The main thing I am bothered by is that this suggestion is for a process unique to dwarves and that it is reliant on the "Strange Mood" mechanic which is pretty arbitrary and random in how it works.
Actually, previous comments (not that I'm expecting you, or indeed anyone, to have read them all) have stated that Innovations are
not limited to dwarves: Every civilization, of every race, would have its own set of knowledge determined during worldgen. Customizable worldgen settings would allow for different settings of "base" tech level (roughly where everybody is at Year 0), a global rate of advancement (how fast everybody invents stuff
after Year 0), and possibly the extent to which a civilization's discoveries will be influenced by that civ's gods (if you don't have a god of agriculture, you might not learn much about farming). Each civ would exit worldgen with an assortment of known technologies--some of which are part of a "required" core (everybody gets enough garments to cover all body parts, a couple of weapons, etc.), and some of which are basically random. Different civilizations might also willingly exchange knowledge with their trading partners & especially allies, and/or forcibly extract it from their enemies.
As for the randomness of Strange Moods, I've suggested making things more regular in a variety of ways. Tie the frequency of Moods (all of them) to the population of the fort: A fortress with 200+ dwarves should have 10 times the strange moods encountered in an outpost of just 20 people. "Regular" strange moods can strike anyone, but only those of above-average intellectual curiosity & creativity can become Inspired. An Inspiration, once it hits, will
very likely, but not
always, operate on that dwarf's highest-level skill. An Inspiration that fails (for whatever reason) does not cause the death of the dwarf, but rather lingers in the back of his mind, allowing him to try again at some other time.
I wish to suggest more be done to make the "Inspiration" mood be reliant on more than just random chance as it seems to be in this suggestion right now.
As shown, it's not all random, although
some randomness is essential in order to ensure that each fortress discovers technologies that are different
enough to make the fort
feel different to play, thus making the game more interesting & increasing its replay value. Players are able to
influence, but not entirely
control, which Innovations get discovered, by locating their most invention-minded dwarves, and training them in fields that
can give rise to the desired inventions. All told, this is pretty much exactly how Research & Development is conducted in the real world: Take your most experienced, creative workers, and keep throwing resources at them until they invent something. (Not necessarily what you
wanted, but
something.)
It is my understanding that inventing a new technology or making a discovery requires at least three things:
. . .
3. Satisfactory economic conditions for actually building/doing the darned thing the inventor/innovator has an idea for
That is a requirement for the
adoption of a new technology, not the
invention of same. In my post yesterday, I mentioned a reaping machine--it was actually invented TWICE before it really caught on, because in both cases, it was invented under conditions with a surplus of cheap farm labor, and was therefore not a meaningful benefit to society--that had to wait until its removal to Australia, in the middle of a labor
shortage. Inventors (especially dwarven ones, if what we've seen so far of their mentality is any indication) do not have to be especially concerned with the potential socioeconomic ramifications of their work--only the success or failure of the work itself. Besides, plenty of things are designed to have
no meaningful impact on the overall function of society at all--yet everybody still knows about Rubik's Cubes, pointillism, and beatboxing.