Just mean to say that if the only requirements are material, then they're going to be very easy to mass-produce no matter how you try to balance them. Example: Once you get a steel industry going, it's pretty easy to produce a lot of steel weapons and armor, even Masterworks with a skilled smith. The most time-consuming part of setting up your military is still training your soldiers, though. It's a lot harder to train an axe lord than it is to equip him, unless you're trying to get artifact gear. So, provided all the materials needed for a Golem are available on your map and you don't need to import them, then it stands to reason that as soon as the infrastructure was set up you'd be able to churn them out very rapidly, much more rapidly than training a militia, if it was purely a construction process. If it was much easier to build a War Golem than train an Axe Lord, then it'd pretty much have to be weaker than that Axe Lord or there would be literally no point in training a military, which would render that whole aspect of the game more or less obsolete. The general attitude here seems to be that a good Golem should be able to smash that Axe Lord into meat paste, which I agree with, but in that case you'd need to make it harder to get a Battle Golem than an Axe Lord for the same reason.
First off, resources will be scarcer in DF 1.0. I'm pretty sure of that.
Second off, if resources are so cheap, why do you need so much of them in your suggestion?
Third off, I agree that there should be non-material costs/limitations, I just think your scheme overdid it.
As for the berserk thing and skill levels, maybe it is a stupid idea. It's a suggestion, not a list of demands here. Just throwing it out there because I think it would be fun. My solution would be to just have your dwarf churn out cheap worker golems to get his skill up with a couple axedwarves on standby to put them down if they flip. As for them going crazy at all, as I said, have it be like tamed animals going feral. Have a visual indication in the name, and when it starts to go screwy bring it in for a tuneup.
..."Tuneup" sounds wrong here, I'm not sure why.
Golems malfunctioning is virtually required on a system-wide level, but it shouldn't be expected for an average golem one would make. If you made a golem or three per month, you'd probably be cruising for a bruising courtesy of the golems, but the chance shouldn't be high with decent skill and no adverse conditions, unless you were making an unusually powerful golem.
I'm not trying to strawman anybody. Can we at least agree that a fair cost versus benefit is completely a matter of opinion in this case?
No.
Replace "opinion" with "situation," though, and I agree.
One simple way to limit them would be to have the golemancer only be able to safely animate a set amount of golems at a time (or at least control them
), maybe say 2-3 tops. If you had him animate more the risk of him losing control over them would multiply and probably only be a good idea as a last resort defense against a siege (ie, animate a room full of golems, get the hell out of there and pull the lever to let them loose on the gobbos) ^^
It should very by skill level and golem power, but the idea is sound.