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Author Topic: Dwarven economics  (Read 5918 times)

Captain_Action

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Re: Dwarven economics
« Reply #30 on: November 27, 2005, 04:10:00 am »

So the dwarves can burn trees in their forges, what about coal? Also will lava be a hazard and a source for forges?
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Ancient_Sleeping_Dude_Rei

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Re: Dwarven economics
« Reply #31 on: November 27, 2005, 05:57:00 am »

About trading, will one be able to import fun stuff, like heat generating gems, or extremely volatile potions?

And here is a really good question... You can buy bears... can you buy dragons?

Having a pet dragon would be cool  :)

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Toady One

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Re: Dwarven economics
« Reply #32 on: November 27, 2005, 12:45:00 pm »

Captain:  yes to everything (and it's all done this time).  Dig deep and you will find things.

I haven't done magic yet, so I'm not sure in the end what magical objects will be in and what won't be.  I was thinking that the elf traders have to be more interesting though.  There are some things in for magic items, but nothing sort of run-of-the-mill that dwarves can pump out with ease.  I have no idea to what extent that stuff will go in.

Once I put the dragon attacks back in, a pet dragon is technically possible, but it is a convoluted path.

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Captain_Action

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Re: Dwarven economics
« Reply #33 on: November 28, 2005, 09:43:00 pm »

Is metal recycling possible? If some were-critter shows up, can I melt some silver coins into arrow heads?
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Toady One

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Re: Dwarven economics
« Reply #34 on: November 28, 2005, 11:11:00 pm »

Yeah, you can melt down items.  I think some bits are lost in the process.
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Captain_Action

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Re: Dwarven economics
« Reply #35 on: December 16, 2005, 11:26:00 am »

What happens to a dwarf's loot after he dies?
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Toady One

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Re: Dwarven economics
« Reply #36 on: December 16, 2005, 12:52:00 pm »

If he has a tomb, it is all moved to his tomb (except for essential tools, which aren't owned).  If not, I think it all reverts back to the fortress, and the dwarf is buried naked in any free placed coffin you've not specifically designated as somebody's tomb.  Later I suppose I could have key possessions placed in the coffin as well, or some any kind of weird traditional rites...  who knows.
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Captain_Action

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Re: Dwarven economics
« Reply #37 on: January 01, 2006, 04:19:00 pm »

In the first movie were you choosing your dwarves' starting skills?
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Toady One

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Re: Dwarven economics
« Reply #38 on: January 02, 2006, 04:34:00 am »

Yeah.  Subject to many changes...
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Joe Sixpack

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Re: Dwarven economics
« Reply #39 on: January 02, 2006, 02:18:00 pm »

About magic:

Will DF be "low magic", like magic isn't seen and is generally not believed in, or everyone and their uncle has a magical trinket. Somewhere inbetween, perhaps?

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Toady One

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Re: Dwarven economics
« Reply #40 on: January 02, 2006, 06:03:00 pm »

I'm not sure how it will end up.  Right now it is pretty "low magic".  I don't know if DF will digest some of my plans for magic from other games or if those will stay separate.  In the first release, there probably won't be much beyond certain items that your dwarves can create and use.
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Toady One

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Re: Dwarven economics
« Reply #41 on: January 02, 2006, 06:03:00 pm »

Oh, and the various tortures your dwarves can be subjected to by the forces of darkness.
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Silleh Boy

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Re: Dwarven economics
« Reply #42 on: January 02, 2006, 07:40:00 pm »

will it be possible to trade with some enemy races, or, will trading with say, goblins and kobolds, be out of bounds?

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Re: Dwarven economics
« Reply #43 on: January 02, 2006, 07:47:00 pm »

You can trade blows.

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Is the xmas toad busy coding still, or is it total break?

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Toady One

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Re: Dwarven economics
« Reply #44 on: January 02, 2006, 08:00:00 pm »

I did a little bit, but it's impossible to work here...  too many peoples doing too many things.
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