The option to generate worlds where nobody dies will soon be in. Worlds where nobody needs to eat are also along those lines.
You can already make dwarves not need to eat by giving them the [NO_EAT] tag, as I've already mentioned. That isn't what is being discussed.
It isn't so clear when we consider all the factors. Strictly you are right from a necessity standpoint, but it is still a limiting mechanic.
Not really. If the player is given control over the modifiers alongside the laws, there is no limitation to this method that isn't also a limitation to your own.
In my idea, digging walls is indeed one crime, digging engraved walls is considered vandalism and is treated just like all other acts of vandalism. Digging the walls on it's own does not count as vandalism, but digging engraved walls does. This means dwarves will favour digging unengraved walls all else being equal unless they are totally okay will vandalism and it is unpunished.
So, in your idea, if vandalism is a personal matter, but unsanctioned digging is a capital offence, won't dwarves specifically seek engraved walls to dig since digging those out counts as vandalism rather than unsanctioned digging?
Also, again, you're underestimating AI. If unsanctioned digging is considered a form of vandalism, and is a more severe crime when the wall is engraved, and said severity is modified by the quality of the engraving, then not only will the AI be able to get dwarves to favour digging unengraved walls over engraved walls, but also it can get them to favour digging lower quality engraved walls over higher quality engraved walls.
AI has it's flaws, but if there's one thing that it's really really good at, it's maths, and pathfinding is maths.
The AI acts upon the total number. We need to know what the seperate elements that contribute to that number are because our ability to set laws alters those numbers and therefore allows us to in effect control what AI criminals do.
If we can edit the severity of laws, we can probably see the severities that we're editing. I'd rather not give the player the ability to mind-read criminals' pathfinding decisions just so that they can better manipulate said criminals.
Except that people's respect for law should not be the only reason people don't break it. People should have ethics are well, so the inhibitory factors should be threefold.
- How much do I respect the law?
- How much is doing this against my ethics?
- How much do I fear punishment. That is Punishment severity / Percieved odds of getting caught.
Goblin-raised people who have neither respect for either the law or have any ethics against what we are doing will only regard the punishment angle. The exception is that they will not dig a tunnel to give invaders access to your fortress, because that counts as [TREASON] which goblins have strong ethics against. If there are invaders outside your fortress and goblins are hungry, the goblin-raised will be disinclined to dig a tunnel to get at food on the surface even if they would normally steal food happily.
On the other hand, we have two factors. We have the desirability of food, stuff like leather has a negative value here and we also have how hungry we are.
If point 3 is specifically how much they fear punishment, it might be an idea to also add in some calculations based on personality facets like anxiety propensity or bravery too.