So I'm working on a realism mod, and have been doing quite a bit of research into the Renaissance. One of the great things is the differences in technology throughout the areas and I want to capitalize on this to remove some of the staleness from a long game of DF. Something that causes the player to eventually rethink what is possible. There are a number of things I would like to try through the RAWS before I begin studying up on dfhack.
1. Is it possible to limit reactions based not only on what skill is active, but what level of skill the dwarf has?
2. Is it possible to limit reactions based on caste?
3. Using place holders for reaction, item, building, and creature IDs, is it possible to change the place holders into full blown raws without having to regen a game?
4. I am looking to use items such as torcs, arm bands, necklaces, sashes, and other such clothing in order to signify rank. How can I force an equip of these items without conflicting with coded uniforms for miners, woodcutters, and hunters?
5. Is it possible to use an interaction to permit a civilization to build buildings or make items in dwarf mode? I haven't actually gleaned a whole lot of information regarding interactions vs reactions or how they function.
Edit 1:
forgot to add a last question
6. Is there a way to limit the quality of a good based on material i.e. a lead sword can never be all that great of quality because of it's properties and thus should never be considered to be masterful.
I know that I could just create a separate items based on reaction class. Sword_Quality_Metal = Sword and NOT_SWORD_QUALITY_METAL = Poor Quality sword with lower value.
This seems to be a little less exact than what I am hopping is possible.