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Messages - GoblinCookie

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1651
DF General Discussion / Re: Kobold Hamlet?
« on: October 30, 2015, 05:25:54 am »
The hamlet was destroyed and then the kobolds moved into the ruin.  Happens all the time.

1652
DF Modding / Re: How to get a desert civ working?
« on: October 29, 2015, 05:56:45 am »
I'd delete the stuff in red as well just so you actually get desert.

Spoiler (click to show/hide)

No, that will accomplish nothing.

What Zaerosz is lacking is this.

[SETTLEMENT_BIOME]

1653
i could be wrong but i believe the reason for the randomness of dwarf preferences is because they don't exist until you (the player) reveal them. i don't think it creates an entire life for every individual (yet) and i can't imagine the difficulty of setting that up

There is no reason we cannot use the system for historical characters and newborn children. 

1654
General Discussion / Re: Conspiracy theories and the failure of reason
« on: October 26, 2015, 12:09:27 pm »
That's kind of the point, if they couldn't even keep a lid on that stuff how could they hide this supposed bigger shit?

Furthermore, a tenet of conspiracy theiries is that this kind of stuff actually works, when in fact it failed.

Furthermore, most legitimate conspiracies aren't even on kook radar. Almost nobody knows about Project Mogul or Operation Infektion even after they were decalssified.

That really is not a rational line of reasoning.  The reason is that you do not the total amount of conspiracies there are going on in order to know what % of the total conspiracies that we know about are of the total number of conspiracies in existance.  For all we know the success rate is 99%, so the known conspiracies are only 1% of the total amount of the conspiracies that there are in existance. 

There is also the question of whether there is super-conspiracy involved, a large number of seperate groups whose goals fit together to achieve a wider goal that not all the groups necceserily know about.  A well designed conspiracy is made up of a number of seperate cells acting independantly towards the same goal so that if one of the cells is exposed the plan as a whole can go on unaltered towards it's completion.  The exposed conspiracies then can simply be exposed cells rather than the whole network, possibly even exposed by other cells of the conspiracy in order to save their own skin or due to internal infighting. 

An analogy is belief in exotic animals. At one point, Europeans believed gorillas were a myth and unicorns were real. At that time, they had unicorn horns to prove it (which later turned out to be narwhal tusks), but what physical evidence did they have for gorillas?

Would it be "scientific" to believe in gorillas, but not in unicorns, if you had equal (zero) evidence of either's existence? How about stripy horses vs horned horses? In the absence of evidence you should be equally skeptical about the existence of either one, but we'd label the person who just happened to believe in gorillas as "prescient" and the person who just happened to believe in unicorns "foolish". But all of that is about hindsight judgements and belief in one of the other in no way was correlated by intelligence, merely luck.

As I understand it there are two opposing ways of look at the world, the Rationalist and the Empirical ways.  The former believes in conspiracies more easily than the former because it looks for rational explanations for events, the latter on the other hand is easily fooled *by* conspiracies because it bases it's understanding upon what it can see, while hidden things cannot be seen and can manipulate what is seen as well. 

So the Rationalist ends up believing in conspiracies that do not exist because they make sense while the Empiricist refuses to believe in conspiracies that do exist because he cannot observe them.

1655
General Discussion / Re: Conspiracy theories and the failure of reason
« on: October 25, 2015, 09:55:08 am »
No, GoblinCookie, the defining characterize is the belief in a conspiracy.  There is plenty of silly political beliefs that are not conspiracies.  For instance the Laffer curve diehards who believed that the Regan and Bush tax cuts increased rather then decreased revenues was a political theory however it was not a conspiracy theory.

A conspiracy is simply a political actor that is not acting in the open.  If you expose a conspiracy then it is no longer a conspiracy any more; that is how the whole term is loaded, the fact that something is being called a conspiracy theory implies it is false, since a conspiracy that actually exists is not any longer if it is exposed. 

Not being believed in is the requirement for a conspiracy to work.  Once people believe you are doing what you are doing, you become a political actor and not a conspiritor; equally if a political actor does something openly but people refuse to believe in it then their actions then become conspiritorial despite the fact they were done openly. 

To say that you are conspiracy theorist is kind of a paradox.  It means that you believe that something that you have exposed is acting secretly, despite the fact that your knowing about it means that it is not a secret any more. 

1656
DF Suggestions / Re: Sending out trade caravans
« on: October 25, 2015, 09:45:07 am »
How about this? A new fortress is created and people that wander nearby stay at their inn and carry news all around of the stuff they produce. Traders take note of this and stop there on their travels to buy such things and sell others that the fortress might need. Where's the need for a caravan in any of this?

The caravan *is* the means the traders use to transport the goods safely and efficiently.  It does however involve things (wagons and guards specifically) that random individuals operating in an adventure mode type setup do not simply have access too.  These things have to be provided by an outside source, aka a fortress has to create a caravan at a fortress mode scale, it does not magically come into existance.

The interesting issue however is that if the goods are light enough then individuals can simply carry them in their backpacks.  They are however a crucial element in the initial situation, it how the information about supply and demand gets about prior to any caravan being created.  The caravan has the advantage however over those individuals because it is more secure from attacks by small numbers of bandits and can carry a greater bulk of goods.  Once caravans exist they render the lifestyle of the small peddler nonviable, because the caravan meets the site's total demands for the items they have on them in bulk prior to their arrival so that they have nothing to offer. 

Basically a single individual peddler can only meet a small amount of the total demand.  A caravan however can meet the whole demand for the year in one go so the peddlers are not able to reliably sell their goods at a price that covers their costs.  Peddlers then are sort of pioneer traders that come first and lay down the ground for the caravan that then ruins them; they will quickly prop up in the cracks whenever caravans are unable to service a settlement with something. 

1657
General Discussion / Re: Conspiracy theories and the failure of reason
« on: October 25, 2015, 09:30:15 am »
Missed a not, there, I do believe. And they don't use that term because a conspiracy theory is a fairly specific sort of belief. Notably, it involves and requires a conspiracy, which most beliefs don't.

In any case, ant, I don't think it really does display a failure of reason and whatnot. The subset of beliefs that fall under conspiracy theory generally are held by marginal populations -- most people are not convinced by them. That some are is usually not so much a failure of reason so much as a failure of neurology. In any human population you're not going to have a 100% consensus on basically anything. A strong methodology can only do so much with flawed technology, and there's no fault in the methodology implied when the technology involved fails.

Normally a conspiracy theory is a perjorative term that involves a belief involving a conspiracy that I do not agree with.  If you believe in it, it isn't a conspiracy theory anymore; it is a political theory. 

1658
General Discussion / Re: Conspiracy theories and the failure of reason
« on: October 25, 2015, 09:17:03 am »
It always amazes me why anybody decent believes in the concept of 'conspiracy theory' at all.

Why are people just humble enough to say 'beliefs I do not agree with'. 

1659
DF Suggestions / Re: Sending out trade caravans
« on: October 24, 2015, 05:44:12 pm »
What I mean is the fortress produces goods. People come to the fortress to sell stuff from other lands and to buy stuff from the fortress. Why should the fortress itself send out caravans or, in other words, become yet another trader?

We need to be careful not to start the whole capitalism vs communism thing again here.

But essentially the "state" usually only needs to invest in trade when it comes to creating new routes or something, such as building a harbour and boats and sending them out to discover america.

Let us assume that the socio-economic Status Quo which shall remain nameless is in place in order to avoid any such 'thing' from happening.  :)

Fortress A produces a caravan which it then sends to Fortress B to trade copper for cloth.  Fortress A wants cloth and produces copper, Fortress B wants copper and produces cloth, which Fortress A wants.  The fact that the two fortresses produce what the other wants means that there is a potential trade route between the two, the question here is why did Fortress A not simply wait for Fortress B to send a caravan to it?

The answer I think is what is called 'First Movers Advantage', once Fortress A has sent a caravan to Fortress B the profits of the caravan trading with Fortress B go to Fortress A and not merely the cloth from Fortress B; it can therefore get more cloth in return for it's copper basically.  However once it has 'moved', Fortress B is unable to recipricate by sending a caravan of it's own to Fortress A because the result is a direct competition between the two caravans.  The act of creating the second competing caravan is Mutually-assured Destruction for both parties, since once there are two caravans both settlements can force eachothers caravans to trade at a loss, since if they do not get what they want from the caravan that visited their fortress their own caravan can buy it from the other fortress anyway.  Complicated isn't it?  ;)

Thing is that in order to make economic sense a caravan must make a profit, that is because the resources and labour used by the caravan would otherwise be employed elsewhere by the fortress whose caravan it is.  The end result of the situation above mentioned, where both settlements send a caravan to eachother is that both settlements end up paying the cost of a caravan and neither settlement can make a profit to cover that cost.  This means that what drives the creation of caravans (or trading ships or river barges for that matter) is a race to 'own' as much of the trade as possible along a particular route because once you own the trade route between two settlements, then nobody can compete with you along the exact same route without the result being thedestruction of both you and them.

A settlement is thus willing to undergo the initial cost of creating a caravan as opposed to waiting for it's neighbor to do so because whoever moves first gets to 'own' the route forever, not in the legal sense but because anybody who invests in setting up a rival along the exact same route stands to ruin themselves.  This means that their is a scramble to snap up as many profitable trade routes as possible, a scramble that could easily result in war; you pay the expense of setting up your caravans in order to grab trading 'territory' rather than allow others to take that 'territory'. 

1660
DF Suggestions / Re: Sending out trade caravans
« on: October 23, 2015, 02:45:56 pm »
If you become the Mountainhome, you could send out caravans to help out other dwarven regions and make a little profit.

And if you send out 7 dwarves to start a new fortress somewhere, you should have to send them a caravan for help. Not mandatory, just to improve their chances.

But for trading, this doesn't make much sense to me. Why not just trade with the people who come and go anyway?

I guess the only reason would be that if you trade with the other people, the other people get the profits from the trading while if you do the trading yourself then the profits of the trading are yours. 

However, so are the costs.  The costs however are relative, if you have an oversupply of what a caravan needs then it does you more good to turn it into a caravan than it does to have it lying about the place.  If what a caravan needs are scarce however, it will never make sense to make a caravan at all. 

1661
DF Suggestions / Re: Sending out trade caravans
« on: October 23, 2015, 12:37:12 pm »
This makes perfect sense - they send caravans to us why not us sending them out to other cities and Fortresses?   We can sell them our fine goods or try to see if they will take all the junk we get from corpses or the local dump.   Win/win!   8)

Of course, caravans would have some overhead - so maybe that would keep people more honest.  You would want to make enough to cover the cost and still make a profit.  Darn, I just shot down my own idea of selling the Elves used clothing.   :'(

At the moment outside of fortress mode the minor sites trade with the major sites and the major sites all trade with eachother.  I would gage that the former is to be dealt with in the starting scenarios release while the latter is to be dealt with in the caravan/trader arc.  In that sense we would be sending caravans out to other major settlements and they would be sending caravans to us; as opposed to us trading only with the civilization as a whole (though there is a reason to have a special civilization caravan as well). 

Seems like a simple enough thing to implement once the rest of the planned caravan infrastructure is in place. What's the advantage of making your own caravan? And who (historically) owns caravans anyway?

The advantage is that you get the profit rather than the other guy.   :)

1662
DF Modding / Re: Lizardmen not breeding in worldgen
« on: October 23, 2015, 11:06:56 am »
It seems like my restrictions might work in worldgen and during play, but positions that unlock on embark are just randomly assigned to anybody.

What you do then is perhaps create an initial expedition leader equivilant title that is then replaced by the gender restricted title once the population reaches a certain size.

1663
DF Adventure Mode Discussion / Re: Depopulating the goblins
« on: October 23, 2015, 10:54:36 am »
You`re wrong. In addition at your eras I also have age of elves, age of dwarves, twillight age, golden age and age of fairy tales. But I havent seen age of heroes and age of legend anymore as in 34.11. Age of Myth the must usually era.
I have not modify game at all

It all depends upon number of historical characters, size of world, number of sites and so on.

1664
I found elf slave near human town. He was not friendly and he killed my adventure yesterday. There are no goblin civ in my world at all. Its in fairy tales age with dwarves, elfves and human which defeated elven civ at war previosly. So I not sure about differences between slave and prisoners but slaves there is

Sorry for my english

Slaves are intended for human sites, prisoners are intended to be confined in the prisons of goblins sites until they grow up. 

1665
DF Modding / Re: Lizardmen not breeding in worldgen
« on: October 23, 2015, 06:19:53 am »
How high does this have to be? I started to test it and even with a biome support for ANY_WETLANDS of 10000 they still barely grow, if at all. Does it need to be done at the entity level or at the creature level (if that's even possible)?


Edit: How the hell do I restrict a position by gender? I've tried putting [ALLOWED_CREATURE:REPTILE_MAN:MALE] [REJECTED_CREATURE:REPTILE_MAN:FEMALE] [GENDER:MALE] in every single position but it won't work. Am I getting the arguments wrong?

The maximum Biome Support is 10 and it has to be done at the entity level obviously.  Try removing all vegetable food producing jobs from the entity as well, I do not know if this does anything but it means more folk obviously will end up as hunters/fishermen/animal herders, so perhaps more meat food to go round.  You will not end up with a large population, but you should end up with a population that is viable.

As for restricting position by gender, just take a look at the elves. 

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