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Author Topic: Set quality of produced goods  (Read 512 times)

Stonefish

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Set quality of produced goods
« on: August 23, 2006, 06:23:00 am »

Not sure if this has been suggested yet, but it would be really nice if you could set the quality of goods to be produced in a workshop.

Of course, this would be useless in the early game, as quality only affects happiness, and your dwarves aren't very skilled anyway, but once a broker moves in, and rent starts appearing, then having Legendary Masons and so forth can be quite detrimental if you expect to furnish a room that is affordable to a Peasant, and this would save you having to take the Masonry job off your Masons, and assigning it to some Peasant with "Dabbling" at best.

I'm sure this would make Brokers more appealing to the players, like me, who have been avoiding minting coins because of high rent prices.

EDIT: I meant Bookkeeper above, instead of Broker.

[ August 23, 2006: Message edited by: Stonefish ]

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Quiller

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Re: Set quality of produced goods
« Reply #1 on: August 23, 2006, 03:27:00 pm »

It would be nice if a skilled worker could either make lower quality goods much faster, or higher quality goods at a slower pace.  As an AI feature it would be interesting if a dwarf discriminated, making lower quality goods quickly out of lower quality stone, but when they got a better quality of material they spend the time to make it higher quality.  So the jeweler will try and facet a ruby more carefully than a garnet, a carpenter will spend more time with Hickory than pine, and a Mason will spend more time with granite than chalk.  Probably another bloat for you, but would actually make the rock and stone types more meaningful.
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Stonefish

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Re: Set quality of produced goods
« Reply #2 on: August 23, 2006, 03:45:00 pm »

Actually, this sounds better than my idea, for the most part.  You'd have most dwarves with coffers made from chalk and limestone, and the nobles have theirs made from more valuable stones, and the craftsdwarfship(?) would be better on the more valuable materials.

The only problem with it is, what about wood?  You'd need to assign values to wood (if there isn't already), and then you'd need to have a wider variety of trees in each region, which would possibly be unrealistic, and without knowing how the world generator works, it could even require some degree of re-write to that.  Wood could be messy.

EDIT: There's also another problem: with valuable stone being comparatively rare when compared to more common stone, you'd have any skill level of mason producing pretty shoddy quality goods, most of the time.  This is something that might make the whole system unworkable.

[ August 23, 2006: Message edited by: Stonefish ]

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Aquillion

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Re: Set quality of produced goods
« Reply #3 on: August 23, 2006, 04:36:00 pm »

I think what we really need is a sounder economy that adjusts for supply and demand.  There should never be a long-term situation where the majority of your dwarves can't afford an essential item; the price would drop until they could reach it, no matter how high-quality it was.
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We don't want another cheap fantasy universe, we want a cheap fantasy universe generator. --Toady One

imsabbel

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Re: Set quality of produced goods
« Reply #4 on: August 23, 2006, 06:12:00 pm »

Especially the rent seems totally broken.
I mean, why DOES a room cost that much?
All it is is a hole in the ground filled with stuff build in about 2 minutes dwarftime...
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