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Messages - Adamfostas

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Only Stonefall traps. Everything else can take out an invading force without you needing to build any kind of military at all.

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DF Suggestions / Re: Ricardo's Difficult Idea
« on: April 04, 2012, 09:53:28 am »
While it is true that the game needs to make creating legendaries more difficult, this is wholly beside the point - the time it takes to train up a legendary is largely irrelevant, since the rest of the world basically doesn't get to make every single civilian in their city a legendary the way that we do almost automatically if we just keep a fort running long enough.
This is really a question of learning rates versus life expectancy. Legendary dwarves should be pretty damn old - the current artifact situation has resulted in child prodigies out-producing dwarves with decades on them. Setting learning rates at a level where the majority of the population will probably be killed in a range of amusing and unexpected ways before getting anywhere near legendary would be a useful start.

Additional micromanagement is just trying to add more problems to solve a problem - it's only going backwards. 
Agreed.

Part of the problem is that Unfortunate Accidents are too common as it is... by making nobles MORE demanding, you're only begging for players to set up magma-safe noble's rooms with indoor heating. 

Players reject that portion of the game as it stands - it needs to be presented to them in a better way.  This is a large part of why I was going on about the Class Warfare suggestion, since that would make the entire fortress start making demands as a natural extension of gameplay. 

They view nobles as an unecessary burden placed upon them for no benefit they can see, but if they see the increasing demands that are placed upon them as an escalation of challenge, originating from doing well in the game, and with the reward of advancing their own creation further upwards from "dank hole" to "shining, triumphant Mountainhome", it becomes something they would more actively seek to accomplish.

In other words, use the carrot, not the stick.
This really depends on the context in which the carrot is provided - a carrot that enables further activity such as an expanded military is more attractive than some form of badge for the fortress, whatever the likes of Schumpeter might think. We could stray very quickly towards some form of Sim City-style 'civic building' model if we're not careful. Additional social complexity, guilds etc., is interesting but needs to be considered carefully - ideally you'd want a situation where you have the option to have a guild or not, the latter option allowing any dwarf to take part in that activity for their personal economic benefit, the former requiring any new mason, say, to seek admittance and only sell products at guild prices. The former produces a cadre of loyal dwarves who'll be less likely to tantrum, the latter more and better products. Tantrum spirals are the biggest killer of mature forts now, and they're effectively a facile representation of civil unrest that we'd want to retain. You'd move from a construction phase to a political phase in terms of where player intervention is focused. Nobles, hated as they are, would form a key part of that.

Spoiler (click to show/hide)
This is interesting. There is scope to develop an entire underground ecosystem that agriculture will slot into, requiring the dwarven equivalent of the three-field-system and scarecrows and so on. However, agriculture itself could be summarised as busy work without effort to improve the land upon which it's based - eventually you'd need some way of automating the process after crafting a sustainable mechanism for farming.

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DF Suggestions / Re: Ricardo's Difficult Idea
« on: March 29, 2012, 11:27:49 am »
Oh boy, opening up with Krugman.  I can see the Neo-Classicists who try to paint all Keynesian thought of every worthwhile economist in the past half century as a delusion spread by the "evil" Krugman getting ready to swarm already.
To be fair, it's difficult to for neo-classicists to complains about Ricardo, given that he's pretty 'classic'. They may as well complain about Mr Smith.
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OK, first, it's probably worth bringing up a basic link to Comparative Advantage itself, because Krugman isn't talking about what Comparative Advantage itself, but the reaction to it.
Thank you for this link, which I should've given. Almost all of your post is along lines with which I would agree, so I'll just focus on a couple of particular points.

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For comparative advantage to work, you need goods to cost more for a given culture to produce them.  Until we have the internal mechanics of having to pay dwarves for their work again, this can only make sense in terms of how much labor it takes to make a good.  Elves must somehow produce a good with less labor than a dwarf does... but there is nothing in the game that does this.  Every good takes the same amount of labor to produce - one harvested raw material, and one step in a workshop.  In fact, the act of using the trade depot is more work than any other single industry.  The "cost" (in the only currently meaningful definition of the term - effort and time on the part of the player) of trading itself is greater than the "cost" of just making it yourself.
There's at least two options here: simply lowering skill acquisition rates and hence the length of time the workshop step takes, or adding in additional player input through multiple steps for a particular type of labour. The latter would add to micromanagement, which isn't necessarily bad - this is DF, after all - but may prove annoying. The former would slow down the early game considerably, but could push the player into focusing on a stronger division of labour, which can only help to personalise the dwarves. It's important to recognise that the biggest cost to the player - at least in the early game - is that of opportunity, and imposing additional opportunity costs makes decisions more difficult, and hence more interesting.

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The problem is that Fortress Mode never lacks for productivity.  There are no goods to distribute out to your dwarves, there is no consumerism, there is only having enough to survive, and then just sitting on your fort and trying to see how long you last.  Maybe building a big monument or fighting something more difficult, but basically, all you need is to not starve and have clothing and weapons.  Everything else is just a waste of time and effort and FPS to produce or import anything.
This is literally true - but to be fair, everything in a sandbox game is a 'waste of time and effort'. Dwarf Fortress is effectively a toy for grown-ups, and it would be unfair to understate the value of play when it comes to big monuments or similar. Of course, this is value to the player, rather than within the game itself.

In order to add the latter, we could consider the social structure that DF is attempting to emulate and consider how that could cash out within the context of comparative advantage. Nobles currently undertake an interesting form of rent-seeking which places heavy demands on the player and relatively smaller demands upon the fortress's economy; a couple of extra ballista parts won't hurt a fortress's supplies overmuch, but may be a faff for the player. There is very little reason for any dwarf to service nobles' demands at all, beyond the slight risk of catching a stray punch during a tantrum.

If we could ramp up their rent-seeking behavior in some way, we could increase demand for goods and hence the scope for the economy, in advance of any consumerist-driven change to the game. There are various possibilities, such as nobles now demanding a hoard (i.e. a room full of chests in which they store a percentage of the fortress's output, which can't be used by anyone else), which is pretty dwarfy. They could select retainers - dwarves whose only responsibility it is to look after the noble's needs, fetching and carrying and so on - thus diminishing the workforce.

Of course, you'd need a cost to not supporting nobles in this way to make it work, and the obvious one is to assume that nobles get their rent-seeking privileges from their traditional feudal function: organising the military. If only nobles can appoint militia commanders ("Urist McPriceyPants has knighted Urist HoleyPants"), then the player is forced to meet their whims unless they resort to exclusively using traps. This would go part of the way towards raising demand; the richer the fortress, the more nobles you can attract.

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Basically, the work that has to be done to make any of this make any sense is more monumental than most people realize.
This is true. But getting it right would provide a free-of-charge economic simulator to everyone, which is worthwhile even outwith a fun game.

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DF Suggestions / Re: Ricardo's Difficult Idea
« on: March 28, 2012, 09:19:46 am »
"and mine and produce metal goods as well as anyone else" - it was changed with revamp of minerals to encourage trade. It is quite rare to have access to sand and clay. So, after Caravan Arc we may see introduction of even bigger diversity between sites.
Indeed, this is a step in the right direction. There is a difficulty around volumes of goods, though - traders appear to insist on bringing the same types of goods regardless of whether they've been bought in the past and regardless of comparative advantage. Eventually I'd hope the elf trying to sell me his wooden kneecap protectors would realise that the dwarf completely encased in steel probably won't be interested.

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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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I quite like the first thing I do in a fortress being a cave-in, so I'm not too unhappy about aquifers. That being said, the other day I embarked on a multi-biome point, in which the mountain terrain was listed as including an aquifer. I didn't think much of it until I start digging up into the mountain to access hematite, and started getting 'Digging cancelled: damp stone detected' warnings. I looked up my miners, at the top of the stairwell heading up into the mountain, and discovered they'd dug up into an aquifer. As a consequence, the entire world flooded to the level of the aquifer.

Aquifers probably shouldn't contain infinite water, in my view...

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DF Dwarf Mode Discussion / Re: Legitimately Terrifying Forgotten Beasts
« on: November 26, 2010, 06:41:27 am »
Out of the darkness came a colossal winged worm with a gaping maw. As one, the dwarves declared, 'Why, it's like those things from 'Tremors' except with wings!', which caused confusion amongst all who heard as neither televisions or Kevin Bacon existed in this world. The worm was huge, and surrounded by layer upon layer of hardened skin and fat. Unfortunately, it was too heavy for its pitiful wings to carry it aloft, and being so fat the worm was exceedingly slow. A squad of ten axedwarves surrounded the beast, and spend two months hacking into its fat and being covered by its extracts.

Finally, the beast died, and there was much rejoicing. The heavily armoured axedwarves tramped back up to the levels closer the surface, smearing the extract all over the walls and floor. They paid it no mind; it hadn't burned through their armour so none had actually touched the icky stuff.

Unfortunately, even the slightest touch on bare skin caused the victim to erupt in a fever and to vomit copiously. Luckily, all the dwarves had shoes, so weren't affected. However, every single cat in the fortress decided to wander through the patches of stick extract. As a consequence, the walkways of the fortress quickly became littered with unconscious vomiting cats, who somehow kept breeding regardless.

Will whack a screenshot up later when I get home.

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DF General Discussion / Re: 31.18 Weapon Research
« on: November 19, 2010, 11:19:15 am »
I think I'll continue killing Lashers with a crossbow, then. Seems there's still some odd problems around the material system; someone with a leather whip beating someone in full plate seems a little odd...

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DF General Discussion / Re: 31.18 Weapon Research
« on: November 19, 2010, 06:35:45 am »
Very interesting - it explains why Goblin Thieves have been so effectively stabbing my steel-armoured troops to death. As a point of interest, are scourges/whips still like leather lightsabers?

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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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