I think it is fine for strange moods (as in, gets an idea, spends 3 straight days tinkering, etc.) to be involved in this, but not necessarily every instance of innovation/invention/discovery. And if it is only going to be strange moods that does this, shouldn't more than just dwarves be able to do this?
I confess I haven't given any serious thought to the non-dwarven races, I merely assumed that if Toady
does decide to adopt this method, then naturally the other races should be able to advance too, and would therefore probably have strange moods of their own. (For flavor reasons, it would be nice if each race had their own set of moods.)
As for dwarves, the only
non-mood tech development I would suggest is the ability to buy books. If the elves invent Fletching or the humans develop the Rivet, their merchants have a small chance to bring books detailing those inventions to your fort. Once purchased, and read by a dwarf of a relevant profession, these books unlock the same effects & reactions that the Innovation would normally . . . and can, presumably, then be re-sold to a different buyer. The ability to select a book from a merchant's wares (and, by extension, the ability to request that merchants try to bring a specific book next year) is, in my opinion, the only way a player should be able to directly
choose what techs their fort has.
A larger population does not always mean a more varied society, especially if we are talking about under 1000 people. What if virtually all of the people in your fort are "dudes who do nothing all day but dig, drink, and tend sheep"? . . . why not have it so that the actual "dwarves from different walks of life" themselves influence the onset of inspiration? . . . why should strange moods be directly tied to fortress population at all?
True, a larger population isn't a
guarantee of a filled profession list--heck, even in the largest forts, I think fewer than 1% of us EVER have Wood Crafters or Beekeepers, let alone Wax Workers and Fish or Animal Dissectors. But for the vast majority of forts, once we get above 80 or so adults we've got a good mix of soldiers, farmers, laborers, & craftsdwarves, plus a few administrators thrown in, so that seems good & diverse enough for lots of ideas to get thrown around. Having the
percieved frequency of moods tied to population is not only easier to code, it's also far more realistic. For example, consider a city of 10,000 people. If the hospital in that city sees 10 cases of appendicitis a year, that's perfectly normal. But a village of just
thirty people getting 10 appendicitis attacks every year, how is that even possible?!? In contrast, tying Strange Moods to profession diversity just seems really clunky. Sure, I suppose you could code something that grants you more moods if you have a fairly even mix of dwarves of every color, but that wouldn't account for the fact that it doesn't make
sense to have an even mix of dwarves of every color. You might have 30 Stoneworkers but only one Jeweler, and there's nothing at all wrong with that, but the game might "penalize" your access to Moods if you decide to build a fort that's oriented toward Glassmaking. Or Carpentry. Or Engineering. Or the military. If you have the game check for diversity, you would have to give the program some "ideal" proportion of the various professions--and no such ideal can exist.
. . . why not, instead of a discrete, hard-coded innovation leading to such behavior [dwarves studying & spreading ideas rather than working], have the situation put in place by the player (or other entities) facilitate this kind of behavior? In other words I would like the following situation to be able to happen: if I built a fort to basically be the library of Alexandria and attracted the best and brightest to reside there . . . Why would there need to be some gimmick necessary to allow me to do this and designate people to talk to each other?
That's a very valid point, it's a bad idea for the game to impose restrictions on how the overseer might want to roleplay the fort. I chose to lock this scholarly behavior behind the Academy innovation for one specific reason: It's very undwarfy. It's perfectly fine for little
children to learn how to read and study the legends, but once you're big & strong enough for useful, productive labor, why aren't you doing it? You just want to hang around &
talk to people, looking at books all day? Who the hell died and made
you a baroness?
These are short, sturdy creatures of drink and
industry, after all. Encouraging dwarven study is, of course, a matter where we can all have an opinion, and I'm trying to remain openminded, I just feel that overcoming such a strong biological tendency should require a mental leap.
However, it is perfectly realistic for someone to choose what gets invented, at least in a manner of speaking. For example, let's say someone is inspired to make a prototype of something they wish to invent, and it requires resources beyond their ability to get on their own. So they petition someone (like you, the player) who does have access to those resources to support their endeavor but they refuse to after considering it.
In one of my earlier posts, I mentioned how if an Inspired dwarf lacked access to a specific workshop, or a certain material, or whatever, they would go Conduct Meeting with the mayor to leave a request for the desired item(s). Then, after a month or so, if they still didn't have what they wanted, they would forget about the Inspiration & go back to work. Maybe they would get that same inspiration again later, hopefully after the overseer has obtained the needed workshop & materials. But your suggestion is a bit better: When the moody dwarf makes their request, they can explicitly state
what it is that they're trying to invent (if they feel comforatable sharing that infomation, that is). Then, after the overseer has filled in the missing pieces, they can go to the list of "pending Innovations" (if any) and tell the original dwarf (provided that they're still alive) that everything's ready for them now. This, I feel, is the only "Invent This Now!" button to which the player should EVER have access.
and for Inspiration-strange-mood-affected individals to not blatantly steal crap for their project.
Other moods grab tons of random stuff for decorations, only the first item is really meaningful. In contrast, Inspired dwarves mainly take just the stuff that makes sense, they just need
more of it. They might still grab an item of two that they
think they need (even though they really don't), but that's to account for things not working out quite how you expected (who'd have predicted that the internal mechanisms of watches would require
jewels?).