DESCRIPTION:This is the Wonderwork sub-mod for Masterwork V6.1. It rethinks minerals, gems, and DF geology, metals, metal smelting and alloying, and currency and trade. The races that see substantial changes in how they play are Dwarves, Humans, and Orcs. Gnomes and Hermits see smaller changes. Succubi and Warlocks are least affected.
Its inspirations are the Minerals Mod by Sean Mirrsen, the Wonderment Mod by Fedor, and some very hard thinking about how Meph and collaborators' Masterwork Mod has re-imagined the DF cosmos and every race in it.
VERSION: 0.2 DOWNLOAD:
DFFD pageWonderwork is currently in BETA.
INSTALLATION:1. Copy the enclosed object files into \MasterworkDF V6.1\Dwarf Fortress\raw\objects\; replace all files with the same names.
2. Double-click on \MasterworkDF V6.1.
2a. In the Civilizations tab, you may choose any playable race.
2b. In Workshops and Furnaces, turn everything on (should be the default settings).
2c. In Misc. Features, Simple Gems, Simple Stone, and Simple Minerals should now have no effect (they're effectively always ON).
3. Play Dwarf Fortress!
Please post issues in the forum, and I'll do my best to fix them!
CHANGES:Minerals, gems, and Dwarf Fortress geology:Something like a third of all DF minerals, and a larger fraction of the DF gems were removed. In their place has arrived a diverse assortment of metal ores, ornamental minerals, all of the inorganic gemstones of greatest importance in the ancient and medieval worlds, and a few missing rocks of particular geologic or economic importance. Every retained or new mineral or rock type is either economically important, decorative, or dangerous, or serves as an independent host presenting a unique variety of mineable substances that are are at least one of these things.
Metals, metal smithing, and alloying:There were three major techniques employed in the pre-modern world to extract iron from its ores and turn that iron into steel: Bloomeries and hand-hammering, Crucibles, and Blast Furnaces and puddling. Each are now offered in the game within suitable workshops, using more correct reagents, and allocated to races according to level of metallurgical savvy. Several advanced alloys of iron exist, culminating in the superalloy Kordamakest. Whatever your choice, if you go with iron rather than bronze you can expect to burn down forests or mine deeply into vast coal seams to win the fuel and coke your thirsty forges need!
Gold has doubled in value. It is slightly rarer now, and you'll find it dangerous to extract more than a trickle from its ordinary ores, but its purchasing power is the highest of any metal used in trade.
Every boring metal in the game is gone. If it didn't have a unique part to play in Masterwork DF, it got the axe. In the place of the missing and unmourned are several new alloys, offering kobolds, iron-poor Dwarven sites, orcs, and the most luxurious palaces and mountainking's thronehalls new character and richness. Gnomes have gotten a few extra metallurgical goodies, as they're the only race with access to the electic-fired Arc Furnance.
Money and trade:Currencies got rethought. Then they got rethought again. After about three rounds of edits, we have complete, named currencies for Humans, Dwarves (presently still using human names), Orcs, and Gnomes. The first three of these retain their large-scale Masterwork trade economies. Although Gnomes are not yet active traders, I propose to Meph that this race would logically be vigorous wheeler-dealers within the confines of their hidden communities.
For more details, see next post.
Every trade reaction is revised at least to the extent of using named currencies and to accomodate the following progression of coinage metal values:
Copper, rusty iron, lead (3); tin, brass (6); silver, aluminum (12); electrum (24); platinum (40); gold (48)
Here are the currency units for each race:
# Default names and metals (Humans): copper Deniers, tin Groats, silver Shillings, electrum Crowns, gold Sovereigns
# Dwarves: Use the standard coinage metals. Have no special names yet, but eventually should have a unique set.
# Dwarven Legion: copper Denarius/Denarii, brass Bravus/Bravi, silver Argenteus/Argenti, electrum Solidus/Solidi,
# gold Imperus/Imperi.
# Gnomes: lead Bits, brass Glintings, aluminum Evershines, (possibly titanium-chromium Coronas).
# The native value of aluminum for Gnomes is 6, half that of this metal for any other race. A purse of Evershines
# is made with 2 bars, and therefore Evershines have the same value for gnomes as Shillings do for humans.
# Orcs: lead Gobs, rusty iron Gurushs (2x weight), silver Skillinga (singular skilling), platinum Hothwrai (singular
# Hothwrain), gold Tyrans.
# Skillinga and Tyrans are both loan-words, from trade with humans and the Dwarven Legion respectively.
# Goblins: The orcish currency, but perhaps not the Tyrans and/or the Hothwrai
# Kobolds: The human or orcish coinage, as they have no native currency. They might use their own names, or just use
# barter internally.
# Succubi, Warlocks: Not sure (they're more about souls, anyway). For outside trade, they use the human coinage
# metals and names for now.
There are a bunch of other alterations and tweaks, but I'll let you discover them! have fun! Or !!FUN!!, whichever.