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Messages - Kerbalrocketry

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16
DF General Discussion / Re: Dwarven Inequality
« on: August 21, 2013, 09:21:57 am »
I've done this, it doesn't have to be completely seperate as long as you burrow them.
I have 'the pits' where all the worthless dwarves are dumped to work and above them are the Bourgeois who do no work and have great everything.
However I have a 'middle class' who have access to both sets of store-rooms and are basically at the level of living a fort normally is. They are a set of haulers and skilled dwarfs, haulers to move the raw materials and finished goods and skilled dwarfs because life in the pits is short so the only way to get good quality stuff is to have a middle class.

17
A tile must be bigger than that though.
As, if all but one where lying down, you could fit infinitely many whales in the space!

18
DF Dwarf Mode Discussion / Re: Evolution of the Anvil
« on: August 17, 2013, 09:42:09 am »
I believe the first anvil was a lump of Native Iron that, maybe from a meteorite, that some dwarves found and started using to shape metal. before this all metal was cast into shape by furnace-operators and where pretty terrible.


The Wagon, once a wild beast roaming in great herds, where tamed by a band of dwarves who initially used there Pack-animals to haul the stubborn creatures. The Dwarves found the Wagon was excellent for transporting goods except for how it fought against being dragged. So over time they selectively bred them to be weaker and weaker until you get to the modern Wagon which is so weak they will die or 'scuttle' if there is no Animal supporting there weakened front.

19
DF General Discussion / Re: Create Anvil.
« on: August 14, 2013, 11:33:34 am »
TRAPS?! What is this heresy!
I say if you have no metal that Wrestlers and maybe cross-bowmen are the only true way!

20
I've always just set children to a burrow underneath a drawbridge...
The parents barely notice when they are standing around in a legendary dining room admiring the masterwork statues and engravings.

21
DF Dwarf Mode Discussion / Re: Do you bother with livestock?
« on: August 13, 2013, 07:00:03 pm »
I generally bring Sheep if i know i'll have grass and am planning a shallow-fort with external defenses, Or Pigs if planning a deep fort with internal defenses.
Normally 1 male and 2 females.
Pigs are nice as they don't need to graze but unlike Sheep they don't produce wool.
I normally keep any useful animals (cows, goats, sheep...) that come with migrant waves in the hope of getting a breeding pair.
Goats are only better than sheep if you want bones and don't care about wool.

I keep the Male population to One adult, and the female pop depends on the fort pop. In the early years the meat from the males is enough to supplement the farms but later I'll start taking some females to slow the population growth(and save some precious FPS).

22
DF Dwarf Mode Discussion / Re: What type of DF player you are?
« on: August 13, 2013, 06:50:07 pm »
I'm a story driven player.

To me Dwarf Fort is about what happens when seven dwarfs set up an outpost and the individual lives of them. I aim to keep all happy, fed and safe. 
I generally keep my engineering and defenses without bug exploitation, and generally don't automate things and instead use raw dwarf power.
Once I hit basic needs I focus on improving these, be it a Defense project or an Industry project. Things that have a nominal purpose, like a new Meeting hall, defense or Industrial areas.
My forts tend to die to FPS rather than internal or external factors.

If I'm getting bored of standard-DF i'll add a story element, like "founded by a religious cult, holy material is X and unholy material is Y, those who like X will be treated better than normal and those who like Y will lose all rights"  Sort of a like a challenge but less strict and effects the fort in many little ways.

23
DF General Discussion / Re: Create Anvil.
« on: August 12, 2013, 08:39:56 pm »
The true dwarf would accept their fate! We all know that you need an Anvil to make more Anvils.

24
DF General Discussion / Re: Morality?
« on: August 12, 2013, 08:37:12 pm »
Dwarfs are basically just cute little balls of hair who just want everyone to stop argueing and break out the booze.  ;D

(though dwarfs do seem to have a hybrid Feudal-communist system where the state is run by monarchy but at peasant level they don't trade and instead use common storage)

So who is right? Is there (or should be there) a reasonable limit for one's desires? Can someone strive to infinitely better her/himself? What's the point of having 100 vacation houses, countless cars, yahts and planes (or drinking gems dissolved in vinegar: Caligula)?

Maybe a bit off-topic, but could be relevant regarding all the talk about capitalism.
Myself, I associates anarcho-captialism with Glided Era of USA ( and probably Europe, though I'm not familiar with their industrial age conditions ) and their monopolies.
Anarcho-Capitalists believe that there should be no government what so ever, with no laws and no rights. For very good reasons i avoid associating it with civilisation because it's defining feature is the lack there of.

25
DF General Discussion / Re: Morality?
« on: August 10, 2013, 07:09:29 pm »
You aren't thinking of a full capitalist fort, proper Anarcho-capitalism can't be controlled.

Making an option 'seem more preferable' would be what you currently do of ordering things to be done, and again from the viewpoint of a capitalist(which i am very much not, but have studied economics) would be distorting the market and apparently would lead to failure.


Of course what capitalists think is generally wrong as ,unlike most pro-capitalists, we aren't all just machines wanting to be 'better' than others. (you note that very few capitalists even mention Charity when talking about how important greed is).

Hospitals are actually commonly used examples of Why capitalism doesn't always work, as that's what's called a "merit good";

As can be shown without intervention the amount produced would be PQ but if more was produced up to PQ1 society as a whole would benefit.
While people might benefit privately from vaccination and treatment they would also benefit from other people's vaccination, the more people vaccinated the better. Which is why Hospitals should/are Nationalised.

The Military is a different example of why Capitalism doesn't work, in that it's what's called a "Public Good", in that everyone benefits from its existance and them benefiting does not degrade or use-up the resource. As such they have no reason to pay for it as their marginal cost is 0, but the first persons marginal cost is the total cost and so they would not pay since it is astronomically expensive, so public goods do not exist in anarcho-capitalism.



I realise this thread has gone off topic and gone from a "my friend is from 70s america" to a "Economics 101" but i see nothing wrong in that.

One interesting thing i've noticed is that most people associate Anarcho-Capitalism with post-apocalyptic settings (everyman for himself, and high inequality) while they associate Communism with Utopia (perfect eqaulity, no resource scarcity).

26
DF General Discussion / Re: What Would Urist Do?
« on: August 10, 2013, 02:47:52 pm »
Die from lack of booze

WWUD: if he was kidnapped by Mormons.

27
DF General Discussion / Re: Morality?
« on: August 10, 2013, 02:47:07 pm »
Actually thinking about it.
IF Dwarf Fortress used Capitalism, what would the players roll be?!   :o

Currently you are the overseer, assigning projects. Dwarfs take what they need from the common storage and do any work that needs doing, in a system of 'From each according to his ability, to each according to his need' . If a dwarf is injured they can go to the hospital, if they are hungry they can take food. Their is no rationing as everything is assumed to be in surplus (which is seen to be the condition for true communism).
Of course once things stop being in excess your fort starts to fail. But that would be true of a capitalistic fort, except in that case it would take more to fix than just importing food or expanding a hospital.

Under capitalism you would have to do nothing but watch as your dwarfs set up industries. Of course you would never see a hospital till you start getting very rich dwarfs, and every room would have its own defenses and military. However the player can do nothing, as any influence would mean it wasn't capitalism.

With that gameplay idea, the player's role would be to be the 'invisible hand', adjusting price and demand modifier. It's also not be very DFish at all in model and you'd have to pray that they have brain enough to remember farming with how valuable trap parts can be and sieges.

Though if you want a peek at how captialism works in DF, play 40d with economics enabled :D ( I don't expect new economy for in-fortress to work similarly )

Eh?
A: what's a 'price and demand modifier' i've studied economics and never heard that phrase and google turns up nothing.
B: that's not what the 'invisible hand' is. It's a metaphor for how markets work and is actually an argument AGAINST the type of interference a player would introduce saying that ANY thing the player does is WRONG.
C: 40d 'economics' was disabled for a reason. In that it was bollocks.

28
DF General Discussion / Re: Livestock
« on: August 09, 2013, 09:24:32 am »
Maybe if a site was invaded all the civilians would grab weapons, but toady had set it to be that members of that civ and that included animals?

I now have an image of a sheep with an axe lashed to its head charging at an invader :o .

29
DF General Discussion / Re: Warmongering for dummies
« on: August 09, 2013, 09:22:19 am »
They never bring anything that good so unless you have a Dwarven Atom Smasher or magma incinerator there's no point killing the caravan.
Of course if you do, then kill them and take anything good and then destroy it all.

30
DF General Discussion / Re: Morality?
« on: August 09, 2013, 09:19:00 am »
Actually thinking about it.
IF Dwarf Fortress used Capitalism, what would the players roll be?!   :o

Currently you are the overseer, assigning projects. Dwarfs take what they need from the common storage and do any work that needs doing, in a system of 'From each according to his ability, to each according to his need' . If a dwarf is injured they can go to the hospital, if they are hungry they can take food. Their is no rationing as everything is assumed to be in surplus (which is seen to be the condition for true communism).
Of course once things stop being in excess your fort starts to fail. But that would be true of a capitalistic fort, except in that case it would take more to fix than just importing food or expanding a hospital.

Under capitalism you would have to do nothing but watch as your dwarfs set up industries. Of course you would never see a hospital till you start getting very rich dwarfs, and every room would have its own defenses and military. However the player can do nothing, as any influence would mean it wasn't capitalism.

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