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DF Suggestions / Re: Hunger, sleep, etc.: differentiate between military and civilian time for combat
« on: August 18, 2010, 12:14:18 pm »
Be my guest if you want to micromanage the waking up of every dwarf... Besides, you don't gain anything: stay in siege mode and you'll wait many times longer for economic stuff to get don, re-enter civilian mode and they will go right back to bed...
The inopportune bed & breakfast times are one thing. For that problem there is not really much room to improve that: one could suppress their hunger feelings etc, but that will lead to soldiers dying from starvation at inopportune times instead of going away to eat. That's not an improvement. You could artificially reduce the food needs of active soldiers, but that is something that will lead to exploits (food running out? no problem, draft half your fortress until the caravan comes! they'll eat less).
In addition, it solves the situation that just two squads doing combat takes a whole season to resolve. Toady has referred elsewhere that sending out an army off-map in the future would be problematic, since it would take a month for the squad to reach the edge of the map. Dilating time for military operations completely solves that.
So the particular problem that made me consider this solution can be fudged by other means, but the time dilation solves other problems as well. Without it, we'll always be torn between the two most interesting aspects of the game (economy & military) that both require a different timescale to be enjoyed to their maximum. For example, siege mode could feature night and day cycles - it's slow enough for that - so we can have raid under the cover of darkness etc. Night and day is completely irrelevant for the economy however, so without combat going on it only makes sense to skip it in economy mode.
The inopportune bed & breakfast times are one thing. For that problem there is not really much room to improve that: one could suppress their hunger feelings etc, but that will lead to soldiers dying from starvation at inopportune times instead of going away to eat. That's not an improvement. You could artificially reduce the food needs of active soldiers, but that is something that will lead to exploits (food running out? no problem, draft half your fortress until the caravan comes! they'll eat less).
In addition, it solves the situation that just two squads doing combat takes a whole season to resolve. Toady has referred elsewhere that sending out an army off-map in the future would be problematic, since it would take a month for the squad to reach the edge of the map. Dilating time for military operations completely solves that.
So the particular problem that made me consider this solution can be fudged by other means, but the time dilation solves other problems as well. Without it, we'll always be torn between the two most interesting aspects of the game (economy & military) that both require a different timescale to be enjoyed to their maximum. For example, siege mode could feature night and day cycles - it's slow enough for that - so we can have raid under the cover of darkness etc. Night and day is completely irrelevant for the economy however, so without combat going on it only makes sense to skip it in economy mode.
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