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Messages - Vercingetorix

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586
DF General Discussion / Re: Why are elves tree lovers?
« on: August 09, 2010, 11:57:47 pm »
I always figured they were the live-with-the-land sustainable types.  They might produce wood and cloth products, but not in ways that actually kill the plants or trees in the process (there's a technique for doing that with trees, but I don't recall its name). 

On the other hand, my landscapes look like 17th-century Europe if I don't have magma...not a standing tree in sight and the skies undoubtedly blackened with the fires of our charcoal industry. 

587
DF Dwarf Mode Discussion / Re: Ownership & Economics, or Fun With Money
« on: August 09, 2010, 02:42:20 pm »
A randroid, twisted into the shape of a human, has come. Beware his tedious haranguing!

Is a dwarf not entitled to the sweat of his brow?

A place where the artist need not fear the censor for engraving skinless demons in the dining room, where the fell mood is not bound by petty tantrums, where the legendary would not be constrained by the dabbling.

588
DF Dwarf Mode Discussion / Re: Ownership & Economics, or Fun With Money
« on: August 08, 2010, 04:45:18 pm »
Inflation of precious metals would be quite low because they would be wanted by all civs so that inflation only really kicks in if either there are very little intelgent creatures left or if you mine enormous amouts.

That's the thing.  Some embarks have huge amounts of gold/silver/copper available, more than enough to induce inflation (especially with features for "retiring" forts to civilization management and the real-world trade network). 

589
DF Dwarf Mode Discussion / Re: Ownership & Economics, or Fun With Money
« on: August 08, 2010, 04:43:25 pm »
Also, another big thing here would be implementing a true tax system for the player as well as upkeep costs; right now, pretty much everything lasts indefinitely and can be used by an infinite number of dwarves without consequence.  If we include upkeep costs to reflect maintaining the fort as well as a tax/revenue system to pay for it (as well as finance the cost of new work orders), it would offset the problem of a massively wealthy fort being able to provide massively luxurious accommodations across the board because the cost of doing so would exceed the revenues produced by dwarves' labors.

Of course, this still has to involve a way to ensure there are labors for dwarves to do, but now without too much/too little autonomy.  This is complex, to say the least...


590
DF Dwarf Mode Discussion / Re: Ownership & Economics, or Fun With Money
« on: August 08, 2010, 04:28:27 pm »
Technically, though, gold coins and fiat currency are the same in the sense that their inherent value is the item itself; gold is only valuable because it's limited in supply, and if we increased the supply of gold we'd also increase inflation.  This is exactly what happened to Spain during the 15th and 16th centuries; so much gold and silver flowed in to the country from their colonies that it triggered massive inflation.

I'm not sure how it would work in DF but it would add a strategic side to mining; rather than simply dig out veins of gold/silver/copper, it may be more productive not to do so in order to keep the economy balanced.

591
DF Dwarf Mode Discussion / Re: Ownership & Economics, or Fun With Money
« on: August 08, 2010, 10:01:09 am »
Of course, it's also true that bigger cities had much more connection with the outside world; while that's definitely true of a newly-founded outpost, a fully-developed Mountainhome would be a huge nexus of trade attracting far more than the four caravans per year we currently get (of course, we'll also need more goods in order to make more caravans useful). 

That being said, ultimately money will only work if it actually plays a role in production.  Shortages of currency should slow production (due to a switch to barter or alternative methods of payment) whereas having too many coins will drive inflation, forcing up the prices of goods and services and affecting wages, and in turn purchasing power.  This is going to add a twist to trade; no longer would you be able to dump large quantities of goods for trade or offerings without making up for it through minting coins or withdrawing them from circulation to balance the money supply. 

It would be complex to implement, but could be made much easier by simply having the tax collector or whomever estimate the number of coins that need to be minted or withdrawn from circulation and report it through the status screen.

592
DF Dwarf Mode Discussion / Re: Lol Wut?
« on: August 06, 2010, 03:19:02 pm »
Sounds like your mayor is a dwarven Caligula.

593
I had a mystery dwarf show up on one of my maps in the past; it didn't produce an announcement to my knowledge and the dwarf wasn't associated with the caravan since it had long since left (this was in roughly mid-summer).  The @ wandered around for a while at the edge of the map before moving on...no clue who it was, since I forgot to check their name.  I'm hoping another one shows up again with my current fort so I can investigate further.

594
DF Suggestions / Re: Recreational Drugs
« on: August 06, 2010, 12:27:48 pm »
I just want to carve masterwork briar pipes myself...not to mention finally have a use for all that rat weed.

595
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 05, 2010, 04:49:56 pm »
New fort on a standard world; the 8,100 year old world was just too stagnant to be interesting (I believe this is due to the isolation caused by island maps, which makes sites easy pickings for megabeasts).  So, I genned an old-fashioned medium region up to 1050 and settled in a good spot with flux and good metamorphic layers.  It's also got a lot of trees, but sadly no river...regardless, the pools are rich with fish which will be a good supplement to our food supplies.

I also made sure to choose a civilization with a young king so I can actually get him instead of having him die of old age when he arrives.

596
DF Dwarf Mode Discussion / Re: two doctors are stuck
« on: August 05, 2010, 04:47:44 pm »
Forbid all buckets.  When you un-forbid them the doctors will complete the Apply Cast task normally.

597
DF Dwarf Mode Discussion / Re: inspiration
« on: August 05, 2010, 04:41:20 pm »
The cities in Heroes of Might and Magic are my main source of inspiration.
http://www.bay12forums.com/smf/index.php?topic=61010.msg1383642#msg1383642

Shoot, I was hoping you were going to build a HOMM3 Dungeon or Inferno town.  HOMM5 is too late for me.  ;)

598
DF Dwarf Mode Discussion / Re: How do you design YOUR fort?
« on: August 05, 2010, 04:22:53 pm »
Going a little more in depth:

I usually dig out a series of identically-sized workshop rooms; the first floor contains farms and basic processing industries for crops as well as food/alcohol production.  The second contains intermediate goods as well as stone crafting workshops.  The third floor contains the tertiary industries like glassmaking, gem setting, other crafting and metalsmithing.  Stockplies are associated according to the work ongoing on their floor.

Down below that, the main hall and the alcohol/refuse piles alongside it along with offices and the hospital, and below that the living quarters.  Barracks are distributed as needed; generally, I place at least one near the surface to respond quickly with others distributed according to whether or not we're using the caverns aggressively.

599
DF Dwarf Mode Discussion / Re: worn out clothes
« on: August 05, 2010, 04:19:22 pm »
My mayor is currently dressed in a tattered cloak and a sock.  He seems happy enough.

The only well-dressed dwarves in my fort are in the military...we're like North Korea.

600
DF Dwarf Mode Discussion / Re: worn out clothes
« on: August 05, 2010, 03:53:44 pm »
I had this happen in a recent fort.  One of my legendary miners let all his clothes fall off until he was wearing nothing but his copper pick.

He then proceeded to organize a party...nobody attended, based on what I saw in the units screen. 

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