A Small Approach To Managing Migrants & More Realistic Trade
I know there's been threads galore on these subjects previously, but I've had a look around and I think my ideas are novel enough to be worth submitting. I'd be grateful if you'd take a couple of minutes to give them some thought.
I'm not the first person to make the point that the current immigration scheme can be somewhat frustrating, nor the first to point out that the fortress endgame is reached rather quickly, or to point out that trade is for the most part, still largely optional. So what I'm going to do in this post is discuss these three issues, briefly explain why I think they're important, why they're related and then suggest a combination of solutions which I think would work together to enhance gameplay.
Firstly: Fortress endgame.
Experienced players know that once a fortress gets stabilized, there's often very little to do, except for mega projects. One of the reasons for this is that the levelling mechanics , one of the most foundational pacing mechanisms in found in games, can be maxed out too quickly for some professions. Where by their second or third year, most fortresses already have a legendary weaponsmith and armorsmith churning out masterworks, even in mineral scarce embarks.
If the levelling times were to be drastically increased and even capped at well below legendary, it would implement greater scarcity for high level items. To add more features to the process, dwarves with particular affinities for materials or items would be able to exceed their skill cap. Strange Moods would open up additional levels rather than propel dwarves instantly to legendary, making a high level craftsdwarf a rare prize and a boon to a fortress, rather than being the baseline.
But we still need to be able to obtain high level craftsdwarves for our fortress, so this is where immigration comes in: players are able to attract skilled dwarves by creating rooms and advertising them to specific professions. The higher the value of the room, the greater likelyhood of attracting a high level craftsdwarf or warrior to come and occupy it. This allows a limited degree of control over migration and gives a tangible motivation to produce high value items like furniture. I'm not suggesting the elimination of random waves, just that they be altered to produce mostly skill poor dwarves by default.
The third issue is trade: I know Toady is working on the caravan arc, but I think this is worth noting.
I don't believe it makes sense for the mountainhome that sired you to produce goods that are largely inferior to yours. Surely they'd have a larger pool of more experienced craftsdwarves which would produce better quality goods. With the previous suggestions dramatically reducing the average quality of the goods you produce, dwarven caravans would be changed to carry more high quality goods and place a greater value on raw materials: metal bars, gems, lumber, livestock, especially metal bars, all the things that a frontier settlement would usually offer to trade.
If a minimum standard of quality for goods from the mountainhome were set, any goods under this quality level would be considered less valuable than their raw materials. This would make stockpiling and trading large amounts of raw materials the preferred way to trade with the mountainhome and combined with the other changes, give you a real incentive to trade in order to obtain high quality items.
Similarly, other settlements like humans and elves would have a lower minimum standard; making your goods much more valuable to them, which you could then trade for raw materials that are unavailable to you, effectively putting you in the position of a trading post.
If you put these changes together, something interesting happens; trade becomes an almost essential part of building a healthy fortress, as it is the only way to procure goods of sufficient value to attract high level dwarves.
Anyway, I know there's small chance that Toady or Threetoe will agree with, or even read my suggestions, but I really wanted to put this out there, just so I could get it off my chest. Anyway, thanks for reading, looking forward to feedback from the community.