does every single boulder and gem they winkle out become their private property? If so, what happens when we, the players, need to build a wall? Does the miner lose their boulder, or does it become the miner's wall? Or do the masons buy the boulder from the miner, in which case, how do they make their money?


An excellent question!  It's come up in this thread (http://www.bay12forums.com/smf/index.php?topic=23965.105)... it has some ideas that might be applicable here to help come up with a good answer to it. 

Aw, hell, I'll throw in what I said in the thread:
[spoiler]Yeah.  Underlying sort of "intangible" things like motivation, willingness, want, etc. will need to be modeled in a reasonable way.  Personality traits definitely should play a role, but there should be more to the picture...

Another thing that will also need some clarification in addition to the stuff mentioned is ownership of the raw materials, tools, and stuff that are the basis of the economy after the dwarven economy sets in in a fort.  If a guild in this game is going to follow the definition of what a guild is, this needs to be addressed.  Guilds were a lot like cartels and corporations in their own right, mandating that its members produce and sell things meeting a standard of quality to satisfy market demand and make the guild money.  These mandates would often be independent of other governing bodies.  Guilds would provide members with access to tools and raw materials that the guild itself owned provided that the members give back to the guild a good deal of their profits and time.

Let's use mining as an example of what I would suggest:

If YOU designate mining of an area, the fort itself should pay miners from the fort's own coffers (paying with goods? or with coins?).  The miners could use fortress-owned picks (or guild owned picks if part of a guild) if they don't own their own.  If the miners were part of a guild, the guild would likely want a share of the profits from the workers, their rationale being that they helped provide employment/training to the workers and helped provide labor for the fort's project.  Whether or not the fort will accomodate the guild's demands would be up to the player. 

If a guild allowed to automate mining designates mining of a vein of ore, does the guild end up owning what it mines (likely with an imposed tax by the governing body of the fort i.e. you), free to sell it to the fort or other buyers?  Perhaps this could be determined by the player and/or other nobles.
 

Basically, the player should be able to set what degree of ownership there is of raw materials, produced goods, workshops, tools, etc.  Does everything made become communal property?  Does the maker of the craft own it, or is it the fort's or guild's?  Does the worker or guild own the workshop?  Do they have to rent it?  Is it free for use?  What taxes are there?  The player should be able to dictate all of these as the ruler of the fort.  Guilds should have internal rules, like guild fees, ownership rules, and rules about price-setting.  Guilds and individuals should be able to protest or accept rulings made by the player/fort, and if guilds are at odds with the fort's rulings, then they can protest, leave, or whatever. /spoiler]

In essence, I think a fort (as the game seems to be headed right now) functions more like a "commune (http://en.wikipedia.org/wiki/Medieval_commune)" (in the MEDIEVAL SENSE!!!! Not so much the communist sense...), and in essence a corporation of sorts...

EDIT:  Also...
I'd like to see a system where you set a designated digging area then assign it to a miner and he gains credit for the hours he spends digging. Dug-out material still becomes property of the fortress.

The fort would sell the material to a mason to build a door, then buy the door. Same for woodcutters/carpenters. Woodcutters get paid per hour spent chopping, fort sells the wood to the carpenter, he makes a bed, fort buys the bed.

Obviously there would need to be a wage adjustment based on skill as well, or skilled miners would make less money due to digging faster.

I like this idea.  But I also think there should be an option of sort of a serfdom sort of system (which ties in with the class warfare thread and social hierarchy modeling) where a higher-up dwarf can "own" some land (but this might be actually what the player is doing sort of, so it is sorta already like this), and the serfs who work it aren't necessarily sold working materials or anything (that's all owned by the lord or the fort in the player's case).  The serfs are tied to the land (or mountain) and work it in exchange for protection and a place to live.  I dunno...  Actually, this is sorta what you said, except at no time are raw materials sold to the crafter nor craft bought from the crafter by the fort.  This is pretty much how serfdom worked, to my understanding.

EDIT: EDIT:

I will throw in another idea here... the player should be able to set the degree of ownership people have over this, that, or the other.  In this way, one could have a fort that behaves as a Medici-era city-state, a feudal town under a system of serfdom, or something in between.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: forsaken1111 on November 10, 2010, 03:36:18 pm
Who feeds the serfs then? How do they pay for meals?
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: Andeerz on November 10, 2010, 03:46:38 pm
Who feeds the serfs then? How do they pay for meals?

Good question!  Historically, who fed the serfs were the serfs themselves (who were mostly farmers, and even non-farmers kept some sort of crop, and if they didn't, people shared food in the community) as well as the lord from his own stocks in times of need or as payment.  In systems that used serfdom, as I understand it, food (and anything else really) was never really paid for in coinage.  There were not necessarily (but there could be!) set wages either.  The wealth of a farming serf under a lord was dependent on how much stuff they harvested, which was sometimes still ultimately property of the lord anyway (it was very dependent on the lord's policies!!!).  However, it was in the lord's best interest to ensure his serfs were fed, housed, and had at least a basic means of surviving.  Keep in mind serfs were almost slaves (but not quite!  There was a distinction!)  The payment serfs received could simply only be protection, a place to call home, and basic political stability. (http://en.wikipedia.org/wiki/Serfdom)
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: AngleWyrm on November 10, 2010, 05:40:43 pm
to the miner to expand his fields
I see some problems here. Firstly, how could the game know that the work the miner was doing was to expand farms? Every time a farm plot is placed, the miner who originally dug the tile gets credited? Every dirt tile the miner digs gets credited?

How do miners get paid, anyway? Does every single boulder and gem they winkle out become their private property? If so, what happens when we, the players, need to build a wall? Does the miner lose their boulder, or does it become the miner's wall? Or do the masons buy the boulder from the miner, in which case, how do they make their money?

These seem to be a matter of Ownership, which isn't currently modelled in the game, except in a few cases of personal belongings. Ownership should be either Fort or Individual, as there are good cases for both to exist. Building a wall to protect the fort is to create a resource owned by the fort, paid for by the fort. So there's some incentive for taxes to exist, to cover the cost of community property.

The wages and equipment of the soldiers are for the benefit of the fort. But if ownership is modelled well, then it might be possible for an individual to pay and equip a personal guard which follows them around. That would be cool.

On a different note, I'm not so sure about the idea of basing coin on precious metals, because they have less potential to be consumed than food. Everyone needs food. But everyone merely wants a gold statue in their room. Then what, when they all have a gold statue? But then maybe it's this property of permanence that appeals. Maybe metal wealth can be measured in the number of metal coffers, statues, tables and chairs that an individual dwarf posseses. So a coin could be a promisary note for a bar of iron from the fort's coffers.

So a dwarf would pay for a bar of iron with one coin, which goes to the fort, and then pay another coin to a blacksmith to commission an iron statue of a dwarf.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: Waparius on November 10, 2010, 06:11:08 pm
I'd like to see a system where you set a designated digging area then assign it to a miner and he gains credit for the hours he spends digging. Dug-out material still becomes property of the fortress.
...
 Same for woodcutters/carpenters. Woodcutters get paid per hour spent chopping...

Actually it's probably easier to pay miners and woodcutters for trees cut and squares mined, with a bonus to the miner for rocks, ore and gems left intact.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: Dante on November 10, 2010, 07:42:16 pm
pay miners and woodcutters for trees cut and squares mined
Ownership should be either Fort or Individual
I'd like to see a system where you set a designated digging area then assign it to a miner and he gains credit for the hours he spends digging. Dug-out material still becomes property of the fortress.
The fort would sell the material to a mason to build a door, then buy the door.

So it seems that people think the fortress itself is going to act an agent, that:
1. Holds prior rights to all the trees/stones/etc
2. Pays the labourers who extract those resources
3. Sells such resources to the manufacturers (carpenters, metalcrafters, etc), who then own whatever they produce
 and presumably
4. Trades goods to the caravans which it has bought from its own citizens

That seems like the easiest way for it to go, but it seems to be a bit of a departure from the emergent , strictly individual-dwarf-centred economy AngleWyrm was originally talking about.

The issue of player control is, I think, going to be central when the economy gets re-done, because of questions like "Am I allowed to dump a dwarf's possessions into the magma" and "Can I sell any item in the fortress to the caravans" and "Do a dead dwarf's items default back to the fortress".
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: AngleWyrm on November 10, 2010, 08:41:45 pm
There will always be extremists on both the left and the right, but reality generally lies somewhere in the middle. I believe there is room in this game for the concept of public property, or community property, owned and operated from the coffers of the fort as a distinct entity from the dwarves. Currently the game is almost exclusively a communist, left-wing view that everything belongs to The People, save a few small private items. Even to the point of being too much so, begging for a little capitolist innovation.

Reversing the situation so that everything is owned and operated by a dwarf might also be extremist, and maybe the solution resides somewhere in between, where we declare a public goods and have a chaperon oversee the common goods. Probably a noble, maybe the mayor, maybe a treasurer. The flow of money to/from the commons would be in the form of rent, and maybe a tax taken off the top of all material goods produced in the fort.

This might put the player in the Fun position of having enough dwarves, but being too low on resources to pay them for any work. Here again, the government makes a promise for future delivery of goods, in the form of promisary coin. The idea being that in better times, the dwarves can come and trade those coins in to the Treasurer for meals, crops, or metals that they might want for their personal use.

Then we have a system with at least two forms of currency, the food coins from the farmer, and the unspecified coins from the treasury. The treasury coins need more clarity, so let's say they trade for a bar of metal, as chosen by the player when he mints them.

The player is free to mint way more coins than there is metal to trade, which brings up more opportunities for Fun. If a dwarf goes to cash one in when there's no metal to back it up, what happens? "Come back later" can get old, and so it should probably cause an unhappy thought. So if the player chooses to set up unbacked coin, and not bother to back it up later, then the citizens could experience a lot of bad thoughts as they attempt to trade their money in for metal. They might even be less inclined to accept government coin while they are experiencing a bad thought from unbacked currency.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: Andeerz on November 10, 2010, 09:47:22 pm
Yeah.  I like where y'all's ideas are going.  :D 
That seems like the easiest way for it to go, but it seems to be a bit of a departure from the emergent , strictly individual-dwarf-centred economy AngleWyrm was originally talking about.

The issue of player control is, I think, going to be central when the economy gets re-done, because of questions like "Am I allowed to dump a dwarf's possessions into the magma" and "Can I sell any item in the fortress to the caravans" and "Do a dead dwarf's items default back to the fortress".

Bingo.  I agree with both those statements.  I also want to bring up that the role of the player is somewhat nebulous right now, I think.  Who are you supposed to be or represent?  That might help define where the aspects of player control should lie.  I know Toady discussed this a bit in one of the talks... and I can't find it in the transcripts for the life of me! 

But, yeah, I am totally for the emergent , strictly individual-dwarf-centred economy AngleWyrm was originally talking about.  Abso-frikin'-lutely.  With fiat currency and everything.  I would like for that kind of economy he mentioned, with the fiat currency/promissory note thing to be possible

I emphasize "possible" because I think whatever models DF uses for economics and stuff, there should be the possibility of different scenarios playing out as they did in real life: there was an entire spectrum of economic systems present throughout the world throughout the medieval times.  China had fiat currency, as did the middle east, and in Africa, I believe.  Bronze age peoples did as well.  In most of Western Europe, and other parts of the world, commodity monies were used (as in gold, copper, silver coins that had value by virtue of their physical make up, not a government guarantee).  Systems of serfdom, mercantilistic, capitalistic, and socialistic systems all existed in different parts of the world throughout virtually the entirety of civilizational history.  I would love all of these kinds of systems and all variations in between to be possible, emergent from an elegant model of the most basic, fundamental rules that govern economics.

What are these basic, fundamental rules from which complex behavior arise?  AngleWyrm pointed out a biggie: ownership.  There are others undoubtedly, but I am nowhere near knowledgable enough yet to say what they are for sure.  And how would we model these kinds of things in the game at the most basic level? 

Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: forsaken1111 on November 10, 2010, 09:52:02 pm
I would actually like a dead dwarf's possessions to go to his next of kin, rather than defaulting to unowned/fortress owned.

I'd also like some sort of family tree display which is more intuitive.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: Andeerz on November 10, 2010, 10:36:30 pm
I would actually like a dead dwarf's possessions to go to his next of kin, rather than defaulting to unowned/fortress owned.

I'd love for that to be a possibility, for sure.  I'd also like a dead dwarf's possessions to also be able to go to his lord (if a system of serfdom is ever included), or guild, of church, or whoever the dwarf may have agreed (voluntarily or forced) to give them to in an agreement made when alive. 

It would be cool for the player (or even nobles) to be able to establish the sort of terms and conditions of living in the fort.  Does an immigrant have to agree to giving up the right of personal property and serve a noble in order to benefit from the employment and protection the fort offers?  Is there a legal limitation imposed by a guild or government of the people that prohibits such bondage and exploitation?  I think things like these should be able to come up in the game, as they were some of the things that happened IRL that shaped the economies and lives of people throughout history.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: Waparius on November 10, 2010, 11:33:02 pm
I would actually like a dead dwarf's possessions to go to his next of kin, rather than defaulting to unowned/fortress owned.

I'd also like some sort of family tree display which is more intuitive.

Agreed.

Having a clan system running in parallel to the guildmasters based on the number of resident clansdwarves would add a lot of flavour to large, end-game forts. I could see Clan Patriarchs/Matriarchs showing up, dwarves supporting their more destitute/injured clan members (which would help the economics of hospitals), and spreading grudges among themselves.

Being forced to put some patrols in your meeting halls and build separate districts clan districts after Rigoth McCoy calls in her cousins to smash up Urist McHatfield's bedroom can only be a good thing.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: Dante on November 11, 2010, 12:31:44 am
Urist Iliktableedalot has been content lately. He was conscripted into the fortress guard lately. He made a will recently.

Dastot Probablybenefits has been ecstatic lately. He admired a fine engraving of himself as sole beneficiary recently.

Once the game has actually reached the level of detail where dead dwarves pass on their possessions, we will presumably need other avenues which they might use to get rid of stuff. Rather than selling it, it might be given away, re-gifted, given to charities or orphans, used as bribes, or just dumped...

I think the idea of the economy 'kicking in' at some point is hard to get around. Nobody wants their starting seven to refuse to shoulder picks until e.g. there are enough coins minted, shops built and individual storage areas allocated.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: forsaken1111 on November 11, 2010, 12:32:48 am
For any kind of useful economy we will first need item degradation and the removal of all 'unlimited resource' options.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: AngleWyrm on November 11, 2010, 01:10:51 am
I think the idea of the economy 'kicking in' at some point is hard to get around. Nobody wants their starting seven to refuse to shoulder picks until e.g. there are enough coins minted, shops built and individual storage areas allocated.

It wouldn't be as bad as that, with ownership of food and drink. Then the player starts with about six month's rations, to trade for services. And as each service is bought, the workman gains food/drink as a personal posession. So the player already has a starting bank of whatever they choose to take with them.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: forsaken1111 on November 11, 2010, 01:22:54 am
Yeah, right away the miners begin earning cash for mining and they buy food from the state when they consume it. Dwarves with no immediate jobs can still buy things, but it would be on credit. You could designate certain dwarves as a 'ward of the state' so they're exempt from the economy for a time, or just grant them a certain amount of wealth on the books so they can function until things get going.

Like right off the bat, you might give your weaver 500 dorfbucks. He isn't gonna make any money until the farmer gets busy really, so he needs to stay happy and fed until then. While there should be no hard cap on debt unless you set one, dwarves could get unhappy thoughts from being in debt.

Credit could even be tracked by the records keeper noble.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: Andeerz on November 11, 2010, 02:07:10 am
Credit could even be tracked by the records keeper noble.

Ooooh... good one!  This ties in nicely with the writing, books, libraries and abstract knowledge ideas floating around.

Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: King_of_the_weasels on November 11, 2010, 06:11:10 am
Your first 7 dwarves are on an expedition, so it's more like there camping then living in a town, everything discussed shouldn't matter to them til there's a mayor.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: AngleWyrm on November 11, 2010, 10:47:03 am
Yes, in the beginning they just trade straight across for food, booze, clothing, metals. The player can mint coins at any time, but if they mint them too early, there might not be enough metal when people come to turn in their coin for metal, which would cause unhappy thoughts. But then how much metal does a dwarf want anyway? All of it!
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: Malorn on November 11, 2010, 12:05:48 pm
pay miners and woodcutters for trees cut and squares mined
Ownership should be either Fort or Individual
I'd like to see a system where you set a designated digging area then assign it to a miner and he gains credit for the hours he spends digging. Dug-out material still becomes property of the fortress.
The fort would sell the material to a mason to build a door, then buy the door.

So it seems that people think the fortress itself is going to act an agent, that:
1. Holds prior rights to all the trees/stones/etc
2. Pays the labourers who extract those resources
3. Sells such resources to the manufacturers (carpenters, metalcrafters, etc), who then own whatever they produce
 and presumably
4. Trades goods to the caravans which it has bought from its own citizens

That seems like the easiest way for it to go, but it seems to be a bit of a departure from the emergent , strictly individual-dwarf-centred economy AngleWyrm was originally talking about.

The issue of player control is, I think, going to be central when the economy gets re-done, because of questions like "Am I allowed to dump a dwarf's possessions into the magma" and "Can I sell any item in the fortress to the caravans" and "Do a dead dwarf's items default back to the fortress".

Keep in mind that governments do exactly this.  They make the money, and pay people to make that money (mints), as well as pay for services they want.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: ZebioLizard2 on November 11, 2010, 12:57:03 pm
Instead of needing to make your own coins..You're given an amount every so long by the mountainhome. (Depends on scenario of leaving) This most likely would be for a start where a certain area has been found with good stuff the original mountainhome wants. There would be different leverage of coins generally. The mountainhomes original coinage would count for more due to being from a stable economy, and would be more "official" but you can mint your own. (Maybe a limit set by the king, going above it would generally be like counterfeiting and piss him off a bit)

Infact, make it so that your starting amount is what BUYS you all the goods (The expedition screen) that you take with you to the new area. Whatever you have left is the amount of money that will be given to you in coins.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: TolyK on November 11, 2010, 01:28:29 pm
^+1

embark points sounds kinda weird given the realism of this game... though it might not correlate exactly...
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: ZebioLizard2 on November 11, 2010, 01:56:43 pm
Since toady is adding different starting reasons (religious and the like)

You could possibly get a discount on things based on what you are doing. Like if you are sent out on a mining expedition to find rare minerals. You'd get cheaper picks and forge stuff

If you were sent to find fertile land. Cheaper farming tools and the like. Along with various discounts based upon reasonings.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: irmo on November 11, 2010, 05:39:16 pm
There will always be extremists on both the left and the right, but reality generally lies somewhere in the middle. I believe there is room in this game for the concept of public property, or community property, owned and operated from the coffers of the fort as a distinct entity from the dwarves. Currently the game is almost exclusively a communist, left-wing view that everything belongs to The People, save a few small private items. Even to the point of being too much so, begging for a little capitolist innovation.

Fine, as long as it (1) makes economic sense and (2) doesn't disconnect the player's controls.

1. There's no reason to have a fractional reserve banking system in a community of seven guys living in a hole in the ground. This goes to what Dante said about the economy needing to kick in at some point.

2. When I order a tunnel dug out somewhere, the dwarves damn well do it, and don't say "No, it would be more profitable for me to open a cheese shop." This isn't incompatible with the idea of a cash or credit economy. However, if there is some kind of free market economy, then the player needs the tools to exert precise control. To name a few:
- Dwarves should never do any of the following jobs without being explicitly told to: Mining of any kind; construction of any kind; link mechanisms; pull levers. They should also never place or remove workshops, doors, floodgates, or traps except in their personal rooms.
- Forbid designations must be respected. If the player forbids a dwarf's personal property, the dwarf can't refuse. He might be automatically compensated in fortress credit, though.
- Only the player can designate rooms, and dwarves can't own or rent areas that aren't designated as rooms. This may require more kinds of rooms to exist, such as a "garden" where dwarves can build private farm plots.
- Labor settings need to be respected somehow. Maybe labor settings apply to fortress-ordered work, and dwarves do private work in their free time which may fall outside their labor settings.

Come to think of it, this could be a good way to have the economy incrementally switch on: As the fortress matures, the percentage of dwarf-hours needed to keep it running naturally decreases, and dwarves will fill in some of their free time with personal projects (crafts, improving their space, or trading) in addition to socializing the way they do now. So unless you're building a megaproject, training a huge militia, or suffering a labor shortage for some reason, your dwarves will eventually start making things to sell to each other or to caravans. They will build skill doing this, and will tend to do it in areas that use their existing skills, so you could sort of shape the private sector economy by training dwarves in skills you want to see.

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This might put the player in the Fun position of having enough dwarves, but being too low on resources to pay them for any work. Here again, the government makes a promise for future delivery of goods, in the form of promisary coin. The idea being that in better times, the dwarves can come and trade those coins in to the Treasurer for meals, crops, or metals that they might want for their personal use.

This is the old economy system, going back to the 2d version: dwarves are paid in fortress credit, which they use to buy their stuff. There were some problems with the implementation (notably the fixed price structure for rent) but as an economic model it was a good fit for a small isolated outpost.

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Then we have a system with at least two forms of currency, the food coins from the farmer, and the unspecified coins from the treasury. The treasury coins need more clarity, so let's say they trade for a bar of metal, as chosen by the player when he mints them.

I think you're getting your wires crossed here. First, the point of having a banker (someone who creates money for the community) is to avoid having Farmer Fikod write his own credit, which is then of questionable value. Instead, at the start of the season, Farmer Fikod writes a hundred plump helmet IOUs to Baron Bomrek in exchange for coin (or paper money or a letter of credit or whatever) to pay his expenses for the year, and then at harvest gives a hundred plump helmets to the Baron, who sells them back to the community.

Second, I'm not sure I see the point of coins backed by bars of metal. A coin is a bar of metal. The coins, in this case, are backed by the entire fortress economy.

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The player is free to mint way more coins than there is metal to trade, which brings up more opportunities for Fun. If a dwarf goes to cash one in when there's no metal to back it up, what happens? "Come back later" can get old, and so it should probably cause an unhappy thought. So if the player chooses to set up unbacked coin, and not bother to back it up later, then the citizens could experience a lot of bad thoughts as they attempt to trade their money in for metal. They might even be less inclined to accept government coin while they are experiencing a bad thought from unbacked currency.

Why are all these citizens trying to trade their fortress coins in for metal bars? What they should be doing, if they have a surplus, is trading in for luxury goods, better rooms, materials for crafting, and so on. If none of that stuff is available, then they should start getting angry over being underpaid for their work.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: forsaken1111 on November 11, 2010, 07:34:49 pm
Instead of needing to make your own coins..You're given an amount every so long by the mountainhome. (Depends on scenario of leaving) This most likely would be for a start where a certain area has been found with good stuff the original mountainhome wants. There would be different leverage of coins generally. The mountainhomes original coinage would count for more due to being from a stable economy, and would be more "official" but you can mint your own. (Maybe a limit set by the king, going above it would generally be like counterfeiting and piss him off a bit)

Infact, make it so that your starting amount is what BUYS you all the goods (The expedition screen) that you take with you to the new area. Whatever you have left is the amount of money that will be given to you in coins.
Even better, you aren't granted free money but you are given coins in trade from caravans if your trade value exceeds what you're asking for. Caravans would be the main source of coinage prior to establishing mints.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: AngleWyrm on November 11, 2010, 08:23:08 pm
1. There's no reason to have a fractional reserve banking system in a community of seven guys living in a hole in the ground. This goes to what Dante said about the economy needing to kick in at some point.
If property has an owner, as in the leader takes ownership of the wagon, then there is already a system of barter and trade in place. The player trades the currently available food/drink for services, and no money is needed. The need for money only develops later, when the  leader runs out of food/booze to trade, but still needs some work to be done.

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2. When I order a tunnel dug out somewhere, the dwarves damn well do it, and don't say "No, it would be more profitable for me to open a cheese shop."
If the player isn't paying off his debts, then the dwarves may indeed become unresponsive to the offer of yet more metal-backed coin. Perhaps if they are currently experiencing a bad thought from trying to cash in coins and being rejected.
 
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Second, I'm not sure I see the point of coins backed by bars of metal. A coin is a bar of metal. The coins, in this case, are backed by the entire fortress economy.
Currently a coin does not equal a bar of metal. A coin cannot be smelted into a bar and subsequently converted into a gold statue. Thus a coin is not actually a bar of metal. It could, however, be a promisary note for a bar of metal. Also, the phrase "backed by the economy" seems to be completely free of any meaning whatsoever. What then, I'm going to trade my coin in for an economy? A slice of economy? How then do I make use of this economy once I've got it? See? No meaning. I don't want to buy a vague idea, I want a brand new metal figurine of the God of Newts or whatever.

Quote
Why are all these citizens trying to trade their fortress coins in for metal bars? What they should be doing, if they have a surplus, is trading in for luxury goods, better rooms, materials for crafting, and so on. If none of that stuff is available, then they should start getting angry over being underpaid for their work.
Because they are dwarves, and turning metal into stuff is dwarfy. And owning metal that's been turned into stuff is dwarfy. Thus the metal makes for luxury goods, better rooms, and materials for crafting and so on.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: Andeerz on November 11, 2010, 09:23:42 pm
Currently a coin does not equal a bar of metal. A coin cannot be smelted into a bar and subsequently converted into a gold statue. Thus a coin is not actually a bar of metal.

You can't?  I wish you could.  Then the currency could be a form of commodity money.  But it would be cool if there was the ability to have fiat currency, too.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: AngleWyrm on November 11, 2010, 10:31:21 pm
I forget the number but it's something like 100~500 coins for a bar. If the transformation were reversible, then money could serve as it's own precious item to be sought after and melted down into various goodies.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: irmo on November 11, 2010, 11:52:47 pm
If property has an owner, as in the leader takes ownership of the wagon, then there is already a system of barter and trade in place. The player trades the currently available food/drink for services, and no money is needed. The need for money only develops later, when the  leader runs out of food/booze to trade, but still needs some work to be done.

That assumes that the leader owns everything in the wagon, and that he represents the player in some sense, neither of which is necessarily true. That's a minor point, though.
 
Quote
Currently a coin does not equal a bar of metal. A coin cannot be smelted into a bar and subsequently converted into a gold statue. Thus a coin is not actually a bar of metal. It could, however, be a promisary note for a bar of metal. Also, the phrase "backed by the economy" seems to be completely free of any meaning whatsoever. What then, I'm going to trade my coin in for an economy? A slice of economy? How then do I make use of this economy once I've got it? See? No meaning. I don't want to buy a vague idea, I want a brand new metal figurine of the God of Newts or whatever.

First, your sarcasm is not necessary.

Second, a coin is, physically, a bar of metal, and should be convertible to other metal objects. This is one of the major reasons to use metal coinage, after all.

Third, I assumed this was clear, but what I mean by "backed by the economy" is that the coin derives its value from all the products of the economy that one could buy with the coin.

Quote
Because they are dwarves, and turning metal into stuff is dwarfy. And owning metal that's been turned into stuff is dwarfy. Thus the metal makes for luxury goods, better rooms, and materials for crafting and so on.

Fair enough. I think I was misled by your focus on metal bars as the only thing they could buy with their fortress-credit money. They should be buying all kinds of stuff.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: AngleWyrm on November 12, 2010, 12:58:24 pm
I assumed this was clear, but what I mean by "backed by the economy" is that the coin derives its value from all the products of the economy that one could buy with the coin.

I'm still a little fuzzy on this point. What do I get if I give back the coin to the minter?
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: irmo on November 12, 2010, 01:44:50 pm
I'm still a little fuzzy on this point. What do I get if I give back the coin to the minter?

Something of your choice (with a current price of one coin of that denomination) from the fortress stockpiles.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: King_of_the_weasels on November 12, 2010, 07:16:52 pm
Why would you return a coin to the minter in the first place? And do you mean just created objects, or the entire wealth of a fortress? Say 17000 dwarfbucks or some other number.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: forsaken1111 on November 12, 2010, 07:19:18 pm
You give a coin back to the fortress in return for goods or services. Rent, food, a bed...

Is this really that difficult a concept?
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: King_of_the_weasels on November 12, 2010, 08:03:38 pm
I don't have the means to write out a long description *on a phone* but dwarves should be able to work in anyway they wish, but the fortress can contract specific dwarves for a period of time; months, seasons, years, etc.  And contracted dwarves get paid a large one time
sum, and food, rent, ammentities are free until the contract ends.  Also miners should work like the military, atleast in dwarven settlements.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: AngleWyrm on November 12, 2010, 09:13:04 pm
The military is a case of a service that applies to all, and can't really exclude individuals for non-payment. So it should come out of tax/rent. Miners offer a service that is similar in that the work they do generally benefits everyone. So it makes sense that their services also are paid for from tax/rent.

What service is individual? The cook makes meals that are consumed individually, and the clothier makes clothes that are worn individually. Even doctor visitations could be charged to the individual within this game.

I'm still a little fuzzy on this point. What do I get if I give back the coin to the minter?
Something of your choice (with a current price of one coin of that denomination) from the fortress stockpiles.
Self-referential self-deceiving gobbldygook, I say. "What's a coin buy?" "A coin's worth." Yeah, no shit it buys a coins worth, how much is a coins worth worth? The problem is the answer given does not promise to trade a set amount. It would be a clear promise if instead it were one bar of metal. Or one crop. Relying on the coin's definition to define it is somewhat messed up. It makes room for the size of the unit of measure change, thus destroying its value as a tool for measurement. Maybe not such a good thing.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: King_of_the_weasels on November 12, 2010, 10:02:17 pm
Game wise, copper is 1, silver is 5, and I think gold is 10 or something, so you should only be allowed to mint coins equal to your fortresses wealth and the price of objects is based on the amount of coins in a fortresses economy.  Coins that are from outside the fortress can still be used, but any excess is taken out of the hands of the dwarves and put into a vault until wealth allows them to be used, simply to prevent the coins actual worth from changing.  Granted I only raised more questions and even I am not sure if that would work, I'll leave it to everyone to correct me.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: forsaken1111 on November 12, 2010, 10:35:59 pm
I'm still a little fuzzy on this point. What do I get if I give back the coin to the minter?
Something of your choice (with a current price of one coin of that denomination) from the fortress stockpiles.
Self-referential self-deceiving gobbldygook, I say. "What's a coin buy?" "A coin's worth." Yeah, no shit it buys a coins worth, how much is a coins worth worth? The problem is the answer given does not promise to trade a set amount. It would be a clear promise if instead it were one bar of metal. Or one crop. Relying on the coin's definition to define it is somewhat messed up. It makes room for the size of the unit of measure change, thus destroying its value as a tool for measurement. Maybe not such a good thing.
That is how currency works. A dollar is not worth a set amount, it is worth whatever the economy says it is. A dollar's worth is a dollar's worth, whatever that happens to be. Minting coins from precious metals merely means the floor value of he coin is whatever that amount of metal is currently worth. If you have gold coins and your fortress has mountains of gold, gold is worth very little as it is quite common. If gold is scarce, with only a few bars in all the land, a gold coin is precious and worth quite a bit.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: AngleWyrm on November 13, 2010, 02:02:09 pm
That's a bad definition. It amounts to saying "To be determined later" which is a lousy promise. Much better to state definitively that it is worth 1 ounce of gold. If gold then turns out to be common on the map, then the price of stuff can change without confusing the issue with ill-defined coin.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: irmo on November 13, 2010, 04:23:58 pm
That's a bad definition. It amounts to saying "To be determined later" which is a lousy promise. Much better to state definitively that it is worth 1 ounce of gold. If gold then turns out to be common on the map, then the price of stuff can change without confusing the issue with ill-defined coin.

The coin is one ounce of gold, so it's obviously worth that. In a commodity money system, the only promise that the bank makes is that a one-ounce gold coin is actually one ounce of gold (that is, it's some level of purity and weighs exactly an ounce).

You seem to be insisting that it should also be fiduciary money--that the bank promises that (1) it's an ounce of gold, and (2) you can trade it in (to the bank, apparently?) for something specific like a copper bar. This requires the bank to hold the relative price of gold and copper constant, which is not really sustainable. It's been tried with real currencies (using gold and silver), and the inevitable result is that the real price of gold goes up, everyone melts down their gold coins and sells them as bullion, and then takes the silver to the mint and trades it for gold at the official exchange rate. Repeat until the mint is out of gold.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: AngleWyrm on November 13, 2010, 05:07:38 pm
I can live with one coin is one ounce of gold. That works for me.

There would need to be some reversible reaction so that:
1 bar gold -> 50 coins
50 coins   -> 1 bar gold

Also, the price of the reaction should be exactly the price of a bar of gold in dwarfbucks. So if a bar of gold is 50 dwarfbucks, then the reactions are as listed above.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: forsaken1111 on November 13, 2010, 06:37:10 pm
That's a bad definition. It amounts to saying "To be determined later" which is a lousy promise. Much better to state definitively that it is worth 1 ounce of gold. If gold then turns out to be common on the map, then the price of stuff can change without confusing the issue with ill-defined coin.
I'm sorry, was this reply to me? Because I said exactly the same thing.

Minting coins from precious metals merely means the floor value of he coin is whatever that amount of metal is currently worth.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: Waparius on November 13, 2010, 11:44:12 pm
So it looks like Toady's spending the next release on the Caravan Arc. It'll be interesting to see if any of these ideas wind up getting covered...
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: AngleWyrm on November 15, 2010, 03:38:59 pm
As it stands I can generally generate a world, pick a site with no real searching, and build a fortress that can produce anything and everything I could ever want, which makes caravans almost completely unneeded.

Dwarves are entirely too productive, compared to their needs. They consume drink, food, clothing(bugged), steel and furniture. And they output far more wealth than they could ever consume. Even if the caravans provided good trades for all that junk, the player would have mountains of steel.

Basically dwarves need higher consumption and lower production. Production can be lowered by making things take longer to be produced. Consumption needs some new things for dwarves to use up.

More furniture would be good, and allowing the trade of furniture as well. Consumption of finer goods such as bracelets and figurines, as well as cups and bowls(none) and silverware(none). The more a dwarf can collect and/or use up individually the better.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: Andeerz on November 15, 2010, 05:48:02 pm
I agree.  But all of these things can be changed with simple changes of existing variables, or addition of new objects that work within the same framework: increase production time requirements, alter material requirements, alter consumption rates, add new stuff to produce, etc.  The frame work is already there.  Most of what it needs is balancing. 

It's wonderful to focus on discussing these things, as they do need work.  But I think there are other aspects of the economy that deserve more attention than they are getting presently.

From my limited knowledge about economic sort of things, the economy, the acquisition and consumption of resources, revolve around two ideas:
Ownership and value.

I think it is these two ideas that need to be addressed big time in the game, and (at the risk of sounding like an arrogant bastard) that Toady should focus on these in the Economy Arc fist and foremost.  You can't really trade what you can't own, and the impetus for trade is value.  Ownership is a huge determining factor (if not THE determining factor) in social stratification and government among other things.  And value motivates ownership, and the idea influences and is influenced by psycological and sociological stuff.  So, these ideas are key for not only trade and financial stuff, but could touch on many other important facets of the game.   

As it stands, ownership in the game is rather crude, and is not very good at representing certain complex ownership-related relationships.  For example, as things are now, you can't really have manorialism in the game, nor can you really have the complex interactions between guilds, governments, and other institutions, which had agreements about who owned what under which circumstances. 

Value as it is now is too arbitrary, and is pretty much just a place-holder at the moment.  Something is worth this many dorfbucks no matter what.  And what a dorfbuck represents is not defined at all.

I have some ideas about ownership and value as food for thought.  I'll get to value later as I have to think about this more and get back home to my notes and resources.

So... ownership:

What is ownership?  Wikipedia defines it as the state or fact of exclusive rights and control over property, which may be an object, land/real estate or intellectual property.  This is a nice operational definition. 

What determines exclusive rights and control?  A (perceived) consequence or threat of some sort is needed, imposed by either the person who owns an object in question or some other entity.  At the basic level, the consequence or threat can be physical (hit over head with hammer, imprisonment,etc.) or something else (moral obligation, realization of negative societal impact, ethics, peer pressure, whatever).  The consequence or threat can be real or simply perceived (think about bluffing and lying and superstition).  Who determines who has these exclusive rights?  Well, someone perceived as being in charge (in charge of what?  Again, this is a matter of ownership or sorts!).  From this stems complex agreements and treaties and governments and trade.

So, how would we model this in game, using the most distilled and fundamental factors that govern ownership so that things that depend on systems of ownership can be procedurally generated (governments, codes of laws, ethics, religions, any institution, personal property, etc.)?

Here's some ideas about ownership of an object that I farted out that might help.  The object in question could be anything (personal freedom, a chair, credit, whatever):

If something is owned by someone, there have to be the following:

An agreement on who can use and have it

Consequences for breaching the agreement
  -can be specific for different situations and people

Recognition (or non-recognition) of the agreement and consequences (perceived or real or both) by other parties
  -people can choose to respect these consequences or not, and if they don't, they can lay claim to the object and deal with the risks of doing so
  -this raises another idea: the idea of risk assessment... value plays a role here... but that's for another thread...

A way for this ownership to be communicated to others (without it being just instantly known by every entity in the DF world like it is now)

I could envision this being in the game somehow... the idea needs to be built upon, though!  Any thoughts?  I'll get to value later tonight hopefully...
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: Andeerz on November 16, 2010, 01:29:18 am
Now... to expand on the "value" idea...

Self-referential self-deceiving gobbldygook, I say. "What's a coin buy?" "A coin's worth." Yeah, no shit it buys a coins worth, how much is a coins worth worth? The problem is the answer given does not promise to trade a set amount. It would be a clear promise if instead it were one bar of metal. Or one crop. Relying on the coin's definition to define it is somewhat messed up. It makes room for the size of the unit of measure change, thus destroying its value as a tool for measurement. Maybe not such a good thing.

It might be messed up, but it is how things work RL, and if we are going to have coins do what they did IRL in DF, we're going to have to understand this and model it. 

You raise excellent points, though.  The part I bolded highlights an especially important concept.  Ultimately, there has to be some way to define value in the game.  There needs to be some sort of static unit of measure of value somewhere.

It's important to understand this, though: although coins are essentially a tool that tries to provide this standard measure of value, ultimately, coins or any other form of currency (fiat or commodity moneys!) are commodities like anything else, and therefore their values are subject to the same things everything else is.

So, if coins can't be used as a static unit of value measurement, what can?  This question is absolutely key.  I think someone's going to have to invent an arbitrary value unit somewhere down the line, but I don't think currency is the level it should be done at.  I think setting coins with fixed value would make that aspect of the game all the more subject to exploit and meta-gaming.  Not to mention it just wouldn't be an accurate representation of coins.

Where should this arbitrary unit of value be introduced?  I think it should be introduced on the individual dwarf level.  The following quote says why: 
Quote
Everything is worth what its purchaser will pay for it.
        Publilius Syrus
        (~100 BC)

In other words, the value of something is subjective, its definition different from person to person depending on a variety of factors.  But what are those factors and how can we quantify value?

I've got some ideas that we could maybe build upon and serve as an example of what I mean by "factors" and how to quantify value:

For each item, each dwarf has a numerically represented perceived value.  The higher the perceived value, the higher the number for that item.  This item could be anything.  This number could then be used for calculating judgments made by dwarfs concerning how much to pay and with what, or how much to price something, or whether or not to agree to some agreement, or something like that.  This could affect things on an individual and larger level (supply and demand!).  There are several categories of value:

Sentimental
Utility/situational
Quality
Cultural/societal
(maybe others?)

Sentimental value would be affected by association with memories or other individuals (positive or negative), material preferences, personal beliefs... what others?

Utility/Situational value would be affected by necessity for daily life, immediate necessity (like life-or-death situation sort of immediate), necessity compared to what it's being traded for (if applicable)... what else?

Quality value would be affected by aesthetic appeal, workdwarfship, material... hmmm...

Cultural/societal/situational value would be affected by cultural norms, other peoples' perceived value of the item (especially important for currency!!!), social considerations (like if Urist wanted to buy the item just to spite Thikod, for example)... what else?   

All of these things could somehow be represented numerically maybe.  I dunno.  Perhaps this is a pipe dream, but I think this is sorta the way I'd go about things.

However, I am no sociologist, economist, nor psychologist.  Perhaps I should read up and do some research on the matter.  There might be some helpful stuff out there...
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: jseah on November 16, 2010, 03:10:35 am
^Andeerz:
One more factor is how much money he has at the moment.  The more money a dwarf has, the more likely he is to pay a higher amount of coins (note that I avoid using the word "price")

Another is how much other people are paying for the same good.  If everyone is paying 1 copper for a plump helmet roast, no reason to pay more than 1 copper. 
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: forsaken1111 on November 16, 2010, 03:55:47 am
Another is how much other people are paying for the same good.  If everyone is paying 1 copper for a plump helmet roast, no reason to pay more than 1 copper.
But my friend, these are premium plump helmets grown in the deepest caverns, never exposed to so much as a glimmer of sunlight and ripened to the perfect point!
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: AngleWyrm on November 16, 2010, 05:31:27 am
It might be messed up, but it is how things work RL, and if we are going to have coins do what they did IRL in DF, we're going to have to understand this and model it. 

You raise excellent points, though.  The part I bolded highlights an especially important concept.  Ultimately, there has to be some way to define value in the game.  There needs to be some sort of static unit of measure of value somewhere.

What coins do in real life is messed up; a penny was supposed to be x amount of copper, but then it got turned into something else that was worth less than x amount of copper, with the result that the copper was stripped out of the pennies, along with the promise of x amount of copper. Coins don't promise to have any metal content, nor do they promise to be redeemable for any absolute measure of goods; they have no worth as an instrument of value.

So I don't think we need to model what coins did in real life, because it was a slippery and deceitful path, full of trechery and greed. As designer, Toady has the enviable position of completely ignoring such things.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: jseah on November 16, 2010, 06:07:39 am
^Is that some kind of strange economic position?  Another one?  =P

Still, a 'gold standard' and merchantilist economic theory really apply very well to Dwarf Fortress.  It's also in period (I think)


That said, the 'gold standard' is only really propped up by the value dwarves/humans/elves attach to the gold in the coin. 

EDIT:
And I WANT my fiat currency and fractional reserve banking.  Nothing spells !!FUN!! like the rioters burning notes on the day of a currency crisis. 
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: zwei on November 16, 2010, 06:49:54 am
Problem is that every single resource has infinite source and most items do not decay.

It does not matter whether production is slow or fast, eventually fortress will have huge surplus of masterpiece everything with masterpiece decorations.

Economy just breaks down in this setup.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: Rowanas on November 16, 2010, 11:18:16 am
I'd like to pick up on what a couple of people have said, which is entirely wrong.

Money used to be worth what it was, but nowadays coins can be worth less than the value of the metals they are made from. Take the penny for example. 1p is worth 1p, but turn it into scrap and sell it, and you'll make yourself 1.3 pence.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: Lord Shonus on November 16, 2010, 11:29:30 am
Exactly true. A dwarf will NEVER hand in his coins to "get his metal." He already has it. If you have 50 pounds of pre-1980 US pennies, you have 50 pounds of copper. If you have 50 pounds of 1930's dimes, that's 50 pounds of silver. If you want to make a silver mug, you can melt them down and it will work fine. (Do not do this. It's a Federal crime, because coin values no longer have any relation to what they're made of) Any practical dwarven economy would most likely use the same system.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: jseah on November 16, 2010, 01:56:44 pm
Which runs into a slight problem when your fort has a lot of goods, but very little metal.  (part of this suggestion)

Say you're a farming/clothing industry fort on very fertile land and with nothing but rock below you.  So you import ALL your metal. 

You're swamped with rock slabs, wood, food and clothing.  What metal there is goes to the military, so mostly iron imports with the surplus export value buying coins. 

Since every dwarf has very few coins but there's lots of stuff to go around, price of the metal skyrockets and the price of stuff drops. 
Deflation!  When the price of food goes below the worth of one copper coin... Armok help you. 
Except that deflation is only a problem when the economic actors actively hoard their money to spend later in expectation of lower prices.  Dwarves will probably not be smart enough to do that.  So it might be ok, but you never know until you try... right?

Sounds like FUN, let's do it.  =P
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: Dante on November 16, 2010, 02:07:22 pm
Which runs into a slight problem when your fort has a lot of goods, but very little metal.  (part of this suggestion)
Wooden nickels   ;D
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: jseah on November 16, 2010, 02:30:39 pm
^But that's a fiat currency.  Wood can't be recycled while metal coins can. 

But whatever goes, there is the promise of much FUN, so I'm fine with either method of currency.  The ability to swap from each economy type as your fort grows would be all kinds of awesome. 

starting 7 - Barter, socialist / corporatist
population = 70 / barony - mountainhome issued coinage / gold standard, limited free market / government controls trade
population = 120 / mountainhome - fort-issued coinage / fiat currency, free market
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: Andeerz on November 16, 2010, 04:59:36 pm
It might be messed up, but it is how things work RL, and if we are going to have coins do what they did IRL in DF, we're going to have to understand this and model it. 

You raise excellent points, though.  The part I bolded highlights an especially important concept.  Ultimately, there has to be some way to define value in the game.  There needs to be some sort of static unit of measure of value somewhere.

What coins do in real life is messed up; a penny was supposed to be x amount of copper, but then it got turned into something else that was worth less than x amount of copper, with the result that the copper was stripped out of the pennies, along with the promise of x amount of copper. Coins don't promise to have any metal content, nor do they promise to be redeemable for any absolute measure of goods; they have no worth as an instrument of value.

So I don't think we need to model what coins did in real life, because it was a slippery and deceitful path, full of trechery and greed. As designer, Toady has the enviable position of completely ignoring such things.

We don't need to.  But I think it would be nice if we did... but I digress.

The kind of stuff I am suggesting would make all manner of things possible, from fiat currency, to commodity moneys, to straight-up-bartering, to everything in between.  A system of currency would ideally never have to be explicitly defined, and the game and player would be free to have whatever system pop up!  So, I guess, I wouldn't be suggesting so much to model what coins did in real life, but model "value" and "ownership" loosely off of real life (as far as we can speculate how it actually is, which is all theory anyway) so that coins (or any other kind of tool of measuring of value) could emerge through the woodwork.

Personally, I think that kind of thing would be beautiful, in the spirit of the "procedurally generated everything" sort of mantra of the game, as well as unique as far as video games are concerned.

Also:

Problem is that every single resource has infinite source and most items do not decay.

Indeed.  This is true for a lot of commodities like sand and prepared food... but not for metals and stuff (though they are practically infinite).  This stuff most certainly needs to change!!!

Also also:

Exactly true. A dwarf will NEVER hand in his coins to "get his metal." He already has it. If you have 50 pounds of pre-1980 US pennies, you have 50 pounds of copper. If you have 50 pounds of 1930's dimes, that's 50 pounds of silver. If you want to make a silver mug, you can melt them down and it will work fine. (Do not do this. It's a Federal crime, because coin values no longer have any relation to what they're made of) Any practical dwarven economy would most likely use the same system.


Are you sure? ;)  With the ideas I suggest, you'd be able to test that!  :D
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: forsaken1111 on November 16, 2010, 06:49:38 pm
I'd like to pick up on what a couple of people have said, which is entirely wrong.

Money used to be worth what it was, but nowadays coins can be worth less than the value of the metals they are made from. Take the penny for example. 1p is worth 1p, but turn it into scrap and sell it, and you'll make yourself 1.3 pence.
I'm not sure what YOUR pennies are made of. US pennies are mostly Zinc. (~97%)

Spoiler: Penny Melt Value (click to show/hide)
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: AngleWyrm on November 16, 2010, 08:25:55 pm
And when zinc hits 0.01 / penny, they'll switch to something else. Like plastic.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: forsaken1111 on November 16, 2010, 08:31:43 pm
And when zinc hits 0.01 / penny, they'll switch to something else. Like plastic.
I really hope they simply get rid of the penny at that point. Pennies already cost more to produce than they are worth, and they're just a pain in the ass.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: Vattic on November 17, 2010, 03:43:24 am
I agree with the OP and would love to see forts with purpose and limited resources. As for the implementation of economy I agree with Andeerz in that modelling value and ownership seems the right base on which many systems could be generated.

The only problem I see is whether the in game civs will be able to manage and not just crash and burn. It will be interesting to see what Toady ends up doing; I hope he reads this thread.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: Andeerz on November 17, 2010, 04:07:53 am
Likewise, Vattic.  Also, I like yer Minecraft creations... >.>
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: King_of_the_weasels on November 17, 2010, 05:05:37 am
http://www.ritholtz.com/blog/wp-content/uploads/2010/07/GoldlineGlennBeck4.jpg

Stumbled upon a graphic that explains gold values in a way, might be worth a look.  Maybe.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: Kurouma on November 17, 2010, 08:07:30 am
I posted a little in this thread (http://www.bay12forums.com/smf/index.php?topic=69376.0) about jobs and the economy. Perhaps relevant (though more about labour). This is the post (thread was about a job billboard feature or something):
Spoiler (click to show/hide)

Some earlier posts talked about dwarfs dabbling in their spare time in other trades and producing their own goods independently, which is partly related to that ^. And this:
Spoiler (click to show/hide)

Sorry for the massive spoilered (possibly incoherent?) text, but it's late where I am.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: ZebioLizard2 on November 17, 2010, 08:24:27 am
Exactly true. A dwarf will NEVER hand in his coins to "get his metal." He already has it. If you have 50 pounds of pre-1980 US pennies, you have 50 pounds of copper. If you have 50 pounds of 1930's dimes, that's 50 pounds of silver. If you want to make a silver mug, you can melt them down and it will work fine. (Do not do this. It's a Federal crime, because coin values no longer have any relation to what they're made of) Any practical dwarven economy would most likely use the same system.

Even if pennies were made of pure copper, the system to turn em back into reusable copper is hardly going to make 50 pounds of it!
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: Lord Shonus on November 17, 2010, 12:25:34 pm
Why wouldn't it? Metal is 100% fungible.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: AngleWyrm on November 17, 2010, 09:17:05 pm
If money is to be made out of metal, then dwarves need to consume metal for personal use, otherwise it has no appeal. Metal jewelry, figurines, statues, furniture...dwarves need to be able to possess these things, so that they have a reason to collect metal. Then the money has some value to them: Make a metal thingamabob or trade it for food.

Notice that dwarves will become richer as time goes by and more metal is uncovered. The food supply will always need to be bought in endless amounts, but the metal accumulates and does not disappear. This would make the food/drink/clothing producers very wealthy people in terms of gold and silver, able to afford the best homes and luxuries. Producers of luxury items would then also begin to become wealthy as the purse is poured out to gain those desirable items.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: Andeerz on November 17, 2010, 10:24:57 pm
Indeed, AngleWyrm!  I agree wholeheartedly.

If a metal is going to be valuable, it must have utility, even if the utility is simply looking shiny and pretty and/or being a representation of wealth (because of its rarity(in commodity currency) or being able to be easily made into a tool of representing wealth (a coin in fiat currency)). 

Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: Vattic on November 18, 2010, 04:28:40 am
I understand that gold is rare and pretty but fail to understand what gave it such value in the past. Anyone care to explain?

I wish gold was not rare here on Earth simply for the sake of electronics.

Also, I like yer Minecraft creations... >.>
Cheers.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: forsaken1111 on November 18, 2010, 04:31:46 am
I understand that gold is rare and pretty but fail to understand what gave it such value in the past. Anyone care to explain?

I wish gold was not rare here on Earth simply for the sake of electronics.

Also, I like yer Minecraft creations... >.>
Cheers.
It was both the rarity and the physical appearance as far as I know. Today we also value it highly for its electrical and chemical properties.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: Vattic on November 18, 2010, 04:42:48 am
So basically because we are magpies at heart? It seems strange that an economy can be based on something that had at the time no use beyond looking nice. Would gold be valuable if it was as rare but not pretty / does rarity alone give value?
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: forsaken1111 on November 18, 2010, 04:46:58 am
So basically because we are magpies at heart? It seems strange that an economy can be based on something that had at the time no use beyond looking nice. Would gold be valuable if it was as rare but not pretty / does rarity alone give value?
I doubt it. The value came from the desire by the elite and wealthy members of society to obtain Gold coupled with its rarity.

Why do you think diamonds were valued? Physical attractiveness. Later on diamonds became useful in the industrial sector as well, once we learned how to use them.

Of course the rarity of diamonds is grossly overhyped. They're common as dirt really in some regions and diamonds can be made in a lab which are almost indistinguishable from natural ones. It's just carbon atoms in a specific sequence after all.

Hell, you can make a diamond with two coffee cups, some oil, a string, some mechanical pencil lead, and a microwave.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: Tiennos on November 18, 2010, 04:51:53 am
So basically because we are magpies at heart? It seems strange that an economy can be based on something that had at the time no use beyond looking nice. Would gold be valuable if it was as rare but not pretty / does rarity alone give value?

Gold is also one of the few metals that won't corrode naturally. So it will remain shiny indefinetely !
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: Vattic on November 18, 2010, 04:55:40 am
Tiennos I'd forgotten that gold didn't tarnish. Thanks for clearing that up both of you, though it still seems silly.

Other than that you say diamonds aren't so rare I'd value them over gold because they are lighter and therefore easier to travel with.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: Sheepherder on November 18, 2010, 04:59:30 am
It was both the rarity and the physical appearance as far as I know. Today we also value it highly for its electrical and chemical properties.

This was correct.  The best currencies are inelastic but high in value, and until people started making useful things out of it gold met both criterion (because you only wanted it to showcase how important you were).

So basically because we are magpies at heart? It seems strange that an economy can be based on something that had at the time no use beyond looking nice. Would gold be valuable if it was as rare but not pretty / does rarity alone give value?
I doubt it. The value came from the desire by the elite and wealthy members of society to obtain Gold coupled with its rarity.

So... exactly what he said.  Elites didn't value gold for any particular reason either, except it was pretty and rare.  Magpies at heart, really.

Also, I assume (hope?) the last line was humor.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: Vattic on November 18, 2010, 05:06:45 am
Also, I assume (hope?) the last line was humor.

My last line? If so I will clarify by saying that I'd rather not carry lots of heavy gold bars around if I could easily change them into diamonds and back again without much loss of value. I will further clarify by saying I got the idea from elsewhere; I don't know if he knew his history but I once heard a Jewish diamond dealer claiming that so many diamond dealers are Jewish because it's easier to flee in the night with your wealth in diamonds than in bags of cement (his example).
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: forsaken1111 on November 18, 2010, 05:14:39 am
Other than that you say diamonds aren't so rare I'd value them over gold because they are lighter and therefore easier to travel with.
I don't see what rarity has to do with weight. What did you mean?

So basically because we are magpies at heart? It seems strange that an economy can be based on something that had at the time no use beyond looking nice. Would gold be valuable if it was as rare but not pretty / does rarity alone give value?
I doubt it. The value came from the desire by the elite and wealthy members of society to obtain Gold coupled with its rarity.

So... exactly what he said.  Elites didn't value gold for any particular reason either, except it was pretty and rare.  Magpies at heart, really.

Also, I assume (hope?) the last line was humor.
I was also answering his hypothetical question of 'would gold be valuable if it was rare but not so pretty'. And if you meant my last line, no it wasn't humor. You can use two coffee cups to make a makeshift crucible. Lay two mechanical pencil lead perpendicular to one another, tie around the intersection with a string to keep them stable and touching. Douse the string and intersection of leads with mineral oil to give the microwave something to heat.

It takes a while, but this will make a diamond. It will have a lot of impurities from the graphite though. Basically all you need to make a diamond are heat and pressure. The crucible of the two coffee cups (you invert one and use the bottoms) keeps the heat and pressure high, the string holds the graphite sticks together and keeps the oil in contact. The oil is heated by the microwaves and transfers the heat to the graphite.

Diamond.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: ZebioLizard2 on November 18, 2010, 05:22:35 am
That thing on how to produce a diamond was busted by mythbusters in one of their episodes, they even done that specific trick in an online setting for extra's.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: Vattic on November 18, 2010, 05:36:52 am
I don't see what rarity has to do with weight. What did you mean?

Check the post I made before your last one.

Or to explain again: The same value expressed in gold would weigh more than in diamond. So in terms of using something to hold value diamonds posses greater utility. I was imagining being a travelling adventurer or similar in DF.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: Lord Shonus on November 18, 2010, 07:46:43 am
Gold was used as currency for a great many reasons, historically. It was very distinct, so that it was very difficult to counterfeit. It's softness and low melting point meant that it was easy to work, which was handy for the minters and made it easier to subdivide (in the past, it was fairly common to cut or break a coin in case you didn't want to spend the whole thing). It also, in pagan cultures, often was used to represent the Sun due to it's colouration.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: forsaken1111 on November 18, 2010, 09:32:17 am
And in adventure mode gold coins make handy improvised throwing weapons!
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: AngleWyrm on November 18, 2010, 09:42:40 pm
Why do you think diamonds were valued?
One reason their price is high is the effort that goes into obtaining them. Labor costs of mining, safeguarding, and transporting diamonds makes them expensive to own. And there's people who just want stuff because it's expensive.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: JohnieRWilkins on November 18, 2010, 10:29:32 pm
Why do you think diamonds were valued?
One reason their price is high is the effort that goes into obtaining them. Labor costs of mining, safeguarding, and transporting diamonds makes them expensive to own. And there's people who just want stuff because it's expensive.
Diamonds became expensive because a certain corporation had a successful marketing campaign and is now holding a complete monopoly over diamond production. The street price of diamonds in West Africa is a tiny fraction of what it is in the rest of the world. They're not very rare and they're certainly not very hard to get out of the ground, although the coffee cup diamond thing was a troll. I seriously hope it was a troll.

http://en.wikipedia.org/wiki/De_Beers#Gem_diamonds

Diamonds only became valued in the 19th century.
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: forsaken1111 on November 18, 2010, 10:41:10 pm
Why would it be a troll? A troll is something said to incite strong emotion or whip up tension in a thread. Claiming to make a diamond in a microwave is hardly a troll.

Also, it's true.

http://www.instructables.com/id/How-to-Make-a-Synthetic-Diamond/
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: Sheepherder on November 18, 2010, 11:09:53 pm
My last line? If so I will clarify by saying that I'd rather not carry lots of heavy gold bars around if I could easily change them into diamonds and back again without much loss of value. I will further clarify by saying I got the idea from elsewhere; I don't know if he knew his history but I once heard a Jewish diamond dealer claiming that so many diamond dealers are Jewish because it's easier to flee in the night with your wealth in diamonds than in bags of cement (his example).

No, the line I snipped off of Forsaken1111's post, I was initially not going to even bother responding to it, changed my mind, but didn't change the quote.  You're talking sense.

http://www.instructables.com/id/How-to-Prank-the-Instructables-Community/
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: ZebioLizard2 on November 18, 2010, 11:52:42 pm
Why would it be a troll? A troll is something said to incite strong emotion or whip up tension in a thread. Claiming to make a diamond in a microwave is hardly a troll.

Also, it's true.

http://www.instructables.com/id/How-to-Make-a-Synthetic-Diamond/

Quote
OK, I admit it: This WAS an April Fool's Day prank. In fact, it's the basis for my entry into the Instructables' April Fools Contest, "How to Prank the Instructables Community".

I appreciate all the comments. To those who weren't fooled, bravo. And to those who were, take comfort that you made a great contribution to this effort.

Thanks.

Anyways..Back onto the topic, we generally need an overhaul, at least the caravans is a step in the right step as things seem to be centered around taking and consuming resources (at least the world does)
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: forsaken1111 on November 19, 2010, 03:00:24 am
Hah, well that's me looking like an ass. I read this a while back and just remembered it when this topic came up, I didn't check the text at the top. Sorry about that.  :o
Title: Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
Post by: fractalman on February 22, 2013, 05:12:30 pm
forgive me if I necro'd the wrong thread...I *think* this is the most recent of the economy threads...
OK...
tl:dr: real money is not tied directly to one good. it is loosely tied to several goods simultaneously. 
a bit of thought dumping:
Spoiler (click to show/hide)


The current model includes only a very limited supply/demand; mostly, the player may increase the caravan supply of iron anvils by paying more for them.  Everything is still based around the dwarfbuck, though...and the individual-dwarf economy is horribly broken...unlike with humans, dwarves seem to do incredibly well with communism...it's as if they were in a hive-mind controlled by the player. 


now

the original individual economy was a disaster.  I propose the following modifications:

1.  "room rent" fix: 1x1 rooms are free or super cheap.
2. raw food is free.
3.  Dwarves should be permitted to automatically expand or contract their room. (I EXPECT the king to grow his room to cover an entire, only to find himself selling his clothes, getting laughed at, and experiencing fun first hand when he runs into magma to escape the shame.  )
4.  Dormitories should give mild happy thoughts if they are of throne-room quality, and prevent grumbling about sleeping quarters at modest or decent quality.   
5. coin fix; dwarves need to restack their coins over time. 
6.  the player (aka the king/hive mind) can controll fortress goods without causing grumbling, and can decide which of these are sold.  Forcibly purchasing a dwarf's ownded shirt will frequently cause an unhappy thought. 
7.  that which is produced is a fortress good by default
8.  Dwarves receive a fraction of the value added by their labor...modified by existing supply-demand factors...PLUS a value dictated artificially by the player. Dwarves will grumble a bit if they think someone is being payed ridiculous sums for lever pulling, regardless of how important that lever is to the safety of the fort.  They will not grumble much about the king being payed. 
9.  The player controlls which types of fort goods are purchaseable by dwarves; the military seriously needs those wooden bolts after all.
10.  The player may dictate whether the price of a good is pinned to a specific value, or allowed to change based on supply and demand.
11. Dwarves prefer coins and will grumble more and more about not having them over time.  But the player says when there are enough coins minted to make the switch.

12. dwarves who want something will occasionally grumble if its not to be found.  They will grumble even more if they want something that's in the fortress stocks but have not been able to purchase it for some time.  may be allieviated in the short run by letting them admire the object if it is a placeable object.