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Messages - Squirrelloid

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676
Ah, you make the mistake of equating biology to combat.

Economies do not result in splattered enemies!

No, but they do result in price wars, underselling to drive competitors out of business, and turning foreign populations into nothing more than slave labor for your glorious civilization.  Economic warfare is a proven computer game theme, going back at least as far as Sid Meier's Railroad Tycoon.

And since you spend so much more time in this game making things than killing things, one might say larger spheres and consequences for production are even more important than larger spheres and consequences for military conflict.

677
DF Suggestions / Re: A taxes-economy system.
« on: March 10, 2009, 10:53:47 am »
Note that this does not have to correspond with the existance of supply/demand value changes (1 cup could always be worth one gold coin, just nobody has the coinage to mediate the exchanges)

Actually, that no one has the coin to mediate the exchange (assuming they want to) will increase demand for coins, which will decrease the cost of the cup.  (The coin becomes worth more). 

Edit: This is true in both a fiat and fixed currency set up.  (Although in the fixed currency arrangement driving up the price of coins directly drives up the cost of the metals used to make the coins).

I think there are examples (early American Kentucky, for instance) where there wasn't sufficient (LOCAL) coinage to cover demand.  This did not result in the coinage behaving strangely, so much as people not using it exclusively as a medium of exchange (there was more barter and I.O.U.'s being exchanged than the value of the currency skyrocketing locally)

I could write a lengthy response to this, which you'd probably just agree with.  So I'll just merely state that I meant, more generally, 'mutually agreeable exchangeable value' than currency.  In many cases, this means barter and IOUs can cover shortages in money supply, but there are conditions for each of those without which they fail to function.  (If absolutely anyone would accept something, its effectively currency, like salt was for much of the middle ages).

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That said, I meant more as a 'we don't have to tie realistic S/D behaviour to this as well'...  Sure S/D is realistic, but it's merits and effects and flaws can be isolated from this

Agree entirely.  I think this gets back to my earlier comment 'require a minor in economics to make plausibly intelligent decisions'.  Money supply is *complicated*.

678
It's a separate issue, but IMHO it should take one armoursmith one year to make a suit of plate...

I may well agree with you.  I'd actually have to do some research first to see what reasonable times were.  But that would require a massive re-working of the labor code.

679
DF Suggestions / Re: A taxes-economy system.
« on: March 10, 2009, 10:25:12 am »
Note that this does not have to correspond with the existance of supply/demand value changes (1 cup could always be worth one gold coin, just nobody has the coinage to mediate the exchanges)

Actually, that no one has the coin to mediate the exchange (assuming they want to) will increase demand for coins, which will decrease the cost of the cup.  (The coin becomes worth more). 

Edit: This is true in both a fiat and fixed currency set up.  (Although in the fixed currency arrangement driving up the price of coins directly drives up the cost of the metals used to make the coins).

680
You may note I was talking about productive output.  Lets assume for the sake of argument that 10 legendary armorsmiths can produce 3000 full suits of platemail in a year.  The population cap for a large world is, what? 20,000?  How many of those do you think are plausibly employed in the military?  How many of those in the military need a new suit of armor in a given year?  My money is on 3000 being greater than that number.  Ie, your 10 legendary armorsmiths produce more armor than the *world* needs.  It doesn't matter that they are 1/2000th of the world's population, they are more than sufficient.

I would be willing to bet that the number of legendary weaponsmiths required to make 20,000 weapons (enough to give one to every man, woman, and child) each year is in the ballpark of 8 working fulltime.

At which point, that you have 200/20,000 people *isn't relevant* to your economic footprint.  Its the import and export of goods that is relevant.

(If you really care about it, at 200 dwarves you have 1% of the world population, which is more than any city in the world today can claim.  That doesn't stop imports and exports to New York City being immensely important to the global economy).

681
DF Gameplay Questions / Re: Using magma for capital crimes
« on: March 10, 2009, 08:55:15 am »
i meant wood instead of iron, for the burning and smelting
If the player has magma, as has been made perfectly clear in this thread (even in the title!), what the fuck would you be using wood for in the smelting process?

Right.  But either you have magma (in which case you aren't using charcoal), or you have sedimentary layers, in which case you have magnetite (and don't care that there is goblin armor).
It's not necessarily an either/or. One map I was playing on recently had a layer of marble on the region tile right beside the magma pipe...I breached both the marble AND a crapload of magnetite in the marble simply by digging out an area to be used as a magmaworks (some smelters, some glass furnaces, some space dug out in advance for forges...the usual). Best of both worlds ;)

Last I checked, 'or' in english is not exclusive to XOR. =)

682
DF Gameplay Questions / Re: Hospitals
« on: March 10, 2009, 08:51:55 am »
In my experience injured dwarves get dragged to their own bed, not an undesignated one, so i'd say the exercise of building a hospital is pointless.

(Getting dwarves to do healthcare is most certainly a problem, however).

683
DF Suggestions / Re: A taxes-economy system.
« on: March 10, 2009, 08:45:17 am »
Ok, I'm not going to say this is a good idea to implement because I don't think it would be fun at all.

But lets talk about the mechanics of the proposal.  You're basically talking about instituting a money supply (which is distinct from total wealth since it only refers to hard currency).  This would require currency to be an object which is the medium of exchange, and for the value of currency to float against that of goods.  While those are not abhorrent additions in and of themselves, it would require far better AI for handling items before we really want dwarves messing around with currency (the current AI is awful).

The real problem with your proposal is you are advocating a fixed money supply.  This leads to a permanent depression scenario as the workforce expands, because there simply isn't enough currency to carry out enough transactions for the economy to grow.  If there is a money supply, the government needs to be able to expand and shrink the money supply.  Specialized money merchants don't solve the problem - minting coins creates money.  The question is whether there is too much or too little currency in the economy, and what that means for prices and exchange rates.

Of course, now we have to know something specific about the currency.  Is a gold coin worth X dwarfbucks because it contains X dwarfbucks worth of gold?  Or is it because the mayor fiats that value?  These have rather different implications for the nature of the money supply and the effect of expanding or contracting it.  Also note that if currency has value because of its content, that creates additional demand on its constituent metals beyond the demand of industry, which leads to inflated good prices and possibly industrial stagnation (if the price of a required good exceeds the value to the industry because people value it more for currency, the industry can't acquire raw materials).

I know, I've advocated an economics-related change elsewhere, but in that case it was distinct from government action and politics.  Money supply theory is quite political and requires government action.  For a reasonable money-supply theory of the time period, mercantilism, the consequences in-game would be that you couldn't normally trade for gold, silver, and possibly other metals with other civilizations (notably humans), because that's equivalent to trading away actual liquid assets.

Basically, I oppose this for 3 reasons:
1) The economic theory isn't sufficiently developed to create a good model in the game.  If you could do so, you'd put the federal reserve board out of a job.
2) There's only one model which is sufficiently in-period to even contemplate, and it leads to less fun because you can't acquire some goods.
3) It would require a minor in economics to make plausibly intelligent decisions, which doesn't sound like fun for most people.  Everybody understands how rarity and desirability relates to price at some intuitive level.  Not many people understand how money supply relates to economic growth.

684
The Study of Twins?  I hope no one seriously needed research for that.  Twins have the same chance of getting along as normal siblings, since there are a variety of ways twins can form and some personalities tend to get along poorly with others of the same personality.

You clearly didn't actually read the paper, despite a link being provided.  Mindless denial is not endearing, and criticizing methodology that you demonstrate an abject lack of knowledge about is bewildering to say the least.

They use *adopted* twins who end up with different adoptive families because it lets them control for genes while home environment varies.  This is basic methodology for this type of study, because its the only (ethical) way to control for genetics when dealing with human subjects.  They also make a point of distinguishing identical twins from fraternal twins.  You could have learned all this simply from reading the links provided.

I provided links so you could actually read some of the primary literature and the evidence for behavioral inheritance.  Responding in ignorance despite the evidence being made directly available to you is disgraceful.  Holding opinions contrary to evidence is only respectable so long as you are unaware of that evidence.

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My skepticism largely comes from the fact that these are guys whose credentials are unknown writing books and selling them whether or not the official scientific community accepts them or not (not even saying what the latter case is, sometimes).

It sounds a lot like pure nature to me.

Steven Pinker is a PhD who taught at MIT until 2003 and since then has been at Harvard, which you could have easily found out by googling his name.  Those papers I provided citations or links to are from peer-reviewed journals.  The current employment (as of publication) of the authors should be on the first page in a footnote, and those papers survived review by other experts in the field.  That you are doubting the scientific validity of papers from journals like the Proceedings of the National Academy of Sciences (probably the third most prestigious scientific journal in the world after Science and Nature) is beyond belief. 

"Credentials largely unknown".  Steven Pinker?  Really?  He's the rockstar of evolutionary psychology and has written at least 3 highly successful books for the interested lay person summarizing the results in his field.  Not having heard of him merely indicts your knowledge of the field.

Regardless, the credentials of the research paper writers are *irrelevant*.  Their methodology, data, and analysis is available for your scrutiny, all you have to do is read the papers.  Credentials have nothing to do with that - either their methodology is sound, and their analysis of the data supports their conclusions, or it doesn't.  Science does not depend on appeals to authority.

685
Maybe in the fortresses early year(s).  But by the time you become a major industrial power (which with the rate a stonecrafter can spit out crafts, may even describe the first year in some industries) you shouldn't just be a price taker.

Also, they aren't random prices, they're fixed absolute prices.  Which makes every game feel very much the same, no matter how different the world is.  = Less Fun in my book.

Ah, but you make the fatal "I AM SPECAIL!" flaw.

If you think about how much wealth your fortress produces, and then think "wait...what if ALL dwarf fortresses are about this productive" then it goes right back to what I'm saying. You're small potatoes, even with a capped out 200 dwarf Mountainholm. Given that there are usually at least 2 dwarf civs, 2 elves, a couple humies and maybe a friend gobbo or two, at most you're producing 1/10th  the world's industry. Chances are there's an NPC town that's doing it better because it's been around 10x as long as your dwarven fortress.

Also, prices aren't fixed. You know all those liason meetings, the screen where they say "hey! This is what we want! This is what we'll pay nearly 2x price for." That part comes true. I don't know about you, but I tailor my crafts based around those screens. I see "oh look, the humans want more mugs, better put a halt on toy boats and start cranking out mugs/flasks/cups etc."  I don't have to, I can still sell my other crafts for a tidy profit, but I like to pretend that I'm doing my part to participate in the economy.

An easy way to improve this is to also make merchants not buy everything under the sun, but that's another topic. I'd say it'd be easy that while setting the prices higher, you can set prices lower as well. So the merchants might say "I don't want cloth, I'm only paying 1/2 cloth prices and if  you show up with cloth, well then tough luck, take your 1/2 price and go.

First, those price increases are 'service charges' for bothering to adhere to what they wanted.  Of course, half the time I get crap like 'we want glass windows' (wait, no sand?) or 'we want cooked meals' (geez i'm going to feel cheesy if i actually sell masterwork dwarven syrup roasts).  And they're completely inconsistent too - they ask for totally arbitrary things every year, so there's no feeling of a persistent world outside your fortress.  And their entire purpose is to vaguely mimic a S/D anyway.

Second, I have had fortresses where, for particular industries, i probably had 50% of the world's production capacity.  Consider a fortress with 10 legendary armorsmiths (done it) - that's a substantial portion of the world's armor production capacity.  You could outfit a few thousand soldiers in full platemail in a year period, which probably exceeds the world's demand for armor in many worlds.  Its not just total population vs. your fortress's population, you also have to consider labor distribution.  Most fortresses don't do everything.  And there are some jobs you can't even do (milk cows?), so that means you aren't wasting some parts of your workforce on tasks that obviously other settlements are (since you can buy cow's milk).  This isn't assuming the player's fortress is special, this is assuming that the player can choose to focus his labor effort (which he can), and that doing so should lead to a dynamical response.

Furthermore, you're ignoring that I want a S/D model to determine what prices are *in the absence of the player's fortress* to start with, so that every world has a different economy based on the actual distribution of resources and settlements.  A world where iron is worth 10 dwarfbucks/bar is going to provide quite different trading incentives than a world where its 100 dwarfbucks/bar.

I would certainly welcome the addition of negative preferences.  But that's just another ad hoc attempt to simulate vaguely S/D dynamics.  Why have an imitation of a cake when you could actually eat cake?

686
DF Dwarf Mode Discussion / Re: Obsidian Swimming Pool
« on: March 09, 2009, 06:10:27 pm »
I'm almost certain that light/dark and inside/outside are identical at present - a constructed roof will not and cannot make an area 'inside' (as stupid as that sounds).

687
DF Bug Reports / Re: 40c: A grizzly discovery
« on: March 09, 2009, 05:58:46 pm »
Now that someone mentions it, I don't recall having traded away any grizzly bear skull totems when i butchered two tame ones the elves brought me.  I didn't pay much attention at the time, because i batch order such things with 30+ skulls lying around.  But I have remembered other unusual skull totems I've sold (mostly because they're worth more than otherwise expected).

688
You don't inherit it, it's part of your beliefs and choices, not your genes.  "Inherited" is an invalid term, implying it is genetic or a physical object passed down.  Many people change political parties and opinions.  There have been instances in history in which political candidates have done so.

First of all, please note that I specifically made a note about the true unit of inheritance likely being attitudes towards specific ideas, not to party membership itself.  Its just that over a few generations political parties tend to be reasonably consistent, so tendency to believe particular ideas -> tendency to belong to particular political parties.   When you realize that political party ideology is a group of ideas, each of which is heritable at some frequency, you'd expect political party to be *more* heritable than any of its component ideas (because people who believe in some critical fraction of them are going to prefer that party to the competition), especially in a political system as bipolar as the US.  That is, as long as there is philosophical continuity within the party.

These are also tendencies, not guarantees.  Just like you can't perfectly predict your height based on your parents' heights.  Statistically the heritability of political party is above .8 for the time period when the study was conducted (that is, better than 80% agreement between parents and their children, the time period being relevant because there was philosophical continuity within parties).  This means that 20% of the time there won't be agreement.

Finally, you make claims but have no warrants to justify those claims.  "You don't inherit it, it's part of your beliefs and choices, not your genes."  Why?  I've cited evidence to the contrary.  Your saying things work in a way that doesn't conform to actual data isn't going to make me change my mind.  If you want to debate this, you need to bring actual evidence to the table, not just baseless claims.

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Also;  Let me get this straight.  You take every word of this Steven Plinker for fact just because he said in his book that he had evidence?  Does he have a direct reliable source?  What is this "blank slate" thing?  That's vegetables and fetuses, dude.  Why does it seem to imply that people's choices are genetic?  No, people aren't blank slates, but they're written with chalk.

He didn't just say he had evidence.  He cites a remarkable amount of primary literature and *describes the results* of those studies, sometimes in meticulous detail.  I also don't think every word of the book is gospel truth - some of the chapters weren't as meticulous.  But you are welcome to read his book for yourself and make your own assessment.  I found the scientific data relevant to the conclusions i've referenced compelling.

I certainly find Pinker's book more compelling than your "no its not true" line of argumentation with only the meagerest anecdotal evidence in support. 

The Blank Slate concept is the pure nurture side of the nature vs. nurture debate.  Its also clearly wrong a priori.  The part of our body that 'makes decisions' is the brain.  Its a bio-chemical organ.  It develops and operates based on blueprints found in our genes.  The very idea that how the brain operates is going to be independent of genetics is both laughably naive and lacking in evidentiary support.

FWIW, other evidence from the primary literature:
The heritability of partisan attachment
Martin, NG, et al. Transmission of Social Attitudes. 1986. PNAS. 83(12): 4364-8. (not available online, sorry)
The heritability of attitudes: a study of twins

I'm sure if you are sufficiently motivated you can find additional literature.

689
DF Gameplay Questions / Re: Using magma for capital crimes
« on: March 09, 2009, 04:39:53 pm »
sorry i made a dumb mistake  ::)

i meant wood instead of iron, for the burning and smelting

What are you doing without magma or sedimentary layers?

well it takes multiple iron items you melt to get an iron bar and that way it can take about 2-3 charcoal to get 1 iron bar which i think is a lot

Right.  But either you have magma (in which case you aren't using charcoal), or you have sedimentary layers, in which case you have magnetite (and don't care that there is goblin armor).

Quote from: Chromie
I've got a location (hot rocky wasteland) which has the first level soil, the next 3-4 levels siltstone, (what an ugly stone) with LOADS of all the iron ores and bauxite, and the rest down obsidian and granite, with a magma pipe in the second "igneous" level. =O it was in a "standard" medium world I think. I thought the stone types always came in different regions, not "stacked" like that.

So, the bottom layer is always Igneous Intrusive - think of it as the upper mantle layer.  The other two layers are going to depend on the geology of the location.  An area with a long-active volcano will likely have 3 igneous layers (including at least 1 extrusive) from volcanic deposition.  But magma pipes can be beneath the surface (hidden initially) and have sedimentary material deposited on top of them, and could even have forced (or be forcing) their way through either metamorphic or sedimentary rock.  The rock immediately around the pipe will always be obsidian, but only if a volcano has actively deposited the surrounding landscape will the top layer be igneous.

690
*shrugs* economic views = opinion I suppose, And I believe the general view of 'communism' is a poor one, and nothing like the actual Marxist view. Hense the fact soviet Russia = poor example.

In common useage, communism does refer to a state like the Soviet Union.  This is fact, not opinion, and having a term for a such a state is useful (because its actually happened - no, Socialism does not apply as it is usually used in a different sense).  Similarly, S/D is quite distinct from Capitalism, also a fact.

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anyway is the price not already decided by our current 'request' feature?

The problem is that there is an absolute value assigned to every good, so that goods like Native Platinum Goblets are vastly over-valued, especially when you try to dump 500 of them every year.  The request feature merely multiplies the absolute value by a surcharge because you got to request it specifically.

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and honestly, what are the odds the merchants will tell the truth? sure there could be a chance of getting correct information but its far more likely to be outdated (maybe as your fort hits mountain home status or something very important that will change, but what merchants going to try keep tabs on some hole in the ground?)

In the real world this skill would have been known as haggling.  In DF its split between Negotiator and Judge of Intent.  You both start out with offers that differ from the real price, with each trying to take advantage of the other.  Either you come to a reasonable agreement (at or about S=D price) or one or the other party refuses to make a sufficiently good offer and no trade occurs, ie, is unwilling to pay the market price for the good.  (Or you aren't very good at haggling and get cheated - but Dwarves already have a skill to handle that part for you).  An understanding of S/D is still effecting the lowest price the merchant will accept, and the individual's demand is still determining just how much he's willing to pay.

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