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Messages - SixOfSpades

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691
DF Suggestions / Re: The Hidden Fortress
« on: March 12, 2015, 02:21:55 am »
Ties in with previous suggestions about chimneys in that their smoke would be visible for some distance.
Unless the chimneys were vented into an existing volcano . . . or possibly behind a waterfall, hiding the smoke in all the mist.


Anyone know some genuine examples of hidden settlements/fortresses? I've only been able to turn up closed cities from the Manhattan project and such.
None of these are really Dwarf Fortress levels of engineering, but there's Lalibela, cave cities in Turkey, Navajo cave cities, the Mound Builders, arguably Petra and viking earth lodges.

http://news.yahoo.com/fabled-lost-city-discovered-honduras-ecological-wonder-archeologist-155548884.html
http://weburbanist.com/2007/10/15/7-more-underground-wonders-of-the-world-lost-caverns-and-cities/
Archaeological ruins are nice, but a more apt comparison would be places where a decent number of people actually live, day in & day out. The American NORAD complex, for example: It's dug under a mountain with few points of access, it's heavily guarded & (one must assume) most of those guards are unseen, and most importantly, hardly anyone knows where it is (with any real precision), or even what it really looks like.


Now, from a game-play perspective how would this be calculated?
I'm figuring 3 main ways. The first is the most obvious: Large-scale dwarven construction that's visible from miles away. For every Road or Construction on an Outside, Above Ground tile, it calculates a running total of [what % of the tiles on that z-level are empty space] * [a modifier for the tile's altitude "above ground"] * [another modifier for the material of the construction: greater than 1 if it's reflective like glass or metal, smaller than 1 if it's of unfinished native materials, like rough boulders]. Add up those totals for every tile of Outside, Above Ground construction, and you have the fort's overall Conspicuous Index. In forts not trying to be secretive, this would very likely be so high as to render the other two calculation methods irrelevant.

The second method is to consider aboveground movements, and their byproducts like footprints, as seen by intelligent creatures that either have some nearby elevated vantage, point, or can outright fly. This would be calculated about once a month, The entire aboveground embark site would be considered in this calculation, which would simply be a calculation of what % of the tiles show evidence of sentient activity. Actual dwarves & their livestock would have the highest rating, followed by outdoor farm plots & garbage dumps, followed by recent (in the past year) logging, followed by paths worn in the dirt from frequent use. Each embark tile (of which a default site has 16) would be broken into quadrants, and if any of those 64 quadrants exceeds a certain benchmark for visibility, the traffic at your site is considered "noticeable," and your neighbors can see you: not only do they know that there's someone home, they know roughly where to look.

The third way is for each civilization to send out actual scouts, or at least hunters, on a semi-regular basis. These visitors would have a "notice radius" dependent on their Observer skill, and how egregiously out of place certain things are. A marble lighthouse? That's guaranteed to be detected. A pig hoofprint where there should only be goats? Not so much. If the visitor sees something that shouldn't be, and lives to escape the map and tell the tale, more dedicated searchers, like a scouting party or an ambush, might be sent to find your fort's entrance. Expect sieges to follow.

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You also have to consider word of mouth.
Not to the extent you depict. If a merchant caravan from the Mountainhome is met by a guard in a head-to-toe ghille suit who silently leads them to a trapdoor with a bush growing out of it, it's a very safe bet that the merchants understand that this place is a secret, and that they shouldn't go blabbing its location to their wife's friends' tennis partners. Dwarves of your own civilization aren't going to turn you in (at least as long as you remain loyal, of course). Even foreign merchants have an incentive to hold their tongues: As the only members of their civilization with access to your fort, they have a civ-wide monopoly on the customers there. If they blab, they lose that monopoly, and if your fortress should happen to fall, they completely lose ALL ability to trade there.


Of course, this entire idea is utterly irrelevant for forts that have already been discovered by all of their neighbors, and thus are probably also known to any wandering megabeasts as well. It would be effective only in the early game, when your computer has plenty of FPS to spare for making those visibility calculations. Some people might not even WANT to rely on stealth in the beginning. But on the whole, I think it would be an improvement to bring back the early goblin attacks . . . to locations where the goblins have already actually FOUND something worth attacking.
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692
DF Suggestions / The Hidden Fortress
« on: March 10, 2015, 09:52:26 pm »
Consider two forts, started at the same time, and on embark sites directly adjacent to one another. They are therefore roughly equidistant from all neighbors, etc.

By the end of the second year, Fortress A has erected a palisade wall around a good-sized chunk of pastureland, housing about 20 head of cattle & sheep. This wall is (occasionally) patrolled by guards, and the whole site is dominated by a tower overlooking the fort's main entrance, rising 8 z-levels over the surrounding landscape.

In contrast, the residents of Fortress B have done hardly anything to disturb their site, and by the time they'd only been there for a couple of months, the only outward sign of their presence has never been more than a single door, tucked behind a bush in a dead end of a box canyon . . . a door made of the same stone as the nearby natural walls.

In the existing game, both of these forts would be "found"--and visited by merchants, and invaded by enemies--basically simultaneously, without regard for any discretion / audacity of fortress design.

I for one would like to see the game consider a third condition when triggering ambushes / sieges / megabeasts: As well as fortress wealth & population, check for outside visibility as well. Things like dwarves & non-native animals walking around outside, aboveground farm plots, large-scale tree-cutting, dug or channeled Outside tiles, and of course especially artificial constructions--with the "penalty" for the latter increasing with relative altitude.

Merchants of foreign civilizations would also be subject to difficulties in detecting your presence, unless you allow the outpost liaison to invite specific nations to come trade with you. Even after they know OF your site, these merchants may still encounter problems actually locating your site--you may find it prudent to send someone to guide them in. Future trade caravans may be asked to arrive Openly (same as now) or Covertly (they stealth like ambushes, sneaking up on your Trade Depot with bins of cloth, but with greatly reduced carrying capacity). Be neighborly if you want your secret kept: Foreign merchants unhappy with their profit margin (and especially outright theft) may actually sell your fort's position to certain other interested parties.

693
DF Suggestions / Re: Fabric Softness/Strength
« on: March 08, 2015, 02:10:08 pm »
This would also factor into the effectiveness of garments used as weapons. In the past, clothes were murder machines, because the game didn't recognize that they had ANY elasticity at all, and so a troll who managed to grab someone's pants was basically wielding a pair of steel bars in one hand. But once actual stiffness values are realistically added to all the various cloths and clothes, being smacked with a silk shirt will hurt a lot less than a similar blow from a leather boot.

694
DF Suggestions / Re: About Papermaking...
« on: February 21, 2015, 02:27:34 am »
As long as we're discussing papermaking techniques, I'd like to suggest some diversity of use among the underground trees. With the obvious exception of nether-caps, everyone just goes, "Um, they're subterranean, giant, mushroom-type . . . things. Use 'em for wood," and leaves it at that. If the different trees could have different alternate uses, that could make them all a lot more interesting. Tunnel tubes, for example, could be the only source for a very good paper substitute: Cut down a sapling, soak it in a weak acid bath, then cut a shallow groove down the length of the log, and carefully peel away the layers of fiber in one long, unbroken roll. Produces a stack of "tunnel paper", perfect for making scrolls. Other underground trees might be similary given different "flavor".

695
DF Suggestions / Re: About Papermaking...
« on: February 19, 2015, 12:35:24 am »
IIRC, paper was also used in windows (albeit not as commonly as oilskin), because it was thin enough to let light in while keeping most weather out, and of course it was far more available than panes of glass of equivalent size. Not that dwarves are big into windows, but I just thought I'd mention it.

The process of making paper is also completely different from making papyrus. For papyrus, you just harvest the right type of sedge reeds, cut them into thin strips, weave the strips into a sheet, pound the sheet even flatter, and then let it dry. Making paper, however, requires considerably more processing, and reducing the wood (and/or cloth) down to a liquid.

696
DF Suggestions / Re: Tech Level Era
« on: February 03, 2015, 01:18:58 am »
If magic is everywhere, it isn't really magic anymore.  It's just everyday life with a few brightly colored swirls photoshopped in.
And I wake in the morning and I step outside, and I take a deep breath and I get real high, and I . . .
scream at the top my lungs, "IT IS RAINING BEER!"

697
DF Suggestions / Re: Tech Level Era
« on: January 31, 2015, 03:23:23 pm »
Toady is even more dead-set against steampunk than he is against magic--there will be none whatsoever. He has said that he wants to keep the game in its current medieval setting and feel, and will resist anything that threatens to change that. Religion and some magic will eventually be implemented (indeed, necromancers, werebeasts, and Evil weather are already very present), but then such things were known in Tolkien's works and Arthurian myths as well. But elements like robotics, guns, electricity, airships, radioactivity, and the like are very much against the feel of a medieval castle fantasy-type setting, so the only way you'll ever see the like in Dwarf Fortress is with some fairly aggressive modding.

He has not outlawed the idea of technological progression, as long as such technology was invented on Earth no later than A.D. 1400, maybe 1450. I myself am (still!) working on a rather ambitious project to design a system of innovations that rides piggyback on the existing Strange Mood dynamic, but the "highest" tech that I'm suggesting for possible addition is vulcanized rubber (which, you must admit, would arguably have been invented much sooner if a quirk of Earth's worldgen hadn't placed the only rubber trees on the opposite side of the world from the technological powerhouses of Europe, Persia, and China).

[EDIT] No, Six, not galvanized rubber . . . [/EDIT]

698
DF Suggestions / Re: Light From Sides
« on: January 28, 2015, 12:56:48 am »
Personally, I'm hoping for actual day and night, in relative real-time, like Adventure mode. Days would be shorter, of course, so that an in-game year would not take a real-time month to play, but still long enough that a dwarf could walk the perimeter of a standard 4x4 embark and return home the same day. So, yes, relatively real shadows, so that windows facing east would get noticeably more light in the mornings than windows with a western exposure.

699
DF Suggestions / Re: More varied material TYPE preferences.
« on: January 25, 2015, 06:37:16 pm »
If we're going to have age-based preferences, newborn dwarves would probably have a favorite type of fabric first (whatever they were first swaddled with), then a drink, then a food, and then a favorite color. Cloth, food, and drink preferences could all change as the dwarf grows up, not solidifying until age 12. Other material preferences would accumulate slowly through childhood (and be strongly influenced by each dwarf's apprenticeship, once that gets implemented), and be randomly chosen from what the Mountainhome can access (plus whatever might have been found in the fort, for fortress-borns). That should be more than adequate, at least for now.

Later on, material preferences should be dictated by personality traits, where possible: If Urist regards craftsdwarfship as being extremely important, he would prefer materials that hold detail well--like marble as opposed to chalk. Kogan's great respect for martial prowess and seeing war as a necessary means to an end would push her towards steel, not rose gold. Individuals could also have a set of personality traits for the material types: For each person, stone + wood + metal + leather + etc. would add up to a total of 100%. (There could be a general template for how much each race likes each of the various materials, and then individuals would have some random variation from their race's template.) These "material traits" would dictate how many favored materials of a given material type each dwarf would have, and also apply a base quality modifier when working with that material type. For example, a particular dwarf's "material trait" for gems might be 29%, so the game picks 3 random gems that their Mountainhome has found (claro opal, moss agate, pyrite), and when working with those 3 kinds of gems, that dwarf has 129% of the base chance to create a masterwork (before experience modifiers are added, of course). When working with other gems, the dwarf has 29% of the base chance. As a side effect of liking jewels so much, the dwarf has a higher chance of liking large gems, and other assorted gemstone cuts.

Material preferences might also change through work: Rather than have every single dwarf have a counter for every single material he might ever work with, just have every completed job carry a really, really small chance of increasing the dwarf's material trait for that material type, and an even smaller chance of changing an existing material preference of the correct type (e.g., schist) to the material that was actually worked with (gabbro). But this might be influenced (or even prevented) by the dwarf's other personality traits, especially stubbornness.

700
DF Suggestions / More varied material TYPE preferences.
« on: January 15, 2015, 12:43:57 am »
Personally, I like wood. I don't really care (or usually even know) what kind of wood it is, I just like the smell & feel of it, I like working with it. Dwarves have no such broad preferences--they don't like wood, they only like one specific wood. And one type of stone. And one gem. And one kind of metal, one bone, one leather, one cloth material, etc.

I propose a slight alteration: Instead of picking just one item from each list, have the RNG pick a handful of things from any list. You might get a dwarf that doesn't really like any kind of metal, but appreciates 3 different kinds of stone. Or another who likes 2 types of bones & a hoof. These dwarves would have preferences for general types of material, and the game engine should grant them bonuses accordingly: For every preference for a specific material that falls under category X, that dwarf gets a bonus (to quality & perhaps speed) when working with any material from category X. This bonus is equal to 20% of the regular bonus when working with a preferred material. Thus, a dwarf who has preferences for willow wood, mango wood, hazel wood, acacia wood, & cedar wood can go craft a bed out of ANY kind of wood at all, and still enjoy the same chance of creating a masterwork as if they were working with one of their actual preferred materials. (Should this bonus be allowed to go beyond 100%, if the dwarf likes 5 kinds of stone and is actually working with 1 of those 5? What about when the dwarf happens to have 6 or more preferences for the same material category? I haven't formed an opinion yet.)

This would tend to give dwarves a predisposition towards becoming a Mason, or Smith, Bone Carver, Clothier, etc., which seems a likely benefit as it opens up a new way for migrants to be useful.
"Aaaah, it's another damn Fishery Worker . . . but ooh, she likes 4 different metals!"
Taking this idea a bit further, the RNG could use the material preferences as a basis for the item preferences: The more a dwarf likes materials of category X, the more likely they are to enjoy types of items that can be made out of category X.

When randomly assigning preferences, dwarfy materials like stone, gems, and metals should be weighted more heavily than non-dwarfy things like wood and cloth, so that all the newly-added types of plants don't cause an overabundance of budding Weavers & Carpenters.

As a side note, dwarves should probably be able to like particular cuts of faceted gemstone, now that that's a thing. (Liking a jewel cut would have much the same effects as liking a type of gemstone, as far as becoming a Jeweler is concerned.)

701
DF Suggestions / Re: Visible Sexualities
« on: January 08, 2015, 09:17:59 pm »
A stereotype doesn't need to be negative to be offensive. Being taken for something you are not can be quite painful, even if there is no social stigma attached.
If anyone is truly offended by the notion (or the discussion) of a fictional group of people agreeing that it would be not only acceptable, but also socially convenient, to allow their members to self-identify by their individual sexuality . . . well, I for one would honestly be glad to have offended such a person.

Not that I take joy in hurting people's feelings, but come ON. The world does not need any more real-life sources for First World Problems memes.

702
DF Suggestions / Re: New designation to muddy stone
« on: January 08, 2015, 03:52:03 am »
I believe this is the one GavJ is referring to.
Nice, thanks. I don't have time to delve into that thread tonight, but I'll bear it in mind.

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Combined with my suggestion about actually grabbing dirt and specifically leaving a pile of mud, farming could require a pile, not just the "dusting" that tends to be left by water.  This should provide similar results (that rooftop flower garden, for example) without re-working the code for constructed floors.
Between [constructed dirt + time = farmland], and [hauled dirt + water = farmland], both methods seem realistic, likely to yield identical results, and a strong improvement over the current system, so I really have no preference between the two. True, constructed earth would be the way to go if DF were ever to implement packed/rammed-earth constructions, but that idea isn't really dwarfy enough to merit serious consideration at this time.

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That said, I do like the idea of building walls out of earth.  Floors?  I don't know.  In particular, I have trouble envisioning it as strong enough to be used that way, barring implementation of something resembling adobe.
Yeah, I shouldn't have said floors; walls and ramps are quite enough. (With that said, however, walls + mining = floors. But as that's already an integral part of natural soil, we'll just have to wait until Toady implements structural strength and collapse dynamics.) Constructed dirt also shouldn't be immediately fertile: It should take about a season, maybe even a year, before it "goes native" and allows plants to grow.


As for fertilizing, we should be able to plant spores in the soil like cave spores and have animals graze over it.
No need for the "planting" part, as that happens automatically as soon as you have access to spores in the first place. As for pasturing livestock on farmland--it would be a bad idea to have your crops, and animals likely to eat those crops, in the same place at the same time. Which leads to crop rotation, and seasonal pasturing, and Animal Caretakers getting a Herd Livestock labor, making for a nice addition.

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Since Toady is unlikely to ever implement feces, having the animals graze would be a good way to handle this.
"Ever"? Personally, I doubt that: While I quite understand Toady's reluctance to make "that game with the shitting, fucking, raping dwarves", it's also true that somewhere along the Push-To-Realism Timeline, there comes a point where the dwarves not shitting will be even more glaringly conspicuous than the alternative. Considering that the game now includes 4 separate varieties of amaranth, we might even already be past that point.


1) Its the underground.  There are no "nutrients" that exist in solid masses of stone that can entirely support a crop capable of keeping a person alive.  That is, unless you want to say that plants are coal-powered now, and have said plants only grow over (and consume) coal reserves.
It's the underground. It hosts a biosphere every bit as dense as the surface world's--although admittedly no longer as diverse, now that the overworld got a bunch of new plants. Therefore, there absolutely MUST be an abundant and rather global energy source to invigorate that biosphere. Arguing for strict realism is commendable in most cases, but not here: Following your "coal plants" argument would lead to making almost all of DF's caverns as sterile as Earth's.
But that's actually beside the point: You posted your response to attack an argument that I had already exposed as being flawed. I was pointing out that even one of the best rationales for the "crops can grow on wet rock" system didn't really hold up . . . literally.

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2) You.... you are aware that lichens are A) not plants and B) are entirely photosynthetic.  All forms of lichen rely on the sun as an energy source.  . . .  You could say that DF lichen relies on extremophillic bacteria, but the supporting fungus wouldn't be able to survive the conditions any more than the dwarves could.
Yes--I mentioned them because lichens (and mosses) are among the very few types of flora that actually can live just fine on bare rock. They, as well as dwarves, can "survive" the conditions in the caverns quite well, due to the abundant free energy which is undeniably present.

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4) You... don't really understand soil nutrients.  No amount of depletion will turn clay into sand.  Because clay is not sand.  It's clay.
True, but as DF's geology system doesn't currently offer varying levels of soil exhaustion, I went with a path that could be easily represented with DF's existing earth types, as well as understood by the vast majority of readers. As I wanted to convey verdant pastureland being rendered barren through constant mineral depletion, Clay Loam -> Sand seemed to get the point across rather well.

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Soil will not just magically regain nutrients when left fallow, either.  I'm mostly thinking about contained indoor farms.  Outside farms that are left to fallow replenish nutrients when grass grows over them, animals die (or at least crap on them).
Yes. There needs to be some form of input, from things like deer/birds/worms, plants that replenish the minerals subtracted from the soil by the last harvest, and/or manual fertilization. Now, suppose we have an enclosed aboveground pasture. A few deer jump the wall (as deer do), eat some tasty plant life, leave some scat as they pass, and then leap the wall again & continue on their merry way. Does the pasture gain a net benefit from this? I suppose that the (possibly difficult to obtain) compounds contained in the deer poop provide enough soil enrichment to more than balance out the energy lost in the leaves that the deer ate (energy which, after all, can be easily be regained through photosynthesis), but I could easily be wrong on this.

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As to your main point... it's circular logic.  The underground ecosystem works because obviously its working.
No. "Caverns work because caverns work" is indeed a tautology, but that's not what I said. I said "Caverns work because Toady says so". The act of begging the question is only a logical fallacy when one presupposes that one's conclusion is correct. In stark contrast, the deductive process of "B is true if & only if A is true. We know B=true, therefore A=true" is a completely sound one. Toady One the Great has provided ample proof that the caverns are thriving hotbeds of biodiversity. Such rich ecosystems can only exist with ample (biochemical) energy input. As the biological proliferation of the caverns shows zero correlation with proximity to energy sources such as coal deposits & magma tubes, and alternate sources like methane vents do not exist, we may take it as read that the cavern ecosystems must rely on some OTHER, currently undefined, energy source. I don't know what that source is, and neither do you. But if Toady shows us, time after time after time, irrefutable evidence that the energy source is present, it is not for you or I to dispute it. We can disagree with it, we can even mod it out of existence locally, but ultimately is it not our decision. A desire to maintain DF's attention to real-world geology and biochemistry is commendable, and applicable knowledge of those fields is even more so, but that doesn't change the fact that Toady seems to have decided that having lush caverns outweighs the weirdness of an "underground sun".

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Honestly, the best response to keeping the caverns as they are and holding onto a shred of realism is to throw up our hands and say "magic."
Yep. Necromancers raise the dead. Dragons breathe insanely hot fire. Dragons breathe fire at all. Nether-caps have a constant temperature, impervious to the laws of thermodynamics. The same is also true of magma, which evaporates into thin air. The various flavors of Evil weather. The single(?) flavor of Good weather. All of these require "magic", or at the very least the influx of considerable amounts of energy. I don't understand them, in some cases I don't even agree with them. But I can suspend my disbelief enough not to fight them.

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This is what we get our panties in a twist over... not that the "magic" exists, but that there need to be rules and limits governing it.  If they are feeding off an alien power source, why are they all producing the same organic compounds (with a distinct absence of toxic byproducts) that dwarves can freely eat as easily as they do beef and turnips?
A word of advice: Don't rely on scientific arguments to back up your views on these topics. These assorted phenomena are, quite obviously, not scientific, and so all of the "but that's not the way it works in real life" citations that you can muster will immediately fall flat on their proverbial faces, because they simply do not apply here. You'd be better off with quasi-emotional appeals like "this doesn't feel very dwarfy", or "DF would be a more complete game if it included X". Even so, I can't recall many instances of Toady changing his mind, certainly not on an issue as major as life in the caverns.


703
DF Suggestions / Re: Recycling, (compost), Tinkers bench
« on: January 06, 2015, 01:46:19 am »
Compost and/or sewage are suggested approximately once per month. Please use the Search function (and/or browse through old threads, and/or read the development logs or Eternal Suggestions thread) to see if what you want to suggest has already been suggested before [which it almost always has]. Nobody ever actually does any of these things, of course.

Tinkers are also brought up, though not as frequently. As part of my Innovations plan (which I am still working on, btw), the Tinker is basically a name-change of the Metalcrafter: He gets his own workshop (cannot use a regular Forge) and can do everything the Metalcrafter could do, but also repair & sharpen (but not actually make) just about any metal object.
Worn-out clothing is a poor source for thread (faster & easier to just Spin brand-new thread, which is also likely to be stronger than recycled thread), and it wouldn't be done by a Tinker anyway. A more effective use for xXclothesXx would be to have your Janitors (specialized in the Cleaning & Refuse Hauling labors) cut them up into Rags, and use them (+ soap & water) to scrub away mud, and soak up all that blood & vomit, before dropping the now-filthy rags off at the Compost Pile.

704
DF Suggestions / Re: Polygamy
« on: January 06, 2015, 01:32:11 am »
"He is married to Kubuk Lobsterhame. He is the father of Ingish Tradeheats and Asen Dustcastle. He thinks he is the father of Vucar Pageoils."

705
DF Suggestions / Re: Polygamy
« on: January 05, 2015, 08:58:08 pm »
Gorillas are monogamous and have small genitals, chimps are highly promiscuous and have big genitals, humans are somewhere in between.
Actually, I read that human (males) have the biggest genitalia of any primate, both in absolute size & relative to body mass. I have no source for this, sorry.


So.... the idea would be to have random morals for each civilization regarding this?
I think randomized ethics for civs is definitely the best way to go, and would explain a lot of the things we've seen so far. For example, right now all dwarf cultures have the same moral code, including [TORTURE_FOR_INFORMATION:PUNISH_CAPITAL]. So why do some dwarven civilizations have a god of torture? Which, theoretically, could be the most popular deity, openly worshiped by the rich & poor alike? The most likely solution seems to be to give each civilization a set of ethics that agrees with its already-randomized gods, or alternatively to randomize the culture's moral code, and then base the pantheon off that.

As I said earlier:
Each civilization would have these same traits, randomized at worldgen: One for that civ's acceptance of citizens engaging in free love, and another for that civ's understanding of homosexual relationships. (Each civ's Promiscuity must be kept above a certain minimum, and Homosexuality below a certain maximum, or the whole civilization would likely die out in just a generation or two.) As each child is born, his stats in these traits are modified (to some degree) by the culture into which he was born--he will be expected to conform to society's standards, leading him to possibly feel confined by constrictive rules, and/or disgusted by the depraved antics of others.
Also of interest is the dynamic of dwarves moving from one civilization to another, and possibly to another. Each dwarf's "true" values of Promiscuity and Sexuality would be paramount, but his behavior would likely be strongly pressured by the expectations of his society. As he migrates from one home to another, each culture would successively modify the dwarf's expressed desires; but each successive civilization would have less effect on his behavior than the previous one, to reflect the dwarf's becoming a bit more worldly, jaded, and aware that he can essentially pick & choose a culture that can suit him. This would lead to migrant dwarves acting in ways to which they had become accustomed in their previous forts: "She is a former member of the Tentacle of Sacks" and "He is a former member of the Cloistered Abbey" might not turn out to have a lot in common with each other, or with the social mores of your own fort.

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