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Messages - Andeerz

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196
So I guess the aptitude/talent stuff I mentioned were already in the game sorta!  :D

197
DF Suggestions / Re: Improve ease of putting fortress guards on caravans
« on: November 11, 2010, 02:11:36 am »
Excellent suggestion.  Yesplzkthx.

198
Credit could even be tracked by the records keeper noble.

Ooooh... good one!  This ties in nicely with the writing, books, libraries and abstract knowledge ideas floating around.


199
I like Artanis00's idea in general, and I could live with skill caps if done this way!

But if I had my way, I wouldn't have skill caps at all, at least not skill caps related to intelligence (whatever intelligence means... it's a rather fuzzy concept).  Thinking about things a bit, I think intelligence should mostly reflect how quickly one gets higher in particular skills they have an aptitude for.  I think the skills they have aptitude for (their talents!!!) should be something they are born with for the most part.  Motivation would be a third equally important factor in this, which determines whether or not they like a particular job, as well as how and in what nature they are likely to apply their inherent intelligence.

The reason I don't think intelligence should determine a skill cap (at least for non-physical-labor intensive things) is that I believe that anyone with a healthy brain is capable of any mental process anyone else is able to do.  By capable I mean able to do it eventually.  Some people might have faster working brains than other people (or faster at particular processes), but we all have the same basic machinery (and I'm talking the same general physical connections and network structures within the brain).  Every single person here with a normal brain, regardless of intelligence, is capable of the same calculus, quantum theory, etc. that Stephen Hawking can do, the same painting techniques as Michelangelo, and the same piano-playing abilities as Mozart (the same skills!!!).  But, do all of us have the talent and intelligence (in essence, is your brain efficient enough) to get to those skill levels within a lifetime or the same amount of time those guys did?  No.  But we are all physically/mentally able to do those things they do by virtue of the physical properties of our brains; our brains are in no way qualitatively different in their fundamental architecture and ability.  I hope I'm making sense... read the work of Chomsky or Steven Pinker... their theories regarding linguistics follow the same general idea.

Also, (and I think this is major as well!) I think getting higher skills should take much longer than they do now (as in decades to get to master or legendary!). 

200
I would actually like a dead dwarf's possessions to go to his next of kin, rather than defaulting to unowned/fortress owned.

I'd love for that to be a possibility, for sure.  I'd also like a dead dwarf's possessions to also be able to go to his lord (if a system of serfdom is ever included), or guild, of church, or whoever the dwarf may have agreed (voluntarily or forced) to give them to in an agreement made when alive. 

It would be cool for the player (or even nobles) to be able to establish the sort of terms and conditions of living in the fort.  Does an immigrant have to agree to giving up the right of personal property and serve a noble in order to benefit from the employment and protection the fort offers?  Is there a legal limitation imposed by a guild or government of the people that prohibits such bondage and exploitation?  I think things like these should be able to come up in the game, as they were some of the things that happened IRL that shaped the economies and lives of people throughout history.

201
Why have this cap?  I don't really like the idea at all.  This is a terribly arbitrary limitation that goes against the spirit of simulationism the game emphasizes.  I mean, we have a problem with having way too many legendary dwarves because it doesn't seem plausible, right?  There's an absence of verisimilitude that sort of ruins immersion, no?  Then how does it make sense to have such a limitation which serves to add yet another glaring red flag that ruins immersion by calling attention to this undesirable aspect of the game?

202
Yeah.  I like where y'all's ideas are going.  :D 
That seems like the easiest way for it to go, but it seems to be a bit of a departure from the emergent , strictly individual-dwarf-centred economy AngleWyrm was originally talking about.

The issue of player control is, I think, going to be central when the economy gets re-done, because of questions like "Am I allowed to dump a dwarf's possessions into the magma" and "Can I sell any item in the fortress to the caravans" and "Do a dead dwarf's items default back to the fortress".

Bingo.  I agree with both those statements.  I also want to bring up that the role of the player is somewhat nebulous right now, I think.  Who are you supposed to be or represent?  That might help define where the aspects of player control should lie.  I know Toady discussed this a bit in one of the talks... and I can't find it in the transcripts for the life of me! 

But, yeah, I am totally for the emergent , strictly individual-dwarf-centred economy AngleWyrm was originally talking about.  Abso-frikin'-lutely.  With fiat currency and everything.  I would like for that kind of economy he mentioned, with the fiat currency/promissory note thing to be possible

I emphasize "possible" because I think whatever models DF uses for economics and stuff, there should be the possibility of different scenarios playing out as they did in real life: there was an entire spectrum of economic systems present throughout the world throughout the medieval times.  China had fiat currency, as did the middle east, and in Africa, I believe.  Bronze age peoples did as well.  In most of Western Europe, and other parts of the world, commodity monies were used (as in gold, copper, silver coins that had value by virtue of their physical make up, not a government guarantee).  Systems of serfdom, mercantilistic, capitalistic, and socialistic systems all existed in different parts of the world throughout virtually the entirety of civilizational history.  I would love all of these kinds of systems and all variations in between to be possible, emergent from an elegant model of the most basic, fundamental rules that govern economics.

What are these basic, fundamental rules from which complex behavior arise?  AngleWyrm pointed out a biggie: ownership.  There are others undoubtedly, but I am nowhere near knowledgable enough yet to say what they are for sure.  And how would we model these kinds of things in the game at the most basic level? 


203
Among geniuses in history, you can count some kids who were very precocious (most of them indeed, were spotted very early). It's not a matter of time.
Our brains do not work the same way (difference for example between people working with left or right hemisphere).
Anyway, I agree with the fast that it's not only a matter of intelligence, you can motivation, peculiar physical skills, etc).

I see what you mean.  And I agree there are some qualitative differences between brains of individuals, and in that respect we all think differently and that is independent of time.  However, I'd be willing to argue (not in this thread of course!, and this is something that doesn't necessarily disagree with what you say!) that we all think at a fundamental level in the same way; as in we all have the same basic brain centers with the same basic hardwiring, and in that respect we all have the equipment to do things like math, language, empathy, etc., and can technically do anything mentally that anyone else can do.  However, small differences due to genetics, life experiences, handedness etc. affect in what ways we use this basic hardwiring, which can affect the "speed" at which we do things and propensities to arrive at whatever conclusions or perceive this or that (like how well we can do math, or learn a new language, or savant numerosity, or things like that).  But that is very much open to interpretation and is not something that can be definitively proven at the moment...

204
Who feeds the serfs then? How do they pay for meals?

Good question!  Historically, who fed the serfs were the serfs themselves (who were mostly farmers, and even non-farmers kept some sort of crop, and if they didn't, people shared food in the community) as well as the lord from his own stocks in times of need or as payment.  In systems that used serfdom, as I understand it, food (and anything else really) was never really paid for in coinage.  There were not necessarily (but there could be!) set wages either.  The wealth of a farming serf under a lord was dependent on how much stuff they harvested, which was sometimes still ultimately property of the lord anyway (it was very dependent on the lord's policies!!!).  However, it was in the lord's best interest to ensure his serfs were fed, housed, and had at least a basic means of surviving.  Keep in mind serfs were almost slaves (but not quite!  There was a distinction!)  The payment serfs received could simply only be protection, a place to call home, and basic political stability. (http://en.wikipedia.org/wiki/Serfdom)

205
to the miner to expand his fields
I see some problems here. Firstly, how could the game know that the work the miner was doing was to expand farms? Every time a farm plot is placed, the miner who originally dug the tile gets credited? Every dirt tile the miner digs gets credited?

How do miners get paid, anyway? Does every single boulder and gem they winkle out become their private property? If so, what happens when we, the players, need to build a wall? Does the miner lose their boulder, or does it become the miner's wall? Or do the masons buy the boulder from the miner, in which case, how do they make their money?


An excellent question!  It's come up in this thread... it has some ideas that might be applicable here to help come up with a good answer to it. 

Aw, hell, I'll throw in what I said in the thread:
[spoiler]Yeah.  Underlying sort of "intangible" things like motivation, willingness, want, etc. will need to be modeled in a reasonable way.  Personality traits definitely should play a role, but there should be more to the picture...

Another thing that will also need some clarification in addition to the stuff mentioned is ownership of the raw materials, tools, and stuff that are the basis of the economy after the dwarven economy sets in in a fort.  If a guild in this game is going to follow the definition of what a guild is, this needs to be addressed.  Guilds were a lot like cartels and corporations in their own right, mandating that its members produce and sell things meeting a standard of quality to satisfy market demand and make the guild money.  These mandates would often be independent of other governing bodies.  Guilds would provide members with access to tools and raw materials that the guild itself owned provided that the members give back to the guild a good deal of their profits and time.

Let's use mining as an example of what I would suggest:

If YOU designate mining of an area, the fort itself should pay miners from the fort's own coffers (paying with goods? or with coins?).  The miners could use fortress-owned picks (or guild owned picks if part of a guild) if they don't own their own.  If the miners were part of a guild, the guild would likely want a share of the profits from the workers, their rationale being that they helped provide employment/training to the workers and helped provide labor for the fort's project.  Whether or not the fort will accomodate the guild's demands would be up to the player. 

If a guild allowed to automate mining designates mining of a vein of ore, does the guild end up owning what it mines (likely with an imposed tax by the governing body of the fort i.e. you), free to sell it to the fort or other buyers?  Perhaps this could be determined by the player and/or other nobles.
 

Basically, the player should be able to set what degree of ownership there is of raw materials, produced goods, workshops, tools, etc.  Does everything made become communal property?  Does the maker of the craft own it, or is it the fort's or guild's?  Does the worker or guild own the workshop?  Do they have to rent it?  Is it free for use?  What taxes are there?  The player should be able to dictate all of these as the ruler of the fort.  Guilds should have internal rules, like guild fees, ownership rules, and rules about price-setting.  Guilds and individuals should be able to protest or accept rulings made by the player/fort, and if guilds are at odds with the fort's rulings, then they can protest, leave, or whatever. /spoiler]

In essence, I think a fort (as the game seems to be headed right now) functions more like a "commune" (in the MEDIEVAL SENSE!!!! Not so much the communist sense...), and in essence a corporation of sorts...

EDIT:  Also...
I'd like to see a system where you set a designated digging area then assign it to a miner and he gains credit for the hours he spends digging. Dug-out material still becomes property of the fortress.

The fort would sell the material to a mason to build a door, then buy the door. Same for woodcutters/carpenters. Woodcutters get paid per hour spent chopping, fort sells the wood to the carpenter, he makes a bed, fort buys the bed.

Obviously there would need to be a wage adjustment based on skill as well, or skilled miners would make less money due to digging faster.

I like this idea.  But I also think there should be an option of sort of a serfdom sort of system (which ties in with the class warfare thread and social hierarchy modeling) where a higher-up dwarf can "own" some land (but this might be actually what the player is doing sort of, so it is sorta already like this), and the serfs who work it aren't necessarily sold working materials or anything (that's all owned by the lord or the fort in the player's case).  The serfs are tied to the land (or mountain) and work it in exchange for protection and a place to live.  I dunno...  Actually, this is sorta what you said, except at no time are raw materials sold to the crafter nor craft bought from the crafter by the fort.  This is pretty much how serfdom worked, to my understanding.

EDIT: EDIT:

I will throw in another idea here... the player should be able to set the degree of ownership people have over this, that, or the other.  In this way, one could have a fort that behaves as a Medici-era city-state, a feudal town under a system of serfdom, or something in between.

206
I think if there is simply a muuuuuch longer time needed for dwarves to get to higher skill levels, then this wouldn't be an issue.  However, that would probably best be in after the game becomes playable for more than a few in-game years.  I like to think to myself that the current skill system is a temporary framework.

That said, I think personality traits should directly impact not necessarily the skill cap, but how fast a dwarf can go up in skill or skills of a particular type.  In my experience (for whatever they are worth), intelligence and other mental attributes generally don't determine how good you can possibly be at something (unless they are pathologically impaired, or one has an ungodly brain), but affect the likelihood and speed of learning something sooner rather than later.  Like, I know anyone on this forum is mentally capable of understanding and performing crazy math like Toady does; we all have the brains capable of it.  However, some people are just better at math than others and, just as importantly or more so, more motivated to learn such stuff, and will therefore be more likely to reach that level of understanding within a lifetime.

207
DF Suggestions / Re: Adding slings ( think David vs Goliath)
« on: November 10, 2010, 03:01:34 pm »
I think having the option to explicitly define both what can and cannot be used as ammo for a particular siege engine or soldier would be awesome... so long as there's an easy way to do it, like selecting an entire type of possibly usable object as being able to be used, or a specific stockpile.  That way it would be easy to select 103 objects for firing.  Perhaps a similar or the same system could be used for building materials for particular workshops, which would be nice for another thread... 


208
...that and serfdom.  :D

EDIT:  Something I came across while reading up on medieval life in Western Europe (which is an active topic full of unanswered questions!!!) was that coinage was widely used throughout the continent, but bartering without coins was also widely used.  I really need to substantiate this claim, but I would wager that most people (i.e. peasants working in farms, mines, and other such labors) would probably never use coinage, and instead trade services (like their labor) and goods (think livestock, crop harvests, trinkets, crafts, etc.).  And I would also wager that most other folk would use not only coin but barter as well.  I have at least a few sources with period written accounts of higher nobility bartering with not coin, but goods in certain transactions.

Also, keep in mind that coinage in Medieval Europe was not a fiat currency (value backed by the government, not necessarily dependent on value of the physical coin or note), but based directly on the value of the metal that made the coin.  And it was subject to market forces in the same way other commodities were.  Given the relative political instability of the time, I don't think it could have been any other way.   So far, what I've read on wikipedia (the coin and currency articles) seem to support this.

Just food for thought!

209
Also: I suggest the OP author and everyone else for that matter check this out:  http://www.boisestate.edu/courses/westciv/medsoc/

This is a pretty enlightening essay written by someone who knows their stuff.  It seems like social stratification could be rather nebulous, and the sense of patriotism and nationalism wasn't really a part of most peoples' lives until the rise of powerful centralized governments.  Hmmmm a LOT of food for thought there that I will undoubtedly post about later.

EDIT: ALSO COOL!  http://en.wikipedia.org/wiki/Commune_(medieval)  <--- ties in VERY nicely with the discussion at hand.  :D

210
DF Suggestions / Re: children learn from parents
« on: November 09, 2010, 09:43:18 pm »
Well, at least throughout a good deal of the medieval period (if we are going to base stuff around medieval stuff) and throughout a lot of Western Europe with serfdom and feudalism (which is a term that doesn't have a very clear definition it turns out) and the like, most people were peasant agricultural laborers (http://en.wikipedia.org/wiki/Peasants, http://en.wikipedia.org/wiki/Third_estate#Third_Estate).  If a laborer was a serf under a lord, their children normally inherited their job and actively participated in the same labor, learning the trade in the process. 

As for apprenticeship for other kinds of trade, at least according to this article (http://historymedren.about.com/od/medievalchildren/a/child_learn_3.htm, which seems well researched) it was uncommon for children to apprentice under their own parents.  The same article also says the following:
Quote
Youngsters rarely had any choice in which craft they would learn, or with what particular master they would work; the destiny of an apprentice was usually determined by the connections his family had. For example, a young man whose father had a haberdasher for a friend might be apprenticed to that haberdasher, or perhaps to another haberdasher in the same guild. The connection might be through a godparent or neighbor instead of a blood relative. Affluent families had more affluent connections, and a wealthy Londoner's son was more likely than a country boy to find himself learning the goldsmith trade.


It seems that since the destiny of an apprentice was usually determined by the connections his family had, I'd imagine the same could be said of children of the peasantry.  I'd imagine that most of the work available would have been agriculture-related, so out of simple lack of availability of other forms of work (or relative availability of agricultural work), I'd wager that most of the time, peasant children would eventually become farmers.  Also, it was not uncommon at all (according to the afore-mentioned article) for children to help out (especially in adolescence) with their parent's or other guardians' trade, including farming. 

According to this site, medieval children, when they were able enough, would begin to learn about their vocation, and would often take the job of their father (if a boy) or mother (if a girl) (http://www.mnsu.edu/emuseum/history/middleages/pdailylife.html). 

I dunno.  It seems to me from my limited reading that people ended up in a vocation not necessarily out of some strict, caste-like heirarchy.  It seems like it was all about who you knew, how available the job was, and whether the job was practical... and in some cases (if you were a serf and under a strict lord) if your lord would let your child go into another vocation and/or leave the manor. 

However, keep in mind my sources could be flawed, and it is definitely not good to make generalizations about the entirety of Europe; for example, in Sweden and Finland, serfdom wasn't as prevalent in other European areas, and most peasants owned their own land (http://en.wikipedia.org/wiki/Third_estate#In_Sweden_and_Finland).  Medieval demography is a relatively new field and there are still a lot of contentious topics concerning medieval life, economics, and whatnot. 

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