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Messages - SixOfSpades

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256
DF Suggestions / Re: Circuses!
« on: November 01, 2018, 04:24:24 pm »
yes, it must be a very rare event!
Why not a very common one? Animal Trainers needn't be any more rare than any other type of performer, and in my last fort I actually had to forbid all visitors from entering my tavern, because I got so sick of the infinite number of Poets that descended upon me from every corner of existence.

257
DF Suggestions / Re: Supply and Demand
« on: November 01, 2018, 04:07:35 pm »
I never claimed that production costs directly affected price. They indirectly affect price by determining how cheaply the producer is willing to sell for.
True. I never meant my post to be a correction of yours, merely an expansion. And obviously, yes, the current in-fort economy (or rather, total lack thereof) is only a placeholder.

258
No.
If you start with the assumption that your favored result is right, ignore evidence to the contrary, and you are doing bad science. If you presuppose "I am right", and only seek to ask "why are people who disagree with me wrong" you will not learn anything from an experiment!
Just speaking personally and for the sake of easing any frustrations that you might feel, I myself am able to avoid speaking in 24pt font size simply because I largely ignore GoblinCookie. I might respond to people replying to him, but he himself isn't worth the trouble. I once said that "If GoblinCookie is disagreeing with somebody, that's only because GoblinCookie is wrong," and I think I have yet to see any examples to the contrary.

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By the way, you believe in Bigfoot, right? And grey aliens. And the Chupacabra. And cold fusion And the Beast of Bodmin moor. And Nessie? Because these are all scenarios where some people say "I have seen/found/proven/detected this" and then many other people have rigorously looked at the available information and come to the conclusion that no, they do not. If you feel that this is a strawman, feel free to clarify your position on the matter of "someone claims X, therefore it MUST BE TRUE"
     On a related point, in Ibsen's play An Enemy of the People, the main character (Dr. Stockmann) gives a climactic monologue in which he attacks the idea of "truth by consensus, rather than fact". He paints of picture of a company of soldiers, who have been sent to occupy a town before it can be taken by the enemy, and also of a sentry, who has seen that the enemy has already taken the town, and is rushing down to warn the soldiers. Stockmann presents this question: Should the soldiers continue to follow their orders, and ignore the sentry because his is the voice of only one man? Or should they acknowledge that he is in possession of more information than they are, and adjust their opinions accordingly?
     Obviously, truth is not subjective. We can't vote on whether or not global warming is happening. Popular opinion does not dictate fact--but that doesn't mean that popular opinion is always wrong, either. The key is in the nature and qualifications of those people who we choose to believe, even when they might be in the minority, even when their views might be unpopular. Should a respected vulcanologist be listened to when he says a certain volcano is about to erupt? Yes. Should that same vulcanologist be listened to when he says that Princess Diana was abducted by aliens? No. The sentry in Dr. Stockmann's story should be listened to. Every political analyst who said that Don Trump was grossly unfit to be President should be listened to. Everyone who believes in the Chupacabra should not. And GoblinCookie should not. It's high time this very unfortunate culture of anti-intellectualism came to an abrupt halt.

259
DF Suggestions / Re: Supply and Demand
« on: November 01, 2018, 03:21:31 pm »
There is still unresolved points: how to account for the quality of the good and eventual decorations? They might act as modifiers on the final price. And could golden statues be less expalsive than lead ones in some extreme cases?
     As far as decorations are concerned, I can see how in some cases, they could actually reduce the value of the finished good: If they are of noticeably lower quality, and/or of much lower material cost, than the base item, then they effectively mar the item's beauty and make it look cheap. In extreme cases, this could be considered vandalism, albeit unintentional. If you have a +gold statue+ and embellish it with some masterfully-placed brilliant-cut almandines, then that's a considerable improvement. But if it's a ☼gold statue☼ and you mangle the work with your clumsily-laid hunks of schist, then you've made the king look like a beggar! Shame on you!
     Theoretically, lead statues could be worth more than gold ones, although it's rather unlikely, and largely for reasons that would make them worth less than the equivalent of bars of the same metals. As far as DF is concerned, gold & lead are just as useful: Gold's advantages of being ton-toxic, non-tarnishing, and a great electrical conductor aren't included in the game, and both metals are almost equally soft & ductile, so really the only reason to prefer gold is that it's more shiny. And the only reason to prefer lead is because you've got some noble with a material preference. But if you desire lead for the lead itself, then finished goods should actually be worth less than the raw metal, due to the emotional pain that the buyer knows he's going to feel when he melts the artwork back down.


It will be necessary for us to slow down the productivity of our dwarves per hour in order to guarantee a certain quality of an item be produced.  That is because a totally random production of high-quality items means that since no greater amount of labour was used to produce them than the lower quality items, so the numerical value of such items is the same as that of lower-quality items.
No. Masterworks represent an investment of labor by a highly skilled dwarf as opposed to the same investment of labor by an unskilled dwarf. Skilled dwarves are rarer. Masterworks are subjectively more pleasing, and objectively superior in combat. This alone is sufficient to give masterworks a higher price.
     The time/labor costs of an item's production are largely irrelevant to a buyer, and should therefore have no impact on the item's price. Where they are relevant is on the artisan's desire to produce that item: Things that take a long time to make but give only a small return simply aren't worth the maker's time, so of course he chooses not to make them, which creates scarcity, which drives the price up, which makes the item worth making. But in DF, there are three things that break this natural equilibrium: 1) Dwarves don't make capitalisitic decisions in a communist society, 2) Dwarves have no qualms about doing non-cost-effective work, especially when there is often literally nothing else to do, and 3) Legendaries can and will do the same job in the blink of an eye, effectively making the entire concepts of "labor costs" and "competition" obsolete.

Suggested improvements:
     More realistic timeframes, for all products. No Mason, no matter how Legendary, should be able to whip out 15 stone weapon racks in an hour--just as no Cook, no matter how Dabbling, should take 3 days just to prepare some stew.
     Smaller speed increases as an artisan gains ranks in a skill . . . perhaps even none at all.
     Revamp the creation process into a multi-step one, rolling the "quality dice" each time. As the craftsdwarf completes an item, he compares: 1) The time he's taken on it so far, vs. the "average" time for that type of item, 2) The quality level of the item, vs. his own level of skill, 3) The quality level of the item, vs. the odds that any further work would be an improvement, and 4) The time required for further work, vs. his own needs for food/drink/sleep. IF the craftsdwarf is a) not too far behind schedule, b) unsatisfied with his work so far, c) fairly sure that he could do better, and d) not too distracted by physical needs, then he should try to fine-tune and/or salvage his work. Roll the quality dice again, and maybe he'll improve the item, maybe he'll make it worse, and maybe he'll screw up completely & wreck it beyond repair. So the main reason that Legendaries can do work so much faster than other artisans should be because they got it right the first time.

260
I've always figured Blindfighting should be a learnable skill (especially for those who are literally blind), and make sure to take into account bonuses for creatures with better senses of hearing/smell/possible ESP, and penalties for those using thrusting weapons.

261
Just pointing out that the Nether / Upside Down would make for a good LATE-game challenge, but horrible in the early years of Fort mode, and making possible breaches obvious to the player runs the very real risk of being noticeably artificial and cheesy.

262
DF Suggestions / Re: Response to FoTF post Oct 1st 2018
« on: November 01, 2018, 02:46:56 am »
Theres the idea of bastard children, born out of wedlock. The game knows innately who the father is but more realistically a woman with multiple partners immediately before a pregnancy doesnt really . . . So basically, custody laws.
Your choice of words in "custody laws" suggested another possible option: An authority figure (most likely the ranking noble or current mayor, but possibly also a priest or the head of the mother's family) flat-out declares who the father is, at least in the eyes of the law/society. Ideally, this would take into account both actual evidence (the baby has similar coloration as the "father") and rumors (a few people saw the mother and "father" flirting about nine months ago). Depending on social mores, the "father" might be forced to marry the mother, or at the very least acknowledge the bastard as his own, as well as pay some form of child support and/or formally authorize the child to inherit. Refusal would almost certainly be considered a crime, as well as cause a Grudge between all members of both families.

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. . . One that makee marriages/matchmaking the role of government entities, where the entity can force unions on couples that otherwise have no interest in each other, or deny marriages sometimes which were formed by mutual interest.
People really don't seem to be interested in matchmakers. I suggested one about a year ago, and got a whopping ONE reply.

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And the ability to restrict marriage by caste, say a tag that says caste x cannot legally marry...
And/or one that says caste x isnt allowed to marry caste y
Okay, do you mean "caste" as in social caste, defined by what a person does for a living, which (in particular with Overseer-managed dwarves) can change at the drop of a hat? Or are you speaking of traits defined at birth, such as gender, which are more or less immutable?

Also, beware of adding further complexity. There are already 2 x 3 x 4 x 4 - 16 = 80 possible types of relationship, even without considering nobility or social caste:
2 [Heterosexual][Homosexual]
3 [Romantic][Sexual][Reproductive]
4 [Marital][Nonmarital][Premarital][Extramarital]
4 [Monogamous][Polygamous][Polyandrous][Polygynous]
Factor in just 5 different levels of how society might feel about each of these (Forbidden, Discouraged, Neutral, Encouraged, Mandated) and that's 400 different relationships (at least, before you subtract some conflicts). Now, I agree, the landscape could still benefit from being made richer; Different social ranks, and genders, being constrained by different rules would not only be flavorful, but absolutely flush with historical precedent. But considering that this is all being coded by one guy, I would advocate for baby steps.

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And another thing weve all been hoping for, for a long, long time, was just to define and describe unique deities that should always appear for a civ.
Don't speak for the group. I for one have never wanted a deity that would always appear in the pantheon of every civ--I consider even some of the more ubiquitous spheres (most notably Fortresses) to be a rather glaring lack of variety. Sure, some ability to define/edit a civ's gods would be nice, but don't assume that everyone wants what you want.

263
DF Suggestions / Re: Tea
« on: October 30, 2018, 04:52:59 pm »
     If we're really going to chew on the optimization of everything tea-related, meaning all of agriculture, that's going to involve pretty much every major update Toady has planned: The caverns and magic are going to be heavily affected by the Mythgen release, making dwarves partly dependent on underground rivers will only become feasible if/when the Embark scenarios release allows us to embark underground, etc. The entire thread would be basically made of derails because we wouldn't be able to focus on any one thing. So I for one advocate dropping the entire agriculture angle and concentrating on alternative beverages.

     We can kill two birds with one stone: Dwarves are currently hypersensitive to stress, and we "need" a way to strongly link them to booze that doesn't involve them being somehow addicted to it from birth. So we completely do away with the gamey tags like [ALCOHOL_DEPENDENT], and instead assign all drinks varying values of Thirst_Quench, Alcohol_Content, and a bevy of Taste factors like Sweet, Bitter, Sour, Smooth, Fruity, etc., in order to appeal differently to dwarves with a varying range of preferred tastes. (A system which makes far more sense than having just 1 specific favorite food, especially when it's a food they've never had.) Then, make the alcoholic drinks lower stress (and perhaps make dwarves exceptionally sensitive to that stress-reducing effect), and maybe make certain other drinks (most likely the caffeinated ones) actually raise stress a bit. Finally, allow dwarves (at least) to be aware of this difference, so that they will know when they need a drink. Relatively happy dwarves will be more free to drink other beverages, but there's still no reason for them to avoid booze. So, all told, about 75% of the drinks consumed by dwarves will be alcoholic, as opposed to maybe 50% for non dwarves (assuming ample quantities of both, of course).

264
DF Suggestions / Re: A more interesting theology
« on: October 28, 2018, 07:42:41 pm »
Armok will be completely disregarded in the Myth release.
Along with dropping everything but the "Dwarf Fortress" part from the game's official name, I hope? (Although even that would be something of a misnomer, considering Adventure Mode, but Toady can't very well call the game "Dwarf".)


Theology and mythology is set to be randomly generated.
As I mentioned, the gods can have a healthy amount of randomness in their emotional makeup and interactions . . . but as far as I can tell, the spheres are far less plastic in that regard. For instance, Rain, Lightning, and Thunder flat-out are associated with Storms, and no amount of procedural randomness is going to change that and still make sense. Granted, there is some flexibility: I'm sure there are many possible arrangements of Domains other than the system that I came up with, but I'm not sure it'd be worth the effort of teaching the game to generate one on the fly, every time. It might be more fun to just have a bunch of humans each come up with their own plan how to organize the spheres, and then for each game, the computer just picks one of these templates. So the static framework of spheres keeps everything logical, while the more unpredictable gods keep everything fresh.

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In some worlds, we could see no gods.
Hmm. Realistically, I'm not sure how well that would work. Sure, the "time before time" could easily be renamed to "prehistory", and beings that are "the first of their kind" could simply become the first of their kind to have names, which explains why they have no (named) ancestors--but that still raises the question of how the hell every settlement of every intelligent race all started to keep track of events on the exact same day. Or they all arrived where they are (from some completely different place) on the same day, etc. Sure, by the time the world is 200 years old or so everything's fine, but it's just really awkward to think of Year 1, with everybody scratching their heads & wondering why they can't remember more than a few months back.

But solely regarding the concept of a godless world, yeah, that could be cool. I can also see having god(s) that the mortal races simply aren't aware of, as well as worlds that have no actual deities but the sentients start worshiping some anyway. But I hope that's controllable via a worldgen setting: I've previously supported the idea of giving the player control over how much effect Magic and Technology will have in their world, and it'd be nice to have a slider for Divine activity as well.

265
DF Suggestions / A more interesting theology
« on: October 28, 2018, 03:23:36 am »
   A grab-bag of thoughts for Toady & Tarn to peruse while they're working over Mythgen. Currently, the DF gods are fairly good, but they could certainly stand to have a lot more personality (they're little more than collections of spheres), as well as exposition: Neither the mortals of the universe, nor we the players, can know if the gods actually exist as individual beings, of they're just facets of Armok's power, or if they're all just constructs of their worshipers' collective imagination. I would like to help rectify this, and also make the gods more intriguing & far more dynamic.

Part I: The Gods
   First things first: The gods can't be much fun if they don't exist at all. I would place them right at the intersection between God and Man (they were created by Armok, but also shape themselves to better suit the preferences & expectations of their worshipers), as well as the intersection of Worldgen and Mythgen: Introduce all the gods at the start of Worldgen, but add the relevant spheres only as each successive layer of the world is laid down, and have the gods compete with each other for control of whatever spheres appear to be the most important at the time. Give the deities personality traits: Some are more greedy for sacrifice, some desire to show off for non-believers, some are vengeful, some are afraid of battle with other gods, etc. These traits will influence each god's relative preferences for the different spheres, as well as allow them to form friendships/alliances/grudges with the other gods. Most importantly, let the deities use whatever spheres they happen to possess, which will add a very flavorful layer to the myths dating from the time before time--as well as permanently mark the biomes where the spheres were used. Some deities are driven mad by the conflict and become doomed to wander the earth, while others hide themselves away and become forgotten, perhaps taking their spheres with them.
   As Armok finally creates sentient creatures and history begins, the various surviving deities coalesce around the fledgling mortal civilizations, forming pantheons for their mutual benefit. Each deity now takes (and/or is given) a name and an appearance, which may or may not include symbolic details such as being represented with a specific tool/weapon/garment, etc., or having part of their body maimed or replaced with an animal part. Every individual god still also remembers his own friendships and enmities with the others, resulting from their actions during the time before time, and this will continue to drive their relationships going forward. The tumultuous nature of the Age of Myth is echoed in the divine realm, as the gods are still jostling for spheres in their attempt to consolidate their power and be more easily worshiped by mortals. This settles down as each pantheon gradually stabilizes, yet there are always changes that can occur:
  • Gods can willingly trade spheres between one another
  • Gods can steal one another's spheres, or take them by force or threat of force, or even kill each other outright
  • Gods can hide one or more of their spheres, which temporarily prevents their feeding off of that sphere's worship but also means they don't have to guard it from other gods
  • Gods can happen upon the spheres hidden by another god (or possibly those lost by slain Titans & Forgotten Beasts, if you choose to go that route)
  • Gods can sometimes create copies of spheres held by gods outside their own pantheon (usually at the cost of surrendering some of their saved worship power in exchange)
  • Gods can form new friendships, alliances, rivalries (especially if they both have spheres of similar power in the same domain), grudges, and blood-feuds with one another
  • Gods can form familial bonds, friendships, and romances, even to the point of getting married and having children, with each child getting at least 1 sphere (either inherited, or created)
  • Gods can sponsor certain exceptionally favored mortals by endowing them with one of their lesser spheres, thus elevating the mortal into a demigod
   Additionally, gods (especially gods of travel and trade) can occasionally go between different pantheons, either just for a visit or actually gaining worshipers from among that civilization's citizens. Almost all of the above interactions can happen with "foreign" gods: e.g., a god from a landlocked civilization might have the sphere of Oceans, which of course would be useless to her, so she visits one or more "neighboring" coastal pantheons to try to trade it for something else. These interactions need not be benign: a rogue god from one civ could travel to another to steal a sphere from one of their gods, or indeed possibly even abduct an entire deity (either for the purpose of a forced marriage, or to extort one or more spheres in exchange for their freedom). Naturally, these kinds of hostile acts would almost certainly trigger a war between the two civs in question.
   Gods can also leave their pantheon entirely, for instance a civ that has two deities wrestling for control of the Sky domain might border a pantheon that has no gods in that area, so one god might logically cede the disputed territory in exchange for being the uncontested master in the new land--provided that the other civilization is receptive to their neighbor's beliefs, of course. Roaming gods happen most importantly when a civilization goes extinct, forcing its deities to either find new homes, or starve. The foreigner deities might have to pay a sphere or two to buy the acceptance of their new divine roommates (just as any refugees from the destroyed civ would be lower-status in their new one), but that's only fair. (Homeless gods that are similar enough with already-resident deities might even merge with them.)

Part II: The Spheres
   The charts that I have spoilered here are mostly based on the game's current list of spheres (along with their Parent/Child, Friend, and Preclude lists), with some additions and minor tweaks of my own. They are not representative of what I think the game's final setup should be, particularly in light of the upcoming major revisions to (or even outright additions of) major elements such as the caverns and magic. These charts illustrate only what I think is a good method for organizing a stable theology, upon which the procedurally-generated gods are based.

   List all of your desired spheres, and arrange them into some arbitrary number of Tiers (which sort the spheres by relative power/importance), and another number of Domains (which group spheres of related themes together). Here, I have 171 spheres scattered across 9 Tiers and 23 Domains:
Spoiler (click to show/hide)
   Then, chart out how the various Domains interact with each other:
Spoiler (click to show/hide)
   This, when combined with the various Friend and Preclude lists, each god's inherent personality traits, and the spheres that they already hold, determines the level of desire that each god feels for each sphere that they have yet to obtain. Clearly, the most powerful spheres in the top Tier would generally be in the highest demand--but also the most zealously guarded by those who hold them. It is in each deity's best interest to collect spheres that are all related to each other, in order to make himself as easy to worship as possible; "For everything related to the sky, pray to Lun Starrained!" is a lot more convenient than "Erib Bronzesilvers the Copper Rocks is the god of minerals (but not metals), crafts, dusk (but not night), trees, and trade." The more focused your control over a particular area, the clearer the image that mortals can have of you. Of course, the obvious pitfall there is that if it becomes common to see just one god per domain, then each pantheon of gods will start to seem pretty much like any other, and a good-sized facet of DF's replay value will be lost. What I hope will be an effective countermeasure is the large percentage of spheres that show up in multiple domains: Every single one of my Domains has spheres from at least 3 other domains in it. Hopefully, this would mean that even well-concentrated gods would be infringing on somebody else's territory, and/or have still other deities intruding on their own. The domain overlap would also likely tempt gods into trying to hold clusters of spheres in 2 or 3 domains simultaneously, rather than monopolizing just one, or scattering spheres randomly. And gods spreading themselves over multiple domains means more interaction--and likely tension--with the other members of their pantheon.

   One last note about the spheres. Two of them are quite unusual:
   * Toady originally set down the Preclude list of which spheres are mutually exclusive with each other (such as Fire & Rivers, or Food & Blight, or Beauty & Deformity), and I think that's a sound plan. But I also think it'd be fun to occasionally throw a spanner in the works with the sphere of Opposites, which has the curious property of subverting the Preclude list, making its possessor god desire to hold spheres that are in direct conflict with one another. So every once in a while, you might get a deity of both Chaos & Discipline, or Forgiveness & Revenge, or perhaps a god of Dawn & Dusk that happens to be in a parent/child relationship with a god of Cycles. The sphere of Opposites should also make its holder feel less desire for spheres that are not conflicting.
   * The sphere of Twins cannot be held by just one god--essentially, it splits its possessor into two deities. It cannot be obtained by any god that did not already have at least two related spheres: Either two complementary spheres of the same domain (such as Fish & Fishing), or opposing ones (e.g., Consolation & Misery). The holder(s) of the Twins sphere perceive a lowered desire to hold any spheres that are unrelated to those already held. Each pair of spheres is divided between the new god-halves, with attention paid to each sphere's Tier so that the resulting twins are (about) equal in power. This can result in two gods peacefully sharing control of a domain equally between them, or two violent enemies whose spheres are nothing but polar opposites of one another, or a love/hate relationship anywhere in between. If the original deity held the sphere of Balance (or it is obtained after the split), it is shared by both. The sphere of Opposites, if held, must be dropped.

Part III: Why?
   The obvious problem of implementing this system is--What's the point? We already have gods who frequently have spheres that make sense together, gods whose names occasionally bear some relation to their sphere(s), and the god of Death (if there is one) is usually portrayed as a skeleton. This is a very complicated plan, it sounds like a hell of a lot of work for Toady, and all for arguably very minor returns. I concede that all of that is true. And pretty much my only reply is Yeah, but it would be bitchin'.
   Greek mythology isn't just about knowing that Hephaestus is the god of labor & invention, it's about Cronus trying to eat all of his children (yet somehow being fooled with a stone), and it's about horny Zeus impregnating every mortal woman he could get his static-clingy-hands on. Norse mythology isn't just about how Freyja is the goddess of love, fertility, & death, it's about how Loki once gave birth to an eight-legged horse, and how Buri was licked into being by a primeval supercow. There's more to theology than just listing off names & powers like an accountant--mythology is about myths, about telling stories. The gods need to interact, with each other at the bare minimum, and if possible with mortals as well. And DF provides the perfect framework for it: In Legends mode, we can read about the hectic free-for-all as the gods battled it out while Creation itself screamed all around them . . . and then as civilizations formed, a small group of them took The Confederation of Treaties under its collective wing and defended them from all comers. In Fortress mode, you could be delighted to find that your civ's god of Metals has given her High Priest the ability to go dowsing for ore--at least until you learn that a nearby civ's god of Birds stole your Sky god's attendant vulture, so, whoops, you're at war now. And in Adventurer mode, you could wander into an unfamiliar church, ask the clergy about their faith, and learn that this civ has a god of Lust but not Marriage, and that the god of Lust has children with two other deities--and because pantheons usually reflect the beliefs of their followers, you deduce that this culture is likely accepting of polygamy and/or extramarital sex. And that's before your adventurer becomes powerful enough to pique the interest of the gods themselves, one of whom assigns you a quest to kill a specific Titan . . . and maybe, just maybe, to claim its sphere for yourself & become a demigod, enabling you to travel to the astral plane & rub shoulders with actual deities. Bitchin'.
   Yeah, coding it would be a lot of work--but perhaps not that much, as the gods behave pretty much like dwarves. Model them on existing traits, preferences, and social behaviors to develop their friendships & grudges. Allow garments & trinkets (the spheres) to be claimed by multiple people at once to make the gods fight over them like Infinity Stones. And replace the gods' physical needs (food, drink, sleep) with spiritual ones (belief, worship, sacrifice). It would provide a very good reason for certain biomes to be associated with specific spheres. And it would be fascinating to see certain events play out in the divine realm to mirror those down on the mortal plane--and vice versa. As always, whether or not this expansion would be worth the labor is for Toady alone to decide, but I hope it's at least worth considering.

266
DF Suggestions / Re: Tea
« on: October 26, 2018, 03:04:01 am »
Although it's not implemented in the game because there are no poisonous plants,
     Interesting tangent. I'm not advocating for who whole truckload of poisonous plants, of course, but it does seem odd that seemingly every single plant in DF is useful. If we've got obscure (and even somewhat controversial) plants like fonio & durian, then why not also have a few of the more well-known nuisances, such as stinging nettles, kudzu, poison oak, monkey puzzle, and jumping cactus? It would certainly make for a more gradual transition to things like staring eyeballs & wormy tendrils.
     On a similar note, there are also no weeds. Sure, we have rat weed & blade weed, but they always stay nicely in their farm plots and only grow when planted in season. Currently, Planters have nothing to occupy their time between planting & harvesting--regular weedings would be a realistic requirement to maintain high yield, and would incidentally give children something useful to do.

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in real life there was a strong link between herbalists and foragers.
     Yes and no, albeit admittedly mostly yes. Foragers mainly had to know which berries, roots, and mushrooms NOT to eat. (Or which parts, in cases like rhubarb.) But the important difference is, even legitimately medicinal plants are frequently toxic if you eat them in meal-sized quantities, so where the herbologist goes the extra mile is in knowing which of the bad plants can actually be good when used correctly. And not only do they have to tell the difference between yarrow and hemlock, they also have to know what yarrow is good for, and how to use it. Also, both professions would be useful for keeping poisonous plants out of animal pastures, particularly if your livestock is not native to the area and thus wouldn't know which plants to avoid.

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in post-farming societies pretty much the only reason a person would be gathering wild plants is for finding herbs that are not usually farmed
     Um, and poverty. That's a pretty big reason.


. . . since Tea is made from water it wouldn't make sense for Dwarves to drink it unless there's no alcohol
Except for the fact that all booze (except when of very high proof) is also primarily composed of water. Tea also has the advantage of a near-instantaneous prep time, unlike alcohol, which would realistically require a fermentation & aging period of months, if not years.


why would dwarves waste the scarce energy in their underground environment on yeast?
1. Because beer,
2. Because yeast is a fungus,
3. Because the dwarven environment isn't limited to the underground, and
4. Because you're not turning this thread into another "caverns can't support life" debate.


The ALCOHOL_DEPENDENT tag is pretty gamey though.  What, every dwarf at every age needs alcohol to not be depressed?  I'd support a decision to remove it, but give dwarves a personality that encourages drinking for most dwarves (like a higher propensity for insanity due to bad moods along with a resistance to the harmful effects of alcohol) without it being straight up hard-coded in their biology.
Agreed. It would be far more realistic to say that either booze makes them happy, or (harsher) they can't be happy without booze to flip the endorphin switch.

267
I'm just passing through, here, but a couple of things jumped out at me.

. . . If we pick the right moment where the general state of things are correctly aligned for the great man to change the world then we can have them do so; all arguable great men in history have certainly had the fortune of being there at the right time. 

But 15th Granite 250 is not supposed to be a special day.  The game is not designed so as to have the player arrive at the right time that his intervention would likely be able to change the society.
     Put aside, for the moment, the fact that "dramatic social revolution" is not currently implemented in DF, because of course it isn't. What is implemented, however, are quests to stop a ruthless gang of bandits, or put together a war party to go slay the dragon that's been terrorizing the countryside. Do you not save dozens, even hundreds of lives in this way? Do you not dramatically alter the future of the whole region? Do you not become a hero, whom other men will follow? Does this not satisfy the Great Man Theory? And what's all this having to be in the right place at the right time? Was Martin Luther able to shatter all of Christendom just because he happened to post his theses precisely when Europe was already at the tipping point anyway? Of course not, he sparked a revolution because his ideas were different, and a foreign adventurer character is very well positioned to point out what he sees as glaring flaws in a society, particularly if he's riding the popularity wave of just having saved a town or two. Your little quibble over "the moment he arrives" is pure misdirection--the only reason the player can't do that sort of quest is because that sort of quest simply hasn't been written (yet), and you know it. Face the facts and argue correctly.

Ah, we are back to talking about violence-in-video games.  Well I guess it is not so far off oppression-in-video-games which is not so far off gender-in-video-games which was the OP.

In any case, it just so happens that the fall in violent crime is no longer the case, it has actually started to rise again.  The funny thing is this is truly violent crime of the horrific kind but not minor violent incidents.  This however is quite consistent if you think that violent video games desensitise people to violence in general . . .
     As Putnam pointed out, dwarves don't have faces. Yeah, a lot of people seem to enjoy video game violence, and I don't know what games they go to for those particular jollies, but I do know which game they don't play: This one. I can't put my finger on it, but there's just something a little anticlimactic about seeing ASCII violence rendered in full HD with surround sound.

     People trying to claim video-game violence causes real-world violence always seem to gloss over the innumerable atrocities throughout all history, and in places/societies that simply have no exposure to such games. And as for your report that violent crime is on the rise--if, as you imply, it is prompted by video games, then which game? Isn't the Grand Theft Auto craze long past its peak, at least until its next installment? Personally, I find it much more likely that this surge of real-world nastiness is caused by . . . real-world nastiness, what with the right-wing nationalism, intolerance, and violent rhetoric on the upswing again in Britain & other parts of Europe, Brazil, and of course America. People don't hurt, kill, or oppress people because someone on their screen tells them it's okay--they do it because they already had a latent desire to do so, and someone in their own culture shows them that it's okay. Blaming video games/movies/etc. for society's various ills has never made sense.

268
DF Suggestions / Re: Tea
« on: October 24, 2018, 12:50:43 am »
No skill bloat please. We've already got four billion skills, can we try not to add new ones just for the sake of it?
It's hardly "just for the sake of it" when herbology was an actual skill that many people all over the world practiced, some even made their living by it. (Unlike some others, such as Gelder, or Glazer, or Fish Dissector.) I get your concern about bloat, but IMO realism generally trumps feelings. You might feel that, for example, splitting the Brewer profession up into Brewer, Vinter, and Distiller would be unnecessary bloat, but the fact remains that these are three almost completely unrelated processes and skill in one does not confer any skill in the others. Just as someone who knows the most likely times/places to go looking for wild strawberries is not guaranteed to also know that chewing on willow bark acts as a mild analgesic.


It sounds like one of the better skill suggestions, however chemist isn't used and can be applied under that.
I'd prefer to keep the Herbologist and (Al)Chemist separate, actually. Just like the Carpenter and Mason: Even when they're working to achieve the same goal, their materials are too different to have the skill be transferable. Heck, there's a lot more cross-training potential between Herbologist and Cook than between Herbologist and Alchemist.

269
DF Suggestions / Re: Tea
« on: October 22, 2018, 02:50:40 pm »
I don't think we should overlook the medicine/disease angle, which could add quite a lot to the game. Actual tea tea has no meaningful medicinal effects that I'm aware of, but infusions (and other treatments) of many different plants were (and still are) used to treat fevers, asthma, burns, heart conditions, etc.

I'd like to see the Herbalist profession removed, and replaced with:
"Forager", a new Ranger skill, who primarily seeks out edible plants (but may also kill/trap vermin creatures he happens to encounter), and
"Herbologist", a new Doctor skill who identifies, cultivates, harvests & prepares medicinal plants (and maybe a few animals).

270
DF Suggestions / Re: A dwarf fortress multiverse
« on: October 11, 2018, 03:34:26 pm »
I've previously suggested the concept of a "divine" plane, home to the gods. The pantheon of each civilization each forms its own little village, where they interact with each other--gods may form friendships or enmities with each other, they may trade/steal spheres from each other (or even create/lose/destroy spheres), they may have children with each other (with the child necessarily inheriting at least one sphere from its parents). Gods from one "village" might even visit other villages (especially if their civ goes extinct, leaving the gods homeless), leading to similar types of interpantheonic behavior. These events would happen much more infrequently between gods than between mortals, but they would still happen, adding a fun layer of dynamic mythology to Legends mode.

This is relevant to the OP because in my opinion, if an Adventurer repeatedly performs noteworthy enough services to a particular god, that deity may raise the Adventurer to the status of Demigod, complete with a rather minor sphere ("Yay. I'm the demigod of muck. Woo hoo.") and the ability to plane-shift to the Astral realm, where they can interact with actual gods. (Benefits to Fortress mode seem far less apparent--sure, perhaps a god could open a gate inside their temple and creatures/items could come through, but you'd get the same effect with much less work by simply creating the items/creatures instead.)

But as for multiple versions of the Prime Material, I can't see how that would be much of a benefit. Opening up portals between planes seems functionally almost identical to portals between different parts of the same plane--with the only meaningful difference being connections between, as you said, high-magic and low-magic realms.

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