GreatWyrm, I didn't say stone was worth 2db, I said
Stone is not worth 1db per piece. It is based off the value in the raw, and the default material value modifier is 2. Chalk, is worth 6, others are worth more or less. But the weight of 1 chalk block is 186r. In order to trade them effectively you must be able to remove 186r weight from the trader per piece of stone you trade(because the trader has a carrying capacity). That is not possible in any meaningful way. Your surcharge concept is good, but meaningless unless it respects to the Traders total carry capacity, which would be filled up immediately by boulders. This is a trading issue however, not a fortress wealth issue, which is why I avoided discussing your trade disputes.
(Which I WAS incorrect on, granted. The default is 1, with many layer stones at 2 and ranging up to 3, minerals ranging from 3 to 40, and gems going even higher.) The db = material value x item value x quality.
The reason I limited it to stone is actually pretty simple, you can not dig without producing stone (unless you have soil tiles). You can choose not to chop trees, or gather fish, or not to slaughter animals to get leather. However, if you wish to play the game, it is nearly impossible to do without digging. Further, if your miner has any skill whatsoever he produces boulders on a nearly 1:1 ratio, so the simple act of trying to design your fortress layout generates, as opposed to actively trying to gather resources as in the examples you produced. More importantly, as I also mentioned, the attempt here was to decouple the boulders from fortress wealth, or at least to moderate their impact, and this would hold true regardless of whatever economic changes happened in the future to rebalance the economy. Kohaku comments, while correct(for the nth time) would NOT significantly reduce the impact of boulders on the fortress wealth because the default material values are a) NOT the major driving force behind the economic issues, and b) the player can choose not to create items and still play the game, but they can not effectively choose not to dig and still play the game.
Item_ValuesMultiplier Plant
x1 bloated tuber, hide root, kobold bulb, muck root, prickle berry, rat weed, sliver barb, whip vine
all trees and plant seedsx2 blade weed, cave wheat, dimple cup, fisher berry, longland grass, pig tail, plump helmet, quarry bush, rope reed, sweet pod, wild strawberry
tuber beer (bloated tuber drink)
A player who made his dwarves drink water and eat uncooked plump helmets can control the wealth generated by them. Even if they brew drinks, as long as they keep it moderate they can control the fortress wealth. Rawfish and unused body parts also all have material values between 1-3. This is also limited because a) they can be consumed, and b) they rot, neither of which applies to stone. What drives the economy crazy is the multipliers for the item type and quality. Boulders have a default value of 1 for type and quality, and as such can not be reduced further. Changing their material value WOULD lower their impact, but it would only serve to imbalance the overall economy even further. What I am trying to do is to separate the issue so that one can be worked on, tuned, and tweaked without affecting the other, and I think Loose Nut is on the right track.
Lastly, I didn't say Kohaku's comments meaningless, I said they were not directly applicable to this issue. In the quote above, I said that his surcharge suggestion would be meaningless
unless it respected another mechanic. I even said it was a good suggestion. If you will look, I actually agreed with him(numerous times). I even agreed that Loose Nut's idea would serve as a decent patch until Kohaku's ideas could be implemented. However, and I stand by this, Kohaku's concerns with respect to the overall fortress economy do not directly impact the scope of this suggestion, which is ALL I said to begin with.
**edited for Typos**