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DF Dwarf Mode Discussion / Re: Dwarven Computer
« on: March 04, 2010, 09:15:51 pm »
Was it necessary to build a scale Space Needle fort this project?
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[GAME:SOCCER]
[TEAMS:2][PLAYERS:2:10][EQUAL]
[ITEM:leather ball:1]
[PUSH:leather ball]
[INTO:goal]
[ITEM:stone block:4]
[SCORE:goal:leather ball:1]
[WIN_SCORE:10]
[ARENA:SOCCER]
[AREA:goal:2]
[ITEM:stone block:2]
[ITEM_PARAM:1:3]
[ITEM_LAYOUT:stone block:goal:stone block]
[GOAL_OPPOSITE_LONG]
[ARENA_SIZE]Cooper - makes Stave and turns them into Barrels, TubsI don't understand this at all. These are all forms of woodworking, all of which a general carpenter may learn. My dad does a whole lot of woodworking, and it ranges from simple tables to wooden pens (like what you write with), bowls, barrels, etc.
Wood Turner - uses a simple Lathe to make strait poles/shafts as well as wooden cups and bowls
Joiner - uses boards and joinery to make cabinetry
Framer - uses large timbers to make the frame of wooden buildings
Wood turning and joinery in particular sound like splitting a job into a more assembly line-like order. Any carpenter should be able to use a lathe or join two pieces of wood (even by a number of methods and for a number of applications). Heck, Industrial Tech Ed I (wood shop, basically; four classes in total) at my school covers all of those except cooperage - and if that's not taken care of in later classes, then it still shouldn't be to hard to include it.
Consider that this is a four-class course - 2-4 years tops (with gaps in between), in which the teacher is teaching multiple students. Compare this to 1400 era, when it was one teacher constantly teaching a small handful of apprentices. The 1400 era apprentices should be learning faster, especially considering there wasn't as much to learn.
All that in consideration, why should one dwarf have to spend time into training four different skills when one can cover the job quite accurately. It's basically unnecessarily splitting hairs.
I do like the idea of a contract negotiation for specific dwarves, though i think it would be more trouble than its worth as long as training/waiting for moods is so easy. I feel like you should be able to put out a call for specific types of dwarven skills, and then get a semirandom selection within that area.
I like the idea of dwarves leaving under certain conditions. If those conditions are player-friendly to understand and alter.
I propose that the critical variables should be Attachment to fort and Discontentment. Attachment to fort should depend on length of residence, deeds done (interesting kills, quality items produced, successful strange moods, etc.), and number and intensity of positive personal relationships.
Discontentment should be fairly strictly defined. Dwarves getting no work or no vittles will be much more likely to leave. Dwarves getting nothing but hauling, pumping, lever-pulling, etc. tasks will be somewhat more likely to leave. They should first complain (in a way obvious to the player), then start taking actions (like hiding food somewhere) that indicate their plans to leave, and only after a while actually decamp. Taking some stuff with them.