Oh, your study is economic history? Why didn't you say so? By all means, your expertise is appropriate here. And thank you for your correction on study vs science.
But for a system that would be simple to implement, why not use the system of moods and happy thoughts dwarves already have? If a dwarf does not get their pay, say yearly, they work far less efficiently. The more each one is paid, the happier they are, and better they work. That makes the player pay their best workers more. So if you want your legendary carpenter to make beds of higher quality faster, you give them more pay. That way, it is balanced by the player.
Ironfang, my pleasure. Using the present happy thoughts makes sense (not sure on moods which seem pretty random). Happy workers tend to be productive workers; pay though isn't what I think makes a worker happy. Rather, it is what they can get with the pay; plus, what makes it interesting is that work does the exact opposite than make a worker happy (aka, the labor leisure tradeoff). Time off work to enjoy things purchased with the pay generates the happy thoughts, not having those makes them stressed. In economics, we have a theoretical construct measure of happiness called a 'util.' The more utils a person has, the happier they are. Does the 'good thoughts' mechanism work in a similar manner? That is, are happier thoughts cumulative (and can they be negative)? I have never used the dwarf therapist and am unsure. If they do, the dwarf is likely already set up as a rational economic person.
What I am thinking in terms of a labor leisure model is that a dwarf makes 'a decision' on how many hours to work and then how many hours to not work. If they work more hours, they get more pay but they have less leisure. Ideally, a model would allow each dwarf to make a decision using such a model in that pay allows more goods to enjoy during leisure time but more pay (and thus goods) means less leisure. The dwarf chooses the balance based on an assigned wage, assigned cost of goods, and preferences on leisure (and goods) that makes him/her happiest. The actual decision model could really be a simple heuristic to begin with (have to think on that some more).
I'd love to be able to do this, but I think the one thing we are missing for this to work properly, is a stockpile value cap. We can set what type of goods, what quality, what material, but we can't set how much value each good could be worth or what the total stockpile could hold. I think this is what we need for this sort of system to work. I hope that this capability is added later on, if not through vanilla, then through dfhack but for right now, I am looking for options that we can create quickly through our available means.
DrTank09, we are missing a value cap and that would be an interesting addition. Simple one too I'd think. How about this as a method. I had my stonecrafter make a bunch of orthoclase crafts. A standard craft costs 10 dwarf bucks (saw this looking at the craft); each quality increase increases the cost by 10 dwarf bucks (not counting masterpiece, which is 120 dwarf bucks). Lets now assume we have a hauler dwarf, and his wage for the year is 100 dwarf bucks. He has a bedroom and his own personal horde, which is a stockpile with bins activated but it will only take from links. When the year ends, there is another stockpile that is set to receiving only rock crafts (no economic stones so all are same value). It is 10 tiles in size, and it only excepts standard quality crafts. It does not allow bins. It should fill up with ten standard value crafts, worth 10 dwarf bucks a piece and a total of 100 dwarf bucks. Then, the stockpile is set to accept from links only with no links (it therefore should not get any more crafts added). It is then linked to the dwarfs personnel horde and the crafts go into the dwarfs bin. Once this happens, the stockpile with 10 tiles is removed. Repeat for all dwarves... Of note, for higher quality crafts, the number of tiles could be decreased so that values match up. Would this work?
One issue I am seeing with the thought that we pay all dwarvebucks out evenly, is that this doesn't leave room for dwarves that don't get paid. Even if we have the system in where we can divide up all the loot appropriately without sending it back to the mountainhome, we still need to find a monetary value that each dwarf is worth. If we do go with the system of variable cost (i.e. 1x, 1.5x, 2x where x is the base cost) then what is a reasonable number that we can successfully increase based off of skill so that there is not such a huge difference between my hauler and my blacksmith?
Yah, all dwarves would be paid something unless their base was set to zero. My thinking that zero base would only apply to elves...
As for monetary value that each dwarf is worth, if all their goods are in a bin, one could theoretically move the bin to the depot during a trade and see the accumulated value (each has a number). The problem would be getting it back into the personal horde. Or one could just be a tally of yearly pay for each dwarf in excel or something.
As for skill, I see this as a fun question and I think it depends on how much wage gap you want in your fort. In medieval days, wage gaps were enormous between the highly skilled 'professions' and the laborers, journeymen, etc. (the unskilled). Serfs and peasants virtually owned nothing and had no pay. In DF, they'd have food, booz, and place to sleep. This was about 95% of the population. I see these as the farmers, haulers, animal and fishing dwarfs, non-lord soldiers (most soldiers received little more than food, drink and lodging as wages), bards, performers, miners, wood choppers, dyers, wood burners, furnace operators, scholars, scribes (after all, monks weren't supposed to own anything), and all elves (no matter what skill level or job, unless king, which case yikes). These guys would have something like a 0.2 base and no matter there skill level they still make the same. The rest are the skilled labor (except the nobles who are 'special'). In medieval times, guild masters got all the money (just look at the old Dutch paintings of these guys). These dwarves make 0.2 base until expert, when they increase 0.2 or 0.3 per skill level increase (I am not sure how many levels there are); nonetheless, the max (legendary) should be a base 2. That means they make 10 times the amount as the unskilled. That leaves the 'lords' of the army and the nobles. Well trained soldiers I think should be seen as something like a knight, which did have more than the unskilled but nowhere close as the rich burghers (guild masters). I'd put them at 0.5 on reaching lord status. Last, the nobles. Militia commander, the general, should get base 1. Captain of the guards (likely the most corrupt guy in the fort...) base 1.5. Militia captains 0.8, same as hammerer and champion (who I see as an old retired soldier on a good pension). Broker 1.0, manager 1.0, medical dwarf 1.0, accountant 1.1 (takes off the top but not enough to be caught...). Mayor should be 2.0 like the guild masters (typically they would always come from the guild masters). Last
and certainly least, the 'real' nobility. First of all, they shouldn't work. As for how much they take, I'd max it out to be about half of the yearly production minus the cost of the army. This would make it population dependent...