Couldn't you add a smelter reaction? Say, 19 iron bars + 1 adamantine bar = 20 adamantine-gilded iron bars?
I'd much rather not, as that would open the door to literally hundreds (if not thousands) of freaky new alloys--and every one of them would need its own name, unless you'd enjoy seeing dwarves with material preferences like "She likes an alloy of 5 parts copper, 2 parts nickel, and 7 parts pig iron".
Nono, see, you should use the proper moduli of elasticity for that. So elasticity wouldn't be 303, it'd be iron * 0.95 + adamantine * 0.05, like you said. For IMPACT, we would use the bulk modulus, and that value is . . .
I just grabbed the numbers off the wiki, & did some basic crunching. As you're the one working on bringing the
real material properties into the game, I'll defer to your data, I just wanted to toss up a comparison of "canon" candy-coated iron with "canon" steel.
This is actually completely useless for military. . . . Even with candy, there isn't enough to cause any notable change in the strength of the metal.
You are correct in that, in traditional gilding, the actual amount of metal added would very likely be far less than 5%--less than 1%, even. But that's because traditional gilding really
was for decorative purposes only, the artisans had no reason to use more gold than was actually needed. But dwarves are more than metal-savvy enough to notice that adding candy to something makes it better, harder, faster, stronger, and would of course take advantage of this fact by "overloading" the gilding metal to something like 5% of the total--I chose this number simply because it seemed convenient to have the Tinker's Workshop keep track of its in-house metal stockpiles in terms of "twentieths of bars", in the same way that Smelters currently keep track of tenths of bars. Besides, 5% feels like a good balancing point, giving players the option of
A) Equipping their best champion in pure adamantine, head-to-toe, or
B) For the exact same cost in adamantine, decking out two whole squads in candy-coated steel.
To sum up,
traditional gilding would be cosmetic only, but this
structural gilding allows more gameplay flexibility at no cost to realism (maybe?). But you're wrong about it being useless for the military. In a minute, I'll add to my OP, giving the calculations for steel plated with adamantine (canon numbers again, sorry Putnam, by all means post your own sets if you wish).
And the fact that there are different types of gilding, some of them cant be used because we don't have the necessary chemicals in the game. The remaining methods are basically "pressing gold leaf onto the item when its hot" and painting it.
Also true. Given adamantine's stated flexibility (absolutely none), it seems fairly obvious that once it's been formed into bars, it can only be worked when heated--which would prove extremely problematic if the working temperature of adamantine is
higher than the melting temperature of what you're trying to use as the substrate. Then again, raw adamantine's fibrous nature might just mean that "gilding" with it is the easiest thing ever: Just wrap the object in tight-fitting adamantine cloth & hold it over a fire. Or something.
Gilding will definitely have purpose if materials could ever break, rust, or do anything else.
I know that gold never takes any kind of tarnish, and I think a couple of other metals exhibit similar resistance to corrosion & the like, so plating with any of these metals would indeed be a perfect sealant. But given dwarves' fondness for both metals and battle gear, I find it highly unlikely that any Urist worth his beard would neglect his armor to the point of rust, no matter its composition.
Oh, and there's another reason why some players might prefer gilding over pure: Item quality. If you're going for solid adamantine, you have to give it to your best smith and pray that he pops a masterwork. If you're gilding, you can just use any random Tinker . . . at a workshop pulling from a stockpile that's already been set to accept masterworks only.