"Mornay, Lochlan, Craig. Here are the king's terms. Lead this army off field and he will give you each estates in Yorkshire, including hereditary title, from which you will pay him an annual duty-"
- Lord Cheltham, offering terms to the Scottish nobles, Braveheart.
Admittedly, subjects like those below have been touched on in the various posts about the dwavish economy, nobility, and so forth, but I haven't seen this particular idea. Apologies if I missed this specific idea in the *extensive* (overwhelming?) discussion of feudal economics on this board over the last 6-7 years.
So under the assumption that the dwarven governmental structure is vaguely similar to feudalism (hinted at by the titles), what if the production mandates weren't just the products of the noble's diseased imagination but were imposed from the outside?
Historically, colonies were established to stake a claim to land, gather raw materials, provide a relief valve for excess (malcontent) population, and generally enrich the crown. Under such assumptions, production mandates would, instead of being made and delivered to a stockpile (or made available for general use), be saved until the dwarven trade delegation showed up and then delivered as the fortress's annual duty to the crown.
Such mandates, instead of being based on the personality of the noble, would be procedurally generated based on the personality of the monarch, the needs of the kingdom in general, and what is most available (especially things that are uniquely available) in the embark location (under the assumption that the colony was initially funded to fulfill some sort of purpose for the dwarven nation as a whole). Thus, an embark location rich in native gold (especially for a dwarven nation where gold was scarce) might be mandated to produce gold bars, gold goblets, gold furniture, gold coins, etc to be taken back to mountainhome, for the glory of the monarch. An ocean-front embark might instead be ordered to send barrels of processed fish or sand (glass) materials. An area with significant soil/clay/sand and fresh water might be mandated to send agricultural products (plants, flour, sugar, syrup, thread). An area with large open flat pasture land might be compelled to send animal products (meat, leather, milk, cheese, wool, etc). An area with iron and coal (or volcano) might be ordered to produce weapons and armor for the royal military. And so forth.
If the required number/amount/quality/material of mandate wasn't available to deliver to the trade delegation before they departed, it would reduce the fortress's favor with the parent civilization, eventually resulting in being considered renegade and spurring officially sanctioned punitive raids by nearby dwarf settlements ("dwarven ambush") and (ultimately) a military force from mountainhome to bring the colony back under the royal heel ("dwarven siege"). A fortress that survived such treatment would be in a state of revolt and (largely) an independent colony, and would therefore no longer receive caravans from the dwarves until they met with a dwarven diplomat and made peace (probably through paying tribute to the crown to reestablish favor).
Colonies that "kept their distance" and didn't create nobles (and therefore spur the desired levels of tribute) would also slowly lose favor with the crown, especially as their wealth increased, eventually resulting in the same treatment as previous.
As an even more deviant idea...what if the size of the embark location was tied to the level of noble? Admittedly that would significantly affect the pre-game and site selection process, and it would require significant changes in the code to increase the size of the embark location during play (along with the associated hit to FPS), but it would also provide some (currently non-existant) motivation to acquire and upgrade nobles (as the importance of the fortress increased, the crown would grant them legal access to exploit more of the surrounding lands). Maybe something like:
- Expedition Leader / Mayor - <5 map tiles (i.e. 2x2, 4x1, etc)
- Baron - <10 map tiles (i.e. 3x3, 4x2, etc)
- Count - <20 map tiles (i.e. 4x4, 5x3, etc)
- Duke - <30 map tiles (i.e. 5x5, 6x4, etc)
- Monarch - <40 map tiles (i.e 6x6, 7x5, etc)
As each nobility upgrade occured, the embark screen would pop back up and the player would be permitted to choose a larger embark rectangle that completely encompassed the one they were already playing within.
None of this would remove the furniture demands of the local nobles themselves; these make perfect sense since such demands are for their personal quarters and personal use. Nor would it remove the ability to use excess trade gifts to curry favor with the trade delegation and attract the monarch to relocate.