Exactly, when I talked about modders, what I had in mind were the elves of The witcher, The saga of books from Andrzej Sapkowski (read it if you really want to find an awesome magic system).
In this universe, elves are really long-lived, and they start degrading closely before death, but when they become adults, they become sterile, and so, they cannot reproduce.
This particular flaw, was the one I was thinking off when I wrote the suggestion.
You would be able to govern the statistics of health from your creatures in the raws
In the particular case of this elves, if you were to mod them in-game, apart from their different vitality from that of humans, you would add a probability of [STERILE] upon entering certain age, and with some differences in age, they would all become sterile, affecting gameplay and roleplaying
And If AI ever gets this good, a probably result from this particular effect would be that a rival civilizations end up killing all the elven children completely eliminating their ability to produce offspring
In the case of elves along the lines of witcher all you would do is use the same system as you use for human menopause and simply add that in without also adding in a death from old age. Granted such a system makes absolutely no biological sense at all since we end up with an ever increasing dead weight of elders eating up the food supply of an area so that over time the population's physical ability to reproduce goes below the total surplus that is needed to support an increased population, we end up with the opposite of the normal arrangement by which the creatures physical ability to reproduce is kept in check by the finite surplus.
In other words, witcher elves would never happen in the first place and would not survive if they did happen. Elders in a creature with extremely long lives or no limited to lifespan at all will tend to outnumber the young by a vast margin. As a creature goes into a new area the resources available to the creatures increases in a square but witcher elves reproduce only in a linear fashion (1-2+3+4+5). The larger the area is, the slower they are to exploit it's resources and the discrepancy increases exponentially.
But I'm thinking out loud, what I mean Is that the way to add a versatile and satisfactory aging system would be to rawify their vitality as species, with rises, peaks and declines, and add specifical sindromes or medical conditions to happen in certain times of their life.
Thinking out loud again, this wouldn't need to be used only for showing the decadence of a species.
If you were to get creative with this system, you could make it so that a mithical creature, in the course of their lives, suffer great decline of their health, only to ''become young'' again, some years after, rejuvenating cyclically for all eternity.
You could make a race of humans that, because of an hormonal thing, would become really prone to lewdness shortly after entering the 69 year of their life.
The possibilities are endless, and would add a lot more to the game as a whole in all the mechanics, if this was made good
None of your examples make any more sense than witcher elves.
Yeah, I guess that dwarves could not even age like humans do. Perhaps they don't become significative weaker up right before dying or something.
What I mean is that aging doesn't necessarily affects all races the same.
No, aging with affect all creatures in basically the same fashion provided that their internal body structure and metabolism is essentially the same. Aging is driven by inefficiencies in regeneration within a creature's cells, cells are subject like everything else to entropy so it is not possible to simply keep the same cells forever, even if you can regenerate less often by lowering your metabolic rate. The more efficiently the regeneration process works the slower the creature will age, if dwarves live longer than humans then it means that their regeneration is more efficient assuming their metabolic rate is the same. That means that it cannot actually happen that dwarves don't become significantly weaker until right until they die since the slower you age the more time you spend at each 'stage' of old age.
I thought it was fairly obvious that the idea of defining the 'rises, peaks and declining' points was an abstraction for how the different species' organisms worked, in the sense that, although the raws from similar creatures( humans and dwarves) show that they are physiologically similar, they may have as well have completely different biological systems, subject to different evolutional outcomes
I mean, Dirst and LordBaal say that DF is a fantasy game after all, so some biologycal technicalities could be adressed as magical and not worry about it, and that's perfectly fine, given the game we are playing. But that's not even needed, because in our very home world, most creatures don't even follow our biologycal functions as their rule.
For example, I talked before about the option to hipothetically include the tools to designate a creature that suffers a cycle of aging and 'becoming' young again, right? I was just rambling there, but a couple of days later I remembered the existence of a type of jellyfish called Turritopsis nutricula.
This animal basically does exactly what I said before, he gets old, and instead of dying, it 'retracts' itself to its polypal form, ready to grow and get old again, repeating this eternally, and becoming esentially inmortal
Translating that to DF, If I were to create The Turriptopsis nutricula and another normal jellyfish in the game, they would both be something similar to blobs composed mainly of water, but one of them would have a biological life completely different from the other jellyfish, becoming inmortal, what means that different creatures that resemble the same can have vastly different biology, something that could be defined using this system,
It's pretty absurd to assume that the our world's Human biological aging system should be the rule of thumb for all the world's creatures in all the posible universes, as Deboche says.
There are a lot of things we don't know