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Author Topic: Toady can finally fix the economics  (Read 1577 times)

Uristits

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Toady can finally fix the economics
« on: July 09, 2014, 03:55:13 am »

You could set it up where people try to collect items of their preference then turn them into crafts, then selling it to others at higher price than materials used. Players themselves could probably mod it, economics that work.

Example, bone worker buys skull from hunter/trader/whatever source for 20 dorf buxs, totemized it for that for however much it is, probably 40 dorf buxs, and probably to a gem maker who could increase its value more, and perhaps people with excess wealth can purchase items and have a notice icon to ask to place their item, creating large temples based off actual wealth at the time, or throne rooms etc. Gardens, pretty things like that. They could also purchase space, where you could designate dimensions and place them in there. This should allow you to give a discernment in the power of influence and money, allowing for some really crazy shenanigans. Some baron with a luxury villa that made his money off selling massive quantities of booze or moondust, with perhaps a few soldiers on payroll and some serfs for land. You could purchase labor for setting up some shop. There is so much potential in what Toady has done, it is truly mind boggling.
« Last Edit: July 09, 2014, 04:07:35 am by Uristits »
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Brilliand

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Re: Toady can finally fix the economics
« Reply #1 on: July 09, 2014, 04:07:03 am »

I'm rather doubtful that this suggestion would improve the game.  It just sounds to me like dwarves wasting FPS on pointless tasks... how would this affect the player?
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The blood of our enemies is but a symbol.  The true domain of Armok is magma - mountain's blood.

Uristits

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Re: Toady can finally fix the economics
« Reply #2 on: July 09, 2014, 04:15:06 am »

Example, bone worker buys skull from hunter/trader/whatever source for 20 dorf buxs, totemized it for that for however much it is, probably 40 dorf buxs, and probably to a gem maker who could increase its value more, and perhaps people with excess wealth can purchase items and have a notice icon to ask to place their item, creating large temples based off actual wealth at the time, or throne rooms etc. Gardens, pretty things like that. They could also purchase space, where you could designate dimensions and place them in there. This should allow you to give a discernment in the power of influence and money, allowing for some really crazy shenanigans. Some baron with a luxury villa that made his money off selling massive quantities of booze or moondust, with perhaps a few soldiers on payroll and some serfs for land. You could purchase labor for setting up some shop. There is so much potential in what Toady has done, it is truly mind boggling.
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Brilliand

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Re: Toady can finally fix the economics
« Reply #3 on: July 09, 2014, 04:20:36 am »

So you're proposing that dwarves get paid for their value-producing activities in the fort, so the player can easily see who's the wealthiest?  That... sounds a bit too much like the old dwarven economy.

You seem to be proposing that dwarves buy things from each other rather than buying and selling from fort stocks, but I don't think that difference would come into play much in practice (unless dwarves have to meet each other to make purchases, in which case we'd really have a mess).
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The blood of our enemies is but a symbol.  The true domain of Armok is magma - mountain's blood.

Iamblichos

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Re: Toady can finally fix the economics
« Reply #4 on: July 09, 2014, 04:58:18 am »

I have to wonder if Toady doesn't have ideas in the economic direction in some way... look how much time loading/unloading is devoted to coin information storage, as opposed to, say, wildlife.
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I'm new to succession forts in general, yes, but do all forts designed by multiple overseers inevitably degenerate into a body-filled labyrinth of chaos and despair like this? Or is this just a Battlefailed thing?

There isn't much middle ground between killed-by-dragon and never-seen-by-dragon.

Uristits

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Re: Toady can finally fix the economics
« Reply #5 on: July 09, 2014, 05:01:02 am »

I have to wonder if Toady doesn't have ideas in the economic direction in some way... look how much time loading/unloading is devoted to coin information storage, as opposed to, say, wildlife.

That's what I'm thinking too, that's its all in the grand scheme of what toady originally intended Dwarf fortress to be.
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Uristits

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Re: Toady can finally fix the economics
« Reply #6 on: July 09, 2014, 05:06:46 am »

So you're proposing that dwarves get paid for their value-producing activities in the fort, so the player can easily see who's the wealthiest?  That... sounds a bit too much like the old dwarven economy.

You seem to be proposing that dwarves buy things from each other rather than buying and selling from fort stocks, but I don't think that difference would come into play much in practice (unless dwarves have to meet each other to make purchases, in which case we'd really have a mess).

Because it would be more efficient in the use of materials. It would allow things you might've forgotten to be created with. It would create a lot of clutter and flavour to the place, along with creating incentive for the player to create further rooms and wealthy displays based off the individuals themselves. Workshops are rented and manned by those trying to create wealth, creating trade objects based off the requests of merchants trading. Things not directly bought by the player belong to the dwarfs who then request that their golden tiger be placed. From that you create a tiger zoo.
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Brilliand

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Re: Toady can finally fix the economics
« Reply #7 on: July 09, 2014, 09:59:03 am »

So you're proposing that dwarves get paid for their value-producing activities in the fort, so the player can easily see who's the wealthiest?  That... sounds a bit too much like the old dwarven economy.

You seem to be proposing that dwarves buy things from each other rather than buying and selling from fort stocks, but I don't think that difference would come into play much in practice (unless dwarves have to meet each other to make purchases, in which case we'd really have a mess).

Because it would be more efficient in the use of materials. It would allow things you might've forgotten to be created with. It would create a lot of clutter and flavour to the place, along with creating incentive for the player to create further rooms and wealthy displays based off the individuals themselves. Workshops are rented and manned by those trying to create wealth, creating trade objects based off the requests of merchants trading. Things not directly bought by the player belong to the dwarfs who then request that their golden tiger be placed. From that you create a tiger zoo.

I do like the idea of dwarves finding something useful to do when the player forgets to micromanage them.  This would have to be balanced somehow with reserving the rarest materials for the fort, however (and automated mining could be horrible...).
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The blood of our enemies is but a symbol.  The true domain of Armok is magma - mountain's blood.