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Topics - Adamfostas

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DF Suggestions / Ricardo's Difficult Idea
« on: March 28, 2012, 08:39:04 am »
For a (long) explanation of this, see this paper by Paul Krugman:

http://web.mit.edu/krugman/www/ricardo.htm

For a TL;DR version:

Trade makes everyone richer because different places have different advantages.

What does this mean for Dwarf Fortress? It's quite simple. Right now, fortresses can do anything that anyone else in the world can do just as well as them. They can grow crops above and underground as well as anyone else, can fish and hunt just as well as everyone, and mine and produce metal goods as well as anyone else. Within a few years of your fortress being set up, exports from a typical fortress overwhelm the wealth of their trading partners. Except for a limited range of location-specific goods like flux or plaster, you gain little advantage from trade.

This doesn't make sense. Creatures that live underground shouldn't be able to produce aboveground crops in a tiny patch of land more cheaply than aboveground creatures with fields and fields set aside for production. At least, there should be some kind of production modifier that makes trading these goods worthwhile. Similarly, the bins and bins of cloth the elves bring should have greater value than they do; clearly they can produce cloth more cheaply than dwarves, and this needs to be reflected in prices and usefulness of trade.

When Toady gets to working on the economy in greater depth as part of the caravan arc, this idea - differing values of production for different areas, depending on geography, natural resources and the skills of the populations involved - is crucial to delivering an economy that makes sense. Even the vast dwarven halls of Dirtfall, my current fort, should be reduced to trading with the elves to receive something they can't make as cheaply themselves; having one fortress beat the entire world's economy in this way seems odd.

Parts of this are covered in some Eternal Suggestions - e.g. 226 - and in several threads, such as:
http://www.bay12forums.com/smf/index.php?topic=96858.msg2787781#msg2787781
http://www.bay12forums.com/smf/index.php?topic=104428.msg3087580#msg3087580
However, this is broader than its component parts, and refers more to the mathematical underpinning of trade and the way in which the eventual markets function. Like trade specialisation, comparative advantage may require specific code to make it work.

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DF Suggestions / Environmental Capital, or, another source of !!FUN!!
« on: November 10, 2010, 06:29:30 am »
I don't know how many of you have read Jared Diamond's excellent book Collapse, but I would strongly recommend it. It got me thinking: a simple ecological model would be relatively easy to implement in the game as it stands, while adding a lot to the gameplay.

Let me sketch it out. It relies heavily on the ability of the soil to absorb water, a quality that can be abstracted as the number of grass tiles, number of shrubs and number of trees. Soil and its associated plant life absorbs rainwater, which would otherwise wash down into rivers. Decreasing this 'absorption' number would give a chance of the river/brook flooding - i.e. temporarily adding another layer of 'brook start' tiles to one end of the brook/river. This could increase depending on the severity of the loss of soil absorption. A mechanism that converts soil types to sand types to reflect their loss of fertility could also be included in this.

In other words, if you chop down enough trees and harvest enough shrubs you incur the risk of flooding. On the other hand, flooding will dump significant amounts of mud onto bare rock, increasing the scope for new grass & tree growth - and providing an easy way of irrigating vast underground spaces for tree farms. Like everything else in DF, if you're prepared for it it's fine, if not all of a sudden your dwarves are underwater.

One could expand this to have the number of wild animals present on the map tied into the vegetation regrowth rate - if you hunt everything to extinction, there are fewer seed-carriers to replenish the forest.

This would allow you to eventually have a fort in a blasted wasteland where nothing lives except dwarves, causing elves to immediately commit suicide when looking upon it. That can only be a good thing.

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That is all.

Seriously. While I understand why the new material system could cause problems with the old stockpile set-up, bones are clearly separate objects within the game to 'partial skeletons' and the like.

Actually, that's not all. Allow a bone carver to render 'partial skeletons' into useable bones. I want to be able to shoot goblins with darts made from their best pals again.

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