Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: Ricardo's Difficult Idea  (Read 4079 times)

NW_Kohaku

  • Bay Watcher
  • [ETHIC:SCIENCE_FOR_FUN: REQUIRED]
    • View Profile
Re: Ricardo's Difficult Idea
« Reply #15 on: March 31, 2012, 11:50:53 am »

Well, here's what I posted as the problem, and reason I was writing that massive Improved Farming thread...

Spoiler (click to show/hide)

So, for food, I had the obviously overlong thread on that...

For stone, I actually suggested that we get a model where mining causes a single 1/7 stone item to fall out, and 6/7 useless debris items appear (or some other similar function), and where 7/7 debris just turns into a debris wall, so that mining requires much more hauling to remove stone, and mining in general becomes slower, and the resources you extract from mining more precious.

Migrants should be cut down to something like 5% of what they are just off the bat.  Having a massive fortress full of dwarves should be a crowning achievement, not a flood of useless cheesemakers you toss into the magma just because you don't feel like dealing with them.  Making dwarves less expendable will make every aspect of the game much more meaningful.

Further, that Class Warfare stuff is all about how to make larger fortresses have more meaningful inter-dwarf relationships, not just between individual dwarves, but between guilds and social classes and the government, and build the basework upon which any economy could be built.

Military challenges are all well and good, but what the game needs are more internal challenges.  Ask veteran players what they lose their fortress to when it isn't FPS alone, and they'll tell you most of the time that Tantrum Spirals are the number one killer.  Real internal challenges, like those of the Class Warfare thread, are the way in which the game can have meaningful challenge, even from external threats, because the more strain you have to put a fortress through just to meet its own internal demands, the less capacity it has to project force against external threats.

Trade, finally, will only be useful when you start talking about it in terms of having those automated trades where you just say that you are, in general, selling off mugs, and buying anything made of steel.  When you can sign contracts or trade agreements to manage these things, and leave them running, so that you can basically skip having to ever make a specific type of good (like just buying all your cloth instead of having a clothing industry) entirely, then trade will have meaning.  Part of how Toady seems to want to do this is to make feeding your fortress much harder, so as to force players to just import food.
Logged
Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
Class Warfare

Adamfostas

  • Bay Watcher
    • View Profile
Re: Ricardo's Difficult Idea
« Reply #16 on: April 04, 2012, 09:53:28 am »

While it is true that the game needs to make creating legendaries more difficult, this is wholly beside the point - the time it takes to train up a legendary is largely irrelevant, since the rest of the world basically doesn't get to make every single civilian in their city a legendary the way that we do almost automatically if we just keep a fort running long enough.
This is really a question of learning rates versus life expectancy. Legendary dwarves should be pretty damn old - the current artifact situation has resulted in child prodigies out-producing dwarves with decades on them. Setting learning rates at a level where the majority of the population will probably be killed in a range of amusing and unexpected ways before getting anywhere near legendary would be a useful start.

Additional micromanagement is just trying to add more problems to solve a problem - it's only going backwards. 
Agreed.

Part of the problem is that Unfortunate Accidents are too common as it is... by making nobles MORE demanding, you're only begging for players to set up magma-safe noble's rooms with indoor heating. 

Players reject that portion of the game as it stands - it needs to be presented to them in a better way.  This is a large part of why I was going on about the Class Warfare suggestion, since that would make the entire fortress start making demands as a natural extension of gameplay. 

They view nobles as an unecessary burden placed upon them for no benefit they can see, but if they see the increasing demands that are placed upon them as an escalation of challenge, originating from doing well in the game, and with the reward of advancing their own creation further upwards from "dank hole" to "shining, triumphant Mountainhome", it becomes something they would more actively seek to accomplish.

In other words, use the carrot, not the stick.
This really depends on the context in which the carrot is provided - a carrot that enables further activity such as an expanded military is more attractive than some form of badge for the fortress, whatever the likes of Schumpeter might think. We could stray very quickly towards some form of Sim City-style 'civic building' model if we're not careful. Additional social complexity, guilds etc., is interesting but needs to be considered carefully - ideally you'd want a situation where you have the option to have a guild or not, the latter option allowing any dwarf to take part in that activity for their personal economic benefit, the former requiring any new mason, say, to seek admittance and only sell products at guild prices. The former produces a cadre of loyal dwarves who'll be less likely to tantrum, the latter more and better products. Tantrum spirals are the biggest killer of mature forts now, and they're effectively a facile representation of civil unrest that we'd want to retain. You'd move from a construction phase to a political phase in terms of where player intervention is focused. Nobles, hated as they are, would form a key part of that.

Spoiler (click to show/hide)
This is interesting. There is scope to develop an entire underground ecosystem that agriculture will slot into, requiring the dwarven equivalent of the three-field-system and scarecrows and so on. However, agriculture itself could be summarised as busy work without effort to improve the land upon which it's based - eventually you'd need some way of automating the process after crafting a sustainable mechanism for farming.
Logged

NW_Kohaku

  • Bay Watcher
  • [ETHIC:SCIENCE_FOR_FUN: REQUIRED]
    • View Profile
Re: Ricardo's Difficult Idea
« Reply #17 on: April 04, 2012, 04:54:06 pm »

This is really a question of learning rates versus life expectancy. Legendary dwarves should be pretty damn old - the current artifact situation has resulted in child prodigies out-producing dwarves with decades on them. Setting learning rates at a level where the majority of the population will probably be killed in a range of amusing and unexpected ways before getting anywhere near legendary would be a useful start.

That just doesn't happen, however.

Your typical legendary craftsdwarf, cook, brewer, weaponsmith, etc. is never going to be going anywhere but from the stockpile to the workshop with a few stops to eat, drink, and sleep between. 

Most players are never going to lose those sorts of dwarves (miners, woodcutters, fishers, and military with maybe some haulers are going to die off pretty often, but not the craftsdwarves) unless they have somehow screwed their fortress over in a way that their entire fortress is likely going to be destroyed. 

I would again agree that the trek to legendary needs to take at least 10 times as long, and should take about 5 game years, barring the skip forward with a mood, of constant work on just one craft to hit legendary, if only for realism's sake.

However, that is not a solution to the current problem - slow the game down, and players will still be eventually producing masterwork everything, while the caravans will be importing masterwork almost nothing. 

Further, the difference in price between basic or no quality goods and masterwork goods (twelve times) has absolutely no regards for the actual effectiveness of a good.  (Masterwork mechanisms almost always hit a target when used in a trap, but masterwork floodgates are basically only more valuable for having more value.)

The same supply/demand mechanics that dictate when prices of given commodities rise and fall must also be in play determining the relative values of different levels of quality.

Further, other sites in the world need to be capable of producing those same massive proliferations of masterwork goods.  When a player produces Masterwork Large Serrated Steel Discs in bulk for export, they typically only have one legendary weaponsmith who is single-handedly producing the goods that make up easily 75% of that entire fort's GDP.  Given the support of the whole mining/hauling/smelting industry behind him/her, that one legendary will probably have all his bars lined up in stockpiles waiting to go so that the legendary can produce as much as possible. 

Why don't other sites do this, as well?  Why do we see floods of quality-less rope reed crap and then a few single instances of *<<=birch barrel=>>*, studded with black diamonds carved into the shape of a dragon eating a goblin.  Since the only cost is the act of training up those legendaries, which you can sell off their goods in the meantime, as well, why isn't there a proliferation of goods that you can charge 12 times as much for in spite of having the same raw material costs?



On a side note, this does remind me of one of those aspects of what Krugman was writing about that would actually make more sense to balance the economy, however...

That is, wages need to be tied to the total "per capita GDP" of the fort.  One of the problems with the old system was that every carpenter got paid 30 DBs for every job they did, regardless of quality, and every hauler was paid 5 DBs for every haul they did regardless of distance traveled, but also regardless of the "cost of living".  Room rent was not something they could control - you controlled the size of the rooms they could buy, and their value.  The price of food was determined by its quality, not by what the workers could afford to pay.  Extravagant housing and food would bankrupt the workers, even if they were fully productive members of society.

Reworking wages as a function of GDP, however, means that the more profitable the fortress is in general, the more prosperous its workers are, and this would also be an appropriate reflection of the actual lessons of comparative advantage, which is that when a nation/fortress is most productive, its workers are capable of earning the greatest degree of wages (as a factor of their share of the actual materials produced).

This really depends on the context in which the carrot is provided - a carrot that enables further activity such as an expanded military is more attractive than some form of badge for the fortress, whatever the likes of Schumpeter might think. We could stray very quickly towards some form of Sim City-style 'civic building' model if we're not careful. Additional social complexity, guilds etc., is interesting but needs to be considered carefully - ideally you'd want a situation where you have the option to have a guild or not, the latter option allowing any dwarf to take part in that activity for their personal economic benefit, the former requiring any new mason, say, to seek admittance and only sell products at guild prices. The former produces a cadre of loyal dwarves who'll be less likely to tantrum, the latter more and better products. Tantrum spirals are the biggest killer of mature forts now, and they're effectively a facile representation of civil unrest that we'd want to retain. You'd move from a construction phase to a political phase in terms of where player intervention is focused. Nobles, hated as they are, would form a key part of that.

I don't see it as much of a negative to allow a more SimCity style of play, provided the player can opt out, and in that regard, I would agree with the option idea. 

This is something that all gets spun off into its own much more complex field that I want to explore more thoroughly in Class Warfare, so I'm going to hold off on extrapolating for now.

This is interesting. There is scope to develop an entire underground ecosystem that agriculture will slot into, requiring the dwarven equivalent of the three-field-system and scarecrows and so on. However, agriculture itself could be summarised as busy work without effort to improve the land upon which it's based - eventually you'd need some way of automating the process after crafting a sustainable mechanism for farming.

That actually is the bulk of the thread - how to properly display it to the player.  Aside from ideas on what could be included, the real meat of the thread is on the means by which the whole system is automated, and players are expected to mostly just set up the system, and let it run unless there is a problem that demands player attention. 

This is why the notion of balancing inputs and outputs is important - you just control how much fertilizer and work on the soil is done, based upon what amount of fertilizer you can actually reclaim from various sources.  It involves doing things like making aquifers and streams and brooks no longer infinite water sources, and requiring that players manage their water reservoirs on a yearly basis by rationing out where their water supply will be diverted for irrigation or other uses.  It also involves setting up not just crop rotations, but also setting up the defenses against pests and diseases, through the use of fostering colonies of creatures like bats that eat the insects that eat your crops, or by planting other types of plants or flowers that have natural defenses to repel specific types of crop-destroying pests.

The point is that it has a huge depth of complexity, but that you only really need to understand the very basics to get started.  You can focus upon understanding and capitalizing upon your farming system in order to gain maximum efficiency, but in so doing, you are devoting a significant degree of player capital into making yourself a specialized "farm fortress", as opposed to specializing in any of the other forms of fortresses that those guilds would enable you to specialize in.
Logged
Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
Class Warfare
Pages: 1 [2]