If someone doesn't prepare for invaders you could also argue that they've been playing the game badly, but they still have the .ini option to turn invaders off.
The option to generate worlds where nobody dies will soon be in. Worlds where nobody needs to eat are also along those lines.
No, your claim that the AI needs this one act to be considered two separate crimes, from a totally objective standpoint, is a load of bull. I know this because of my background as a computer scientist, who does indeed have experience working with AI.
My opinion is that your proposed method of handling the crime of unsanctioned digging of engraved walls isn't a good one. I'd prefer it if digging engraved walls received the same modifiers to crime severity as vandalising items and buildings that have quality levels.
It isn't so clear when we consider all the factors. Strictly you are right from a necessity standpoint, but it is still a limiting mechanic.
In my idea, digging walls is indeed one crime, digging engraved walls is considered vandalism and is treated just like all other acts of vandalism. Digging the walls on it's own does not count as vandalism, but digging engraved walls does. This means dwarves will favour digging unengraved walls all else being equal unless they are totally okay will vandalism and it is unpunished.
Not entirely sure what you're trying to get at here. Do you mean to say that AI won't be able to keep track of in-game law changes without separating this one act into two separate crimes?
If you are, then you're wrong, and I honestly don't know how you made it to that conclusion.
Players could be shown crime severity through the justice screen when highlighting said crime, there is still no need for it to be displayed as, or treated by the code as, multiple crimes at once.
The AI acts upon the total number. We need to know what the seperate elements that contribute to that number are because our ability to set laws alters those numbers and therefore allows us to in effect control what AI criminals do.
Seems reasonable, though creatures that have a neutral opinion on law should have a cap on the severity calculations equal to the severity required to be given the death sentence, since any more severity is largely irrelevant if the law is unimportant to you.
Except that people's respect for law should not be the only reason people don't break it. People should have ethics are well, so the inhibitory factors should be threefold.
- How much do I respect the law?
- How much is doing this against my ethics?
- How much do I fear punishment. That is Punishment severity / Percieved odds of getting caught.
Goblin-raised people who have neither respect for either the law or have any ethics against what we are doing will only regard the punishment angle. The exception is that they will not dig a tunnel to give invaders access to your fortress, because that counts as
[TREASON] which goblins have strong ethics against. If there are invaders outside your fortress and goblins are hungry, the goblin-raised will be disinclined to dig a tunnel to get at food on the surface even if they would normally steal food happily.
On the other hand, we have two factors. We have the desirability of food, stuff like leather has a negative value here and we also have how hungry we are.