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Messages - GoblinCookie

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16
DF Suggestions / Re: Ideas for Dwarf Fortress Economic System
« on: November 29, 2019, 01:01:29 pm »
Well, the economy *could* be balanced differently to the real world to allow small settlements to be viable. If DF agriculture is 10x as productive as middle ages agriculture you still have an economy - food is just cheap so it shifts towards more manufacturing and services. There's still a big question about what a DF economy would even look like. Gameplay is likely to take precedence over realism, so it may not be a "real" economy at all but rather some mechanisms cobbled together to create the illusion of an economy.

This discussion is all well and good in theory, but in practice there is already a significant code base that has been built up without a central economic engine, so refactoring that will take time. Clearly it has been designated a lower priority than Myth+Magic. If the code is designed in a reasonably modular way a proper economy could be built in parallel to it at a later date.

The issue is not realism but consistency; the mechanics of the game area and the wider abstracted world have to be such that they correspond.  Otherwise we will have an economy that is thrown into chaos by the simple fact of the player retiring.  It is likely matters like productivity of different fields will be influenced by myth-gen variables anyway, the key thing is ensuring they are consistent including adjusting for the time differentials that the devs stubbornly cling to. 

However it is the illusion of the economy is the problem here.  At the moment we are using placeholder illusions to substitute for the switched-off economy, stuff like the caravans full of magicked up goods with randomized price alterations negotiated last year. The problem is that while the caravan is an illusionary economy, the internal fortress economy is quite real and the illusionary economy has a quite definite effect on the internal economy, including by providing a useful sink for the vast surplus produced by our dwarves.  The moment we introduce a real economy, the demand for items is finite so we no longer have a bottomless well to dump surplus items into. 

For as long as there is no actual economy, we can have a tailer-made illusionary economy support the needs of any starting scenario we wish to create.  As soon as there is an economy, the 'walls close in' and we find the economy really does not support all starting scenarios equally at all. 

You all know that there is currently an economy in place already, right? It even gets expanded every so often (like in the upcoming release).

It gets put on pause for now after initial worldgen (due to reasons like player fortress being completely unbalanced comparatively and little things like there being no underground pops to farm the dwarven plump helmet fields, etc).

So whenever the time comes for a development arc focussed on "switching on the economy" it's not going to be something that appears out of a vacuum.

Doesn't mean all the problems Goblincookie lists won't be there, but it's not like Mythgen, Starting Scenarios and even Villains are being made without any clue of the effect the economy will eventually have.

No, the only way to know how the economy will ultimately work is to implement the economy.  The world-gen economy is pretty broken whenever you deviate from the parameters of the vanilla game, as anyone who has tried to introduce non-farming civs discovers.  Nothing works exactly the same way after world-gen as it does in world-gen, after world-gen the world is far more violent and dynamic that it is in world-gen which tends to settle into smooth and frequently entirely peaceful stagnation, then this the broken by the game actually being generated; this was not the devs intention but how it accidentally works. 

This creates an interesting chicken-and-egg problem.  The economy needs starting scenarios and the starting scenarios need the economy; it leads me to think they should probably both developed in the same release.  Another reason this is a good idea is that as boats come before the economy, it allows ports/nautical starting scenarios to be introduced alongside all the others. 

Don't worry, I was aware. Although I didn't realise it paused after world gen. The difficulty is in getting a balanced fortress economy that interacts with the rest of the world without it either being Utopian post-scarcity or prohibitively difficult /slow to get anything done. To me it is an issue of balance, and where DF wants to sit on that spectrum.

The fortress mode post-scarcity is not a deliberate planned decision of the game devs, it is an unintended consequence of the lack of investment in the original seven dwarves (aside from the handful of embark goods) and the nexus of two factors, the increase in the population and the reduction of the need to 'build stuff' since most amenities are already set up in a few years.  They did not balance anything, they simply implemented a playable game without understanding the underlying economics of what they were creating.  It is VERY common problem with computer games, most cannot cope with peace without they rely upon constant warfare to destroy the vast surplus value their productive forces generate. 

Starting scenarios as the are described in the dev page do not realistically exist because of the whims of their creators.  They exist because of the need for external investment to allow a small group of people to set up a decent site in any reasonable time frame.  The investors want something in return for their investment, this is why it focuses on a particular task initially because otherwise the investors are not efficiently getting what they want in return for their investment.  In a post-scarcity economy there *are* no 'starting scenarios', everybody does everything that the local environment permits them to do, which is exactly how fortress mode tends to work at the moment.

What tends to happen in reality is colonies are set up as specialized producers of some specific good that is valuable to the colonisers, more often than not this good was GOLD.  These initial gold mines then creates a satellite economy around it, since while the gold miners mine gold to repay their investors the capital needed to set them up, they also have demands of their own which gives rise to an economy independent of the initial investors.  In the end the gold veins are exhausted and the miners move on but the economy has by now diversified enough that the place can survive fine without the original rationale of their existence. 

17
DF Suggestions / Re: Grinding stone down to sand
« on: November 25, 2019, 09:16:52 am »
I think it would always be more practical simply to send a bunch of dwarves off to wherever the sand is than to do this.

18
DF Suggestions / Re: Resizing Existing Zones
« on: November 25, 2019, 09:15:42 am »
I think this will be in the Steam release.

19
DF Suggestions / Re: Ideas for Dwarf Fortress Economic System
« on: November 25, 2019, 09:14:21 am »
*Sigh* This has been on my wish list for a while now. Not just food, anything really. Once the FPS drops too much babysitting the game becomes impossible so anything that lets us set things to function without intervention would be great.

Regarding the economy, I can certainly understand GC's view about development of the economy being a core priority. I'd imagine the reason it isn't would be due to the difficulty of balancing something that is dynamic by it's very nature. The way items are represented in game doesn't help matters with varying quality and materials, but there are ways around that. Toady seems to want to prioritize new gameplay for the upcoming releases (magic, starting scenarios), and not having an economy certainly would make those releases easier. Whether that's the optimal strategy is another question of course, but given that he has tried implementing an economy before I'd imagine he's likely already thinking about what needs to change to get those economic interactions working. The code for villian networks could be used as the basis for companies or other organizations, and the society arc would govern how groups interact at a site/civ level. The economy arc may never really happen as a discrete development cycle but rather slowly get built up in the background until one day Toady turns his attention to market dynamics and finance. I could easily see that being folded into the starting scenarios arc. But that's depend on how much the underlying code base needs to change to make that happen. I really have no idea about that.

The problem was always that they were thinking in terms of 'implementing the economy' at all.  The economy is not a separate feature in the game, the economy is the sum of all other features meaning that everything development in the game world needs to be thought of as a development to the economy or it will not fit together with the other elements.  At the moment we are creating farming sites in the vicinity of the major sites, in spite of how the productivity of agriculture means there is simply no real economic basis for their existance; or rather there is no harmony between the fortress mode economy and the general world-gen economy that needs to be 'frozen' for reasons I do not understand once world-gen is finished. 

If we implement starting scenarios without the economy, we will simply multiply the problem that we already have.  Developed in isolation from the wider economic context, they will create their own internal economies just as the present 'embark' does, each with their own separate and localized warped economic rules designed to get around the limitations of their own starting scenario in it's isolated environment.  It will simply not be possible to cobble together all the starting scenarios with their reality-warping economic arrangements into a larger whole, they are by nature discordant since all of them ignore any higher order to make their own scenario work smoothly without any consequences that are not fun to the player. 

So, in your scenario, a Legendary Miller might work longer than a Dabbling one?
Sorry if I was unclear. No, the Legendary will still be able to do the job faster/better than a Proficient, just not noticeably so, and certainly not with enough gain in speed and/or quality to justify the time & effort of his working all the way up to Legendary. A lowly Dabbler, meanwhile, is going to waste time making mistakes the first few attempts (possibly even ruining a bag of grain or two), but getting the hang of it soon enough.

While having titles for skills levels not have a great importance for extensive fields (that is, fields easy to learn but with diminishing returns) might be seen as useless, in the future, such evidence of experience might give them political and social clout (for exemple, a Legendary Miller might be elected head of a Millers' guild).

Quote
Moreover, it will make a majority of the population work in the fields, which was the situation before the Agricultural Revolution of the 1780s.
Precisely. Of course, I'm not trying to force people to play their game in a certain way, but it just feels wrong for such a (generally) realistic game to do a major disservice to what's been all of humanity's predominant occupation ever since the dawn of civilization. I'm all for procedurally generated cultural differences between one civ & the next, but honestly there doesn't seem to be much room for variance here. Besides, it's difficult to take pride in your supposedly "productive, successful" fortress when every time you scroll through the Units list, 2/3rds of them are No Job or doing leisure activities.

And if differences in soil productivity are introduced, making sand nearly worthless while black soil very productive then we could have even more differences, with sites basing their economies on exporting food (see Ukraine) while some sites could have to devote themselves to craftwork in order to have more food (Switzerland).

Except that with those rules nobody would set up their site on a sandy area to begin with, they would simply send occasional parties of dwarves to the nearby sandy wilderness to gather up the limited amount of sand that they would need to fulfill their limited demand for glass while living on the rich soil area because their demand for food is so much greater than their demand for sand.  The problem we have here is much of real-life economics do not make sense at all and since they do not make sense we cannot really properly model them in the game.  We simply add the surface appearance of the socio-economic elements in because they SHOULD be in (in other words we do so ideologically) but the whole house is a sky-castle built upon nothing. 

This is fine for the purposes of a game in a limited context, which is what we present are.  It gives us complete freedom to do what we like, to settle wherever we like without regard to the small matter that no economic basis exists to support our choices.  The once we create an actual economic basis for the world however, we will find our freedom as players drastically limited, so the real question is "do we actually not have an economy because we really don't want one?".

It would be great if we could have trade agreements that let us automatically buy a bunch of food from other sites. That way we wouldn't need to devote the space and labor ourselves.

The 'automatically' part is incompatible with the economy but very compatible with the present situation where the fortress is the only place the economy exists and all imported items are magicked into existence to meet it's limited demands.  Once the economy exists there is no way to guarantee there even *is* a food surplus at all for us to automatically import, the other problem is that there may well be a food surplus but not one that anyone is willing to go through the labour of shipping food across to the world to our isolated fortress that chose as it's starting scenario the designation 'mine'.

I generally feel the dwarven economy should develop in the following manner.

1. Isolated fortress that produces everything it needs itself and only imports a small amount of raw materials lacking in it's environment.  This I will will call +Central Fortress.
2. As the population of the +Central Fortress grows beyond the capacity of the local area to feed it the isolated fortress sets up nearby food collection sites specialized to producing desired foodstuffs.
3. As the food collection sites increase in size, their food surplus declines causing more food sites to continually be created.
4. The large number of food collection sites continue to create a surplus of food but the increased population specialized in food production creates a scarcity of manufactured goods. 
5. +Central Fortress increases in it's population again as it employs a large number of dwarves to produce more manufactured goods.
6. +Central Fortress's manufacturing grows beyond the capacity of the local area to provide it with the needed materials, driving it to set up specialized resource sites.
7. As the number of these resource sites increases, they exhaust the transport capacity of the +Central Fortress when combined with the need to also ship food to these new sites. 
8a. Specialized trading sites are set up by the +Central Fortress to drive up it's transport capacity to maintain Status Quo in other matters.
8b. Individual resource sites develop food production and manufacturing capacities, becoming a +Central Fortress.  <Return to 1>

Stage 8 is interesting because it is the only stage at which politics actually presents a genuine choice and involves a conflict of interest.  In all other stages the outcome is predictable and politics is purely technocratic, your leaders are either competent enough to organize the next stage or else they are not and trouble strikes.  Consider that the specialized trading sites are not producing any wealth but instead they are consuming wealth while performing a service to the +Central Fortress in ensuring that none of it's resource sites need to de-specialize and in so doing supplant it's role. 

The four groups +Central Fortress, food sites, resource sites and trade sites pretty much cover the majority of the starting scenarios.  The present AI fortress populations are too small (as is the player's fortress) to ever allow us to get beyond Stage 1; this means the dwarf economy requires un-playable large fortresses with populations of thousands to grow out of the original small fortresses, that we already have.  In order to maintain play-ability for player fortresses that have so upgraded we will need a district system, where the original fortress becomes the central district of the larger city we control in a more abstract fashion.

Because the economy restricts what starting scenarios we can choose at any given point, we need the economy to be visible in world generation so that players can deliberately end world-gen at certain worlds at points in history that facilitate us being able to play the starting scenario we want.  We could even define our chosen starting scenario when initializing world-gen and have world-gen automatically end once it becomes viable for our chosen civilization or in general. 

20
You mean the omniscient overseer!? ???

The player isn't omniscient.  ;)

21
DF Suggestions / Re: Non-dwarven strange moods
« on: November 20, 2019, 06:09:54 am »
I think, STRANGE_MOODS may be added to other creatures who make that things in myths, like cyclops and trolls. This also need to solve bug, when megabeast or pet not make artifacts in worldgen.

The problem is those creatures do not present have an entity from which to decide which items to make.   :)

22
DF General Discussion / Re: *We need your help with game ending stress*
« on: November 20, 2019, 06:08:19 am »
Leaving the fortress to go visit/rescue them (or petitioning to do so) would be nice to see. Then at least it's a player decision to lose a dwarf or try to keep its stress under control.

Really, this whole barrier surrounding the fortress is kind of silly. Just watched the circus wipe out a fortress, a lot of whom were outside hunting and gathering plants. Yeah, like, no that doesn't actually make sense.

The 'barrier' is a function of how the world beyond the fortress does not really exist when we are not there. 

There is no real reason why we cannot use the visitor mechanics to have off-site relatives come visit their on-site relatives to arrange meetings similar to how the outpost liaison does. 

But I am not bothered by people with no family members having unmeetable family demands. 

23
DF Suggestions / Re: Ideas for Dwarf Fortress Economic System
« on: November 20, 2019, 06:01:18 am »
You don't think the starting scenario arc should come before the economy arc?

I don't think there should be an economy arc as such.  It is quite a mistake to treat the economy separately from the other arcs, the economy is in effect the master arc for everything else and treating it as thought it were equal to the other arcs is not a good idea.

But if we *do* have to have an economy arc it is a bad idea to introduce it separately from the starting scenarios.  That is because without an economy the devs will not be able to balance the starting scenarios to the economy when it is introduced, creating a whole load of extra work as the economy breaks the whole starting scenario system and vica versa.

Another reason for which is the glut of base reagents, as well. Your fort will never run out of stone, gemstones are abundant, plants (and therefore booze) are literally dirt cheap, magma & goblinite are functionally infinite, as are sand & clay (if you have them at all), and the meat industry's supply almost always exceeds demand. Pretty much the only things that can be rare are ores, flux stone, & wood. Ironically, one of the few sources of scarcity is the trading caravan itself, as even if you set your desire for a certain good to the very highest priority, the caravan will still only bring 4 of it.

That is (in all but the most unusual worlds) quite realistic.  The largest worlds are I have heard it said the size of Ireland but Ireland has a population of nearly 5 million.  No dwarf fortress large world has a population of more than a few 100k and this will not change because the memory limitations of the game do not allow a realistic population to exist and the economy will only increase the memory requirements of populations obviously. 

Historically the world is in a situation where the resources are super-abundant but the labour needed to exploit the resources is scarce.  Nowadays we are in a situation where labour is super-abundant but resources are scarce, because the population has grown considerably and the ending of the scarcity of labour allowed the demands of the individuals to increase as well. 

And to counteract that (since this is the Suggestions forum, after all):
1. The more basic, essential labors (Grower, Miner, Woodcutter, etc.) should be quick & easy to learn--dwarves can get to Adequate almost immediately--but incur rapidly diminishing returns with increased practice: A Legendary should be hardly any faster or more productive than a Skilled. This will reduce problems like an entire 200-dwarf fort being fed solely by the labors of just two Legendary Planters. Instead, the fort will require a much broader agricultural base, with dozens of farmers working--and, since there's no point in getting much better at farming, it will be more efficient for the farmers (and the Overseer) for each Grower to also have an alternate trade to ply in their spare time. Very realistic.
2. On the other hand, the more elite, specialist labors (Gem Setter, Surgeon, Glassmaker, etc.) should be far more time-consuming & difficult to learn--to the point that until a dwarf becomes at least Proficient, he is basically nothing more than a student of the art, his labors don't even come close to turning what could be called a "profit". (Hence, these are the labors that would benefit the most from apprenticeship.) In return, advancing to higher skill levels in these labors would produce noticeably better quality / higher success rates. So to maximize gain, it will be in dwarves'/the Overseer's best interests to have only 1 or 2 dwarves in their entire fort practicing such trades.
3. In general, experience level in a given labor should have very little effect on the time required to perform that labor. It doesn't matter how Legendary that Miller is, he's still gonna need to turn that quern hundreds of times to grind that wheat into flour, just like his Dabbling counterpart. The Dabbler is just going to not know just how fine to grind it, and have his arms get tired sooner.

Admittedly, even with all those changes, that's still not an economy. But at least it's division of labor, which is a start.

In a lot of contexts, time is the only advantage to skill there is.  Time spent making items is negligible at the moment, it is all about hauling and hauling is why the whole different time-scale in fortress mode is a bad idea for the economy.  It will not make much difference how much time is spent making the items when the labour cost is really the hauling of the items and their ingrediants. 

The division of labour does not make always sense in the game for the kind of skills that historically were specialist.  Carpenters and masons were historically specialist, but the sheer furniture demand for the endless immigrant waves means that it is a better idea to mobilise the whole population to make furniture rather than having a few specialist carpenters/masons.  Division of labour only presently makes sense when demand for the item is low and/or the materials needed are scarce.

Given the caravan always accepts items in almost any quantity, the 'demand' is despite the noted lack of demand from actual dwarves effectively limitless.  This pretty much limits the utility of the division of labour to in effect those making thing materials imported *from* the caravan and absent on the map. 

24
Predation might be difficult to modelize: predators might have to be coded so that they might have to estimate the strength of their prey and compare it to theirs to avoid scenarii where a cat would attempt to take an elephant by himself; we would also have to code for the behaviour of pack of predators.

However, scavengers might easy to code, just sent them to the nearest source of corpses, although we should also account for the amount of food: a battlefield at 20 squares might be more enticing than a mere body at 2 squares.

But I agree, it seems the amount of animals has taken efforts at actually making wildlife alive.

Most predators are not clever enough to do anything but compare "how big am I", "how big are they" and "how many buddies do I have". 

On other notes, how about eating the player?

25
DF General Discussion / Re: *We need your help with game ending stress*
« on: November 17, 2019, 12:19:42 pm »
Just a quick note: "Wandering" need is satisfied by hunting, fishing and plant gathering.  ob_keeping_this_on_topic: This is the kind of thing that makes it hard to manage stress -- no discernable feedback between what's wrong and what you need to do to fix it.  Although if Loci is right you can just ignore the wandering need and it won't have any impact on stress.  It's all very confusing.

It some cases we shouldn't have to fix it.  In some cases they should be able to fix it themselves.  For instance we often have family related unhappy thoughts despite family being present in the fortress; it would be good if the lonely dwarves would deliberately seek out their family members for a meeting.  A lot of social related stress-thoughts should lead to targeted socialising, so if I have no friends I should zero-in on someone in particular to actually befriend them. 

If they literally have no family in the fort however, I am quite happy with them not be able to do anything about their stress-thoughts however. 

26
DF Suggestions / Re: Ideas for Dwarf Fortress Economic System
« on: November 17, 2019, 12:15:02 pm »
IIRC, you also lose the ability to set trade priorities once you become the Mountainhome.

Realistically, your fort shipping in a ton of raw materials from the capital, in exchange for a small pile of cheap mugs & stone crafts is the LAST thing that should happen, it should be the other way around. If you're just a colony starting out, the majority of your citizens should be focused on the essential things like farming, mining, & defense--they don't have time to sit around making -orthoclase figurine-s, which the Mountainhome wouldn't want to buy anyway because their Stonecrafters are already way better than yours. What the capital does want to buy from you is your raw & luxury materials like gold & steel bars, unshaped marble, rough gems, tanned hides, and lots & lots of relatively nonperishable food.

Put bluntly, we're almost certainly not going to be seeing anything like a realistic Economy until we've also got a realistic Agriculture system, wherein vast fields of farms, stacked several layers deep, will be required to support any kind of large population.
Yup, which is why Economy isn't planned until after the politics and society Starting Scenarios arc when player sites will actually have a purpose and relationship with other sites.

I do not think SixOfSpades was talking about politics there, he was talking about agriculture. 

Agriculture is presently not overly productive but rather the dwarves eat too little food.  The economy will always be messed up unless we fixed the food situation, however much work on politics we do.  At present there is no basis for the basic relationship between the hillocks/mountain halls and the fortress because the fortress can effortlessly produce enough food to feed itself without needing any external supply of food.  The most realistic situation is to up the amount of food eaten by every individual, since the actual production of food per area is actually probably less than it would be in reality not more. 

Due to the food situation what we currently have in fortress mode is ultimately a post-scarcity economy, everything is actually realistically worth effectively nothing since every major economic actor that has been around for more than a blink of an eye can produce endless amount of stuff, not because the amount they produce is particularly large for the time they are using up but because they eat so little that they can employ everyone to produce a massive glut of whatever items they wish. 

The fundamental conceit of the game is that seven dwarves can simply turn up in a wilderness area and create a dwarf fortress.  The reality is they cannot, because they do not produce enough surplus value (wealth on top of their own needs) to move the development of the fortress forward at anything but the most slow pace.  It takes a far larger group of people, or a large amount of external investment of surplus value in order to free said dwarves from spending decades as a camp of basically hunter-gatherers, which while perfectly viable for their survival is not really what Tolkien envisioned a dwarf fortress as being.   

A lot of it is down to population, the larger the population the more surplus value you have and it is surplus value that builds a fortress not the dwarves simply existing.  What allows seven dwarves to build a fortress, also means that we have 200 dwarves we have insane amounts of surplus value, since for the seven to be free to build the fortress they have to have a very high ratio of surplus value (wealth produced against wealth consumed) but once we have a large population we are swimming in surplus value for that very reason. 

27
DF Suggestions / Re: Let us mod the reload rate of projectiles
« on: November 17, 2019, 11:54:03 am »
Due to fallout from an incident on the discussion forum I was unable to post for the whole of last week; I apologise. 

We also have to account for troop formation density, and the fact that in your mind longbows are basically railguns so a hit to the armour still counts.

And no, this was not the situation created by crossbows and longbows in the middle ages, infantry still existed and made up the bulk of most armies, even during battles on open fields.

Infantry is a term that covers archers, light infantry, heavy infantry and pikemen.  By heavy infantry I mean heavily armoured footmen with shields, think roman legionaries as a pure version of that and Greek infantry as a form of hybrid between heavy infantry and pikemen, with the pikemen side of things prevailing over times (Macedonian Phalangites vs hoptiles) as cavalry goes into greater use. 

I figured I should source my arguments, since if you try to do the same you might realise how wrong you are.

If I had said what you think I said I would have been wrong but I did not.

As the middle ages progressed (and beyond) heavy infantry which prevails in the earlier middle ages (so viking/sakon infantry with their axes) are phased out, infantry tend to be a mixture of pikemen and archers.

Good part about sourcing your arguments is that you can find out when you're wrong; the pope did outlaw crossbows (or rather the use of them against christians) because of ease of use and armour penetration, you were right about that. However if you look up the dates, that law was made in 1139, and the first proper plate armour since the fall of western Rome was made in 1420 (presumably this is why DF plate armour seems very hoplite-y). The armour penetration was likely in reference to maille armour, which, when unriveted was totally penetratable by more or less anything stabby, and when riveted was still suceptible to quite a few ranged weapons.

Perhaps this is because plate armour was invented to counter the effectiveness of longbows/crossbows at penetrating the armour used before?  It was invented for use by armoured knights on horseback, not for use by the kind of heavy infantry that prevailed in earlier eras.  When in the later middle ages they needed such infantry, they tended to dismount their knights to fight on foot rather than having a dedicated force of heavy infantry as they did in earlier eras. 

In some kind of alternative history where gunpowder did not exist it is conceivable to think of mass-produced platemail equipped heavy infantry coming dominate the battlefield, but they never had the opportunity to make plate armour cheap enough to equip massed formations with it before they had guns.  The question is did they have such armour armour at Agincourt, I would probably bet on this *not* being the case, at least for the majority of the knights. 

As for your actual argument in this post, it entirely relies on your railgun long/crossbows being real, since I completely agree that horses charging at you will reach you fast. I'll just leave this here.

I have already demonstrated with historical evidence that longbows were quite capable of killing heavy cavalry before said cavalry reached them.  This is pretty scary since such troops are the rock-paper-scissors answer to archers in all previous eras. 

If you're strong enough to use a longbow properly they take the same amount of time as any other bow, the motion is the same, the distance you pull the string back is the same, it just takes more power. They did tire out faster than people using lower poundage bows, obviously, and would have paced themselves so they didn't exhaust themselves before they exhausted their arrow supply, but it was a negligable difference, especially when compared to the massive range advantage they had compared to the lower poundage bows.

Quote from: https://www.historic-uk.com/HistoryUK/HistoryofEngland/The-Longbow/
With a firing rate of three – five volleys per minute they were however no match for the English and Welsh longbow men who could fire ten – twelve arrows in the same amount of time

That was English & Welsh longbowmen vs Genoese crossbowmen at the Battle of Crécy. 5-6 seconds to pluck an arrow out of the ground, load it, draw, and loose as a volley with all the other archers, is not slow by any means. I can't find a figure for other bows, but they'd have to be pretty damn fast to have their speed be a big advantage over the longbow

As for the armour piercing comment, I refer back to the link in the previous section.

The more power it takes to pull the bowstring back, the slower the rate of fire is. 

I already covered the issue of the differential rate of fire of the two weapons.  The reason that people use crossbows is that the materials needed to make longbows are very specific, while crossbows can be made out of most materials.  The French did not have access to the needed woods to make longbows, while the English did in large quantities.  This gets back to the basic problem of this thread, why have crossbows?

I provided a source. If you think my source is wrong, provide me with a more reliable and up-to-date one, rather than simply making the baseless claim that my source is wrong.

I spent the last several pages demonstrating why your source is wrong.  The way that warfare works in the ancient world points very much to the absence of longbows and crossbows, because the introduction of such weapons revolutionizes warfare by obsoleting the heavy infantry that dominate the ancient world. 

Or maybe it's because Greek armies had lots of training, enough for the crossbow's advantage of being easy to use to be irrelevant, because plate armour actually works.

You cannot train people to not die when you shoot them with missiles that can go through their armour. 

Here's a video of faulty replica plate armour still working against functioning replicas of crossbows from the century after the armour was used. Makes some dents and small holes, but never actually hits the "body" underneath until the plate is removed. Also note that the crossbows have those metallic limbs that you claimed wouldn't work.

The first arrow to hit the target does not need to go through, only one does; the armour does not fix itself.  But as we already discussed, plate armour was invented to counter the crossbows and longbows that obsoleted earlier forms of armour.  It was invented too late before gunpowder to ever have been mass-produced.

In rock-paper-scissors, there is no situation in which scissors turn into rock, so already you've gone against your own analogy, but there's also some other questions it raises, like what happens when your cavalry has bows? If infantry is rock and cavalry is scissors, why were cavalry charges into infantry formations so common? Where does siege equipment fit in? Since numbers afford an advantage in warfare, how many pairs of scissors does it take to cut a rock?

It does if the environment is simply swapping one role for another.  In effect a heavy cavalryman bogged down in the mud is closer to a heavy infantryman than to a cavalryman in normal situations, so we can determine that heavy infantry are completely countered by archers at this point. 

We actually need these kind of scenarios because people tend to avoid obviously suicidal confrontations.  We are not going to have a heavy infantry VS archers fight once the archers can reliably penetrate their armour, since nobody will actually order such a charge at that point anyway. 

Quote from: https://www.dictionary.com/browse/fortification?s=t
noun
  • the act of fortifying or strengthening.
  • something that fortifies or protects.
  • the art or science of constructing defensive military works.
  • Often fortifications. military works constructed for the purpose of strengthening a position; a fort

Stakes driven into the ground to protect against cavalry charges, under these definitions, are indeed fortifications as they are constructed for the purpose of strengthening a position. Small fortifications when compared to most others, but fortifications none the less. Boats on the other hand are not built for defence. Some boats do have fortifications on them, but Rome used polyremes, rather than defensive fortifications, they had offensive rams that were used to puncture the other ship's hull and sink it.

Stop quoting the dictionary at me when I have already clarified that by fortifications I mean things that actually prevent the enemy from making physical contact at all without special equipment.  So a boat is very much like a castle wall in this setup, you cannot engage the folk on the other boat without special equipment (a ramp to do so).  Yes the degree to which different boats take advantage of this varies, but all boats however have a primitive function as fortifications in the sense we are talking about, not in the dictionary definition. 

Quote from: https://en.wikipedia.org/wiki/Hellenistic-era_warships
the trireme was essentially a ship built for ramming

Also why are you bringing up the testudo again? I agreed with you, it's used for sieges, because shields are quite good at stopping arrows, but the troop is left very open to flanking due to poor visibility, and has little to no oppourtunity for retaliation to melee attack without breaking formation.

Shields are not inherently good at stopping arrows simply because they are shields.  If the romans had tried to use the testudo formation at something like Agincourt, they would have been shot down because the arrows would have simply gone through their shields.  The formation's very effectiveness derives from the lack of armour penetration of contemporary missiles. 

I wasn't the one making claims though. You said that there was a thing that definitely never happened, I asked how you knew that, explaining that absence from Roman records isn't a reliable way to draw that conclusion, then you called me a conspiracy theorist. The burden of evidence lies firmly upon you.

No it doesn't, because this is a double negative.  That Romans do not have longbows is a negative claim, you would normally have to prove that they do.  However for them to *not* have longbows when we have proof that cave men had longbows, the negative implies a positive claim (that the human race at some point forgot how to make longbows).  I however also would presumably have to prove this claim, but it is a positive claim (something that happened) implied by a negative state being so.  You cannot prove they had longbows and I cannot prove that the event when longbows were forgotten happened either.

So we have actually run across an unusual situation where the burden of proof does not work. 

Because war is not rock-paper-scissors, good archers don't always beat heavy infantry.

If the heavy infantry has no archers, artillery or cavalry backing them up then yes they do.  Because the heavy infantry cannot catch the archers and they can always get more arrows, especially if said archers are on horseback.  Even if it takes a thousand arrows to take down a single guy, they will win since they can always get more arrows as long as their enemies cannot catch them.  The problem for ancient archers is that the Greeks and Romans did have cavalry.

Quote from: https://en.wikipedia.org/wiki/Battle_of_Marathon
They did not use bronze upper body armour at this time, but that of leather or linen

'Clever' people are actually gullible enough to believe that was actually so? :P Will modern intellectuals believe anything however ridiculous?

Since Persian soldiers are equipped with scale armour, the idea that the Athenians won at Marathon wearing armour made entirely of linen by their usual hoplite tactics is insanity. 

Quote from: https://en.wikipedia.org/wiki/Battle_of_Thermopylae
the Greeks' wooden shields (sometimes covered with a very thin layer of bronze) and bronze helmets deflected the arrows...

...In 1939, archaeologist Spyridon Marinatos, excavating at Thermopylae, found large numbers of Persian bronze arrowheads on Kolonos Hill

Thermopylae had been a key strategic point and battlefield for centuries (Herodotus backs me up).  The bronze arrows are from an earlier battlefield from the bronze age fought at that location.  People want it to be from THE Thermopylae, but there were lots of them. 

So what you're saying is; the harder the material, the less it deforms from external pressure. Congrats, you have successfully described hardness.

Not just that.  The important thing is that a harder material takes less damage from an equally hard material given the same force than a softer material does an equally soft material.  It is why punching people is so effective.   ;)

Your argument still relies on the idea that the longbow provides enough force to pierce plate, which I already provided evidence against. Sure it'd probably do more damage to bronze plate, cause steel is harder than bronze, but the steel was literally just scratched by a close range shot. At best, from the same range, I'd wager bronze plate might get slightly dented. Feel free to test it out, or find someone doing so online.

The plate armour used in the very late middle ages is considerably better than the plate armour used by ancient greeks; it was also invented to counter such weapons.  There is also the issue that we are using modern metallurgy to make ancient armour, the steel we are using is of better quality that was used back then.  We need sufficiently rubbish steel to test this, since modern steel is just too good.

They had a lot of archers, yes, but that wasn't all they had, and they certainly didn't hastily arm their archers with melee weapons and send them in. Some lessons in Persian army composition:

Quote from: https://en.wikipedia.org/wiki/Immortals_(Achaemenid_Empire)
Xenophon (Cyropaedia 6.4.1; 7.1.2) describes the guard of Cyrus the Great as having bronze breastplates and helmets, while their horses wore bronze chamfrons and poitrels together with shoulder pieces which also protected the rider’s thighs. Herodotus, instead, describes their armament as follows: wicker shields covered in leather, short spears, quivers, swords or large daggers, slings, bow and arrow. Underneath their robes they wore scale armour coats

Cyrus is long dead by this point, he ended up as a head inside a waterskin full of blood when he invaded the wrong people's land.  We are talking about Darius and Xerxes which come several generations later.  Again the Persians rose to power when bronze was still the basis of warfare, this is why they had a force that emphasized archery so much, the problem was that the Greeks equipment better suited the iron age and the Persian tactics were obsolete. 

I am basing my understanding of the Persian armaments off Herodotus, whose works I have access to and have read.  Bows and arrows are described as part of their troops basic equipment, so yes they are archers.  Said archers are also capable of fighting in melee as (fairly) light infantry.  So yes the Spartans were fighting archers at Thermopylae in melee combat.  It is just that the Persian archers were to a mediocre degree equipped and trained for such combat, which I guess is why they also won eventually. 

Not as well equipped for melee as the Greeks, sure, but certainly not hastily converted archers.

Also they were both still using bronze, I've already given you a source for that. Their bronze helmets and bronze-plated shields still protected them from the arrows, so bronze isn't as flimsy as you think, nor were people so quick to abandon it when a cool new metal was discovered.

Granted they were archers with some melee capability (and some light armour).  But archery was clearly the main use of Persian soldiers not fighting in close combat. 

The cool new metal is both lighter AND stronger than bronze.  There is no reason to use bronze whatsoever as soon as steel is available at a reasonable cost.  As a Dwarf Fortress player you should know that this is the case.  That means that they are not using bronze shields at this point, they using steel shields and steel everything.  Because they are not stupid enough to jeopardize their lives by using metals that are inferior in every relevant sense.

28
DF General Discussion / Re: Future of the Fortress
« on: November 07, 2019, 02:39:15 pm »
Since only nobles are targets, it's easy to imagine a source of off-site wealth for bribes to fall into. "Promise of wealth on completion of mission" too. Still, not a big deal if bribery doesn't make it at all.

It doesn't really matter, nothing in the game is complete and we ignore abstractions in fortress mode every day. "Was bribed, abstractly" isn't any more immersion breaking than "was trapped in a wooden cage (dragon)".

That may be so but these are not things that add to the game, they are things that are annoying and make the game look incomplete.  Yes the game may be incomplete, but it is not an advantage for the game to look so.  :)

29
DF General Discussion / Re: Future of the Fortress
« on: November 05, 2019, 03:37:21 pm »
I imagine they'd just use abstract accounts for now, same as everyone else. Would be odd to introduce coin exchange just to facilitate bribery. Still I guess we'll find out in a few weeks.

That would make sense at is actually all that money is good for, in the real world as in dwarf fortress.   :)

In world-gen it works fine to use abstract accounts since it is all abstract anyway and it glosses over the cultural details.  To have your dwarves bribed with imaginary wealth is rather strange/confusing so I really hope we do not go down that route.  As I see it there are three decent options, introduce the use of money in fortress mode, prevent fortress mode dwarves from being bribed at all or introduce gift-giving in general as a cover for bribery in specific terms.  I do not consider imaginary bribes a reasonable fourth option. 

30
DF Suggestions / Re: Let us mod the reload rate of projectiles
« on: November 05, 2019, 06:37:00 am »
Archers didn't aim for gaps in the armour, they didn't even aim at specific people, they were fielded in such large numbers that accuracy was irrelevant, just bombard the general area that the opponent is in and someone will hit something.

If longbows and crossbows worked the way you think they do, nobody would use anything but longbows because your archers would win battles before they even started, since longbows loosed arrows at a rate of 10-12 per minute at a range of 165-228m, let's round that to 200 for simplicity in calculations, and let's say 50% of the arrows miss because your archers are new, so 5 hits a minute minimum. Presuming their opponents were sprinting at them at ~16mph, which is pretty fast even if you aren't wearing armour, each archer would still take out 2 infantrymen before anyone reached them. That's better than early firearms.

The accuracy rate is a lot worse than 50%.  Then we have to account for cover, element of surprise, bad weather or nightime reducing accuracy further and the limited supply of ammunition. 

But yes, you are describing the situation that the introduction of crossbows and longbows in the middle ages created, it became possible to destroy foes at a range as they approached you over an open field.  Prior to this you could reliably march heavy infantry across said field while taking only light casualties because the arrows were not powerful enough to penetrate the armour they were wearing and had to rely on luck hits. 

If they could pierce the armour of knights, why would the knights even bother wearing armour?

They were controversial because it takes a few weeks at most to become passable with a crossbow, such that the king of England could be, and was, killed by a child with a crossbow.

Because knights are on horseback and the armour penetration is not perfect.  The knights can reach the archers fairly fast and cut them down in melee.  The main issue here is not knights but heavy infantry like greek hoplites, phalangites and roman legionaries, *they* suddenly became completely useless because they would be shot to pieces by archers or crossbowmen. 

Secondly, you're still wrong, yew just makes the best longbows, other woods are still usable for war in longbow form, they will just be outperformed by yew.

Finally, longbows weren't slow, that's the whole point behind certain countries not adopting the crossbow, and all bows require a high level of training, no matter how big it is.

The longbows have to be good enough to offset the disadvantages they have. 

Longbows are slow in relation to smaller bows because it takes longer to draw back the bowstring and the archers tire faster.  That means that your longbows have to be good enough at rate of fire, ease of use and armour penetration to justify the drawbacks to using them.

If your longbows do not have enough power to get through the armour your opponent is wearing and you need to rely on lucky shots; your aim is to loose so many shots that one of them is bound to hit an unarmoured point.  The same principle applies even more with crossbows. 

Quote from: https://en.wikipedia.org/wiki/Longbow
Longbows for hunting and warfare have been made from many different woods by many cultures; in Europe they date from the Paleolithic, and since the Bronze Age were made mainly from yew, or from wych elm if yew was unavailable.

Wikipedia is wrong here.  They had longbows in the paleolithic and then forgot how to make them, there is no since in the equation. 

If they had longbows in the bronze age, nobody would ever used any other weapon back then at all (I'll get to why that is later).  They did not have longbows in the iron age either and the Roman Empire would not have existed had they had them.
 
If the very design of a crossbow made heavy infantry as worthless as you seem to think it does, the Greeks would have fielded them by the hundreds, if not thousands, against each other and against Rome, but they didn't, because you're wrong.

No because the prototype crossbows were not good enough to penetrate armour yet.  The Greeks never adopted them en-masse because they did not have the rate of fire to replace bows nor the armour penetration to make their slower rate of fire worthwhile. 

War is not rock-paper-scissors. The luck was the terrain and the poor organisation and forethought of the French, which further improved the terrain advantage. The tactics was their use of small fortifications and terrain to nullify the cavalry charge against the archers, said archers severely wounding and killing the poorly armoured horses by bombarding the muddy field, made even harder to traverse by the cavalry churning it up during their retreat. Any infantry charges would not only exhaust themselves just trying to get to their opponents, and would take constant attritional casualties from the bombardment. All of this info is in the wiki article you linked. Read your own sources my dude, luck and tactics go a long way.

Yes war *is* very much rock-paper-scissors.  The reason they lost is that the muddy terrain prevented them from moving at their full speed, so in effect they were rendered in a similar position to heavy infantry, especially once their horses are slain.  So Agincourt really demonstrates the uselessness of heavy infantry once longbows are in use, heavy cavalry remains useful at that point because their speed counteracts the effectiveness of the archers somewhat.  It is only when gunpowder is invented that heavy cavalry also becomes useless since guns armour penetration is even greater than longbows/crossbows.

Stakes in the ground are manmade changes to the terrain intended for defensive purposes, and thus are fortifications.

But let's give you the benefit of the doubt and go by your descriptions of fortifications and skirmishing. You're still wrong. I'm not an expert on the Greeks, so I'll use what I know best: Rome. Romans might have been crap archers but Romans weren't the only people in the Roman army; the majority of their forces were made up of auxilia, plenty of whom were good at archery. Rome didn't like skirmishes, their strength comes from their organisation and cooperation en masse, so they vastly preferred large battles in open plains. They used auxilia archers in these battles. They also had archers in their hilariously sub-par navy, so unless a boat counts as walls you're wrong there too.

I have to give credit where credit's due, at least you're aware that the testudo was for use in sieges, my reenactment group tends to have to do a demonstration as to why it doesn't work so well elsewhere.

If the Romans enemies had longbows, their preference for fighting large battles in the plains would have been their end.  The whole reason the Romans prevailed with the tactics they did was because none of their enemies had longbows or crossbows. 

As I said, mountains and molehills but you clearly did not get what I was saying, ships are fortified enough to count as fortifications but a line of stakes in the ground is not.  The testudo was used whenever the Romans came under missile fire in open ground, which tended to be fortresses because that was the only open ground context in which archers were generally effective against heavy infantry.  The effectiveness of this formation is entirely based upon the lack of armour penetration of the contemporary missile weapons causing them to be completely dependant upon lucky shots, which the testudo formation denies them.   

Except we have physical evidence that shows that things didn't happen the way that the Romans said it did. Old battlefields that don't line up with the Roman narrative, battles they were clearly involved in that go unmentioned, and other battles that they did mention but we have no evidence of. We know for a fact that they lied to their people, I'm simply asking the question of how you would know they didn't leave out any humiliating defeats involving many archers.

I also never claimed ancient warfare was dominated by archers either, I just said that an Agincourt-esque defeat of Roman forces wasn't completely impossible.

(Oh and, not my words, Atarlost's words, I'm well aware of Crete, Cretan archer auxilia played a notable role in the invasion of Gaul iirc)

That X lies therefore what I say is true is the Conspiracy Theorist's Fallacy.  You have just doubled down on it there; that we know the Romans lies and cover stuff up, does not mean that what they are covering up is the evidence you are correct. 

The Romans did use archers and yes they were auxilia.  Crete was also where the best archers came from, but ask yourself the question?  Why is it the Roman Empire and not the Cretan Empire? 

I already said why they took such heavy casualties: Greeks had superior equipment sure, but also training, and a big terrain advantage. They didn't just sit back and fill them with arrows for three reasons: 1) fresh troops with shields take minimal casualties from arrow volleys, if any at all, because as long as you hold it in the right place you don't get hit, but if they're tired they might struggle to hold it steady, 2) the arrows were tipped with bronze, which is expensive, and 3) they underestimated the Greeks. When the first volley failed, they just sent infantry in expecting to win with ease. Three days of poor decision making later and they decided to do exactly what you suggested, and it worked.

I didn't mention Marathon because the Athenians there weren't wearing bronze chestplates, but rather some sort of linen gambeson, therefore they aren't really relevant to a discussion on heavily armoured troops.

They wore a mixture of linen and metal, they had a metal helmet, a metal breastplate and a linen skirt under the breastplate to protect their legs.  Oh and they also wore metal greaves on their legs under their skirt, the linen vs bronze distinction you are using does not exist in Ancient Greek infantry, they always wore a mixture of cloth and metal. 

Bronze!!!  This is the Iron Age silly, the bronze age ended centuries before this point so all the armour, shields, weapons and arrows are now made of steel.  Here is why that matters, heavy infantry rule the Iron Age but not the Bronze Age because of basic physics; the metals involved have got stronger but the men wielding the metals have not. 

When we take two substances of the same strength and hit one substance (the armour) with a second substance (the weapon) all the damage done to the first substance is the extra force added to the equation by the person or missile thrower.  While hitting bronze armour with a bronze weapon does not involve more force than with steel weapons+armour in absolute terms, in relative terms the difference in the extra power on the side of the weapons vs the armour is greater with bronze than with steel so the armour takes more damage.

That is why I said that if Bronze Age people had longbows, nobody would ever have used any other weapon.  Bronze arrows against bronze armour is much more effective than steel arrows against steel armour.  It is for that reason that heavy infantry becomes dominant in the Iron Age.  In the Bronze Age masses of archers are used as front line troops and chariots are used to counter them, chariots are of a dubious effectiveness compared to cavalry in an actual charge but their dominance is because they provide cover against missile fire; even if you kill the horses with arrows the chariot itself provides cover for advancing infantry. 

The Persian armies unlike the Greeks were mostly archers, the Spartans at Thermopylae were not fighting heavy infantry like themselves; they were fighting hastily converted archers while is why they did so well.  The Persians archers were useless, so they were forced to use them in melee but the Persians did not realise the uselessness of archers because their tradition of warfare did not take into account that the physics of warfare had changed by the transition from bronze to steel.  They thought (like you) that archers were still effective at the front line and like you they were wrong. 

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