Okay, a random question that's actually relevant to caravan arc.
Playing adventurer mode, I've noticed there's a lot of stuff everywhere. All kind of items are so common that people seem to live in total excess. Even dungeons and catacombs are full of stuff, and selling loot from a single room can often make you so insanely rich. And there's nothing to spend the money for, because you can get anything very easily and cheap.
So... how much of the enonomy system is already in? I thought economy was already supposed to be in world-gen and adventurer-mode but to be honest, it still doesn't feel right. What is your end goal in terms of item abundance, prices, general feeling of economy?
Well from the Dev Log and from the Development page, none of it is in Adventure Mode or Fort Mode. Right now it's just having Econ happening in World Generation. We probably won't see Econ in Adventure More or Fort Mode until:
Release 2:
Villagers/Farmers schedules/activities ~ Which to me says that, during Adventure Mode, the NPCs will actually use what they've made in World Gen.
Release 3: This will probably provide areas for objects to be used up in Adventure Mode
Release 4:
Merchants Moving Around from place to place during play ~ All those trade routes and supply demand will enter into Adventure Mode.
Fairs ~ Fairs are suppose to be for Fort Mode.
Release 5:
Changing populations, food use and other world gen stuff moved to actual play ~ This will probably be the release that'll we see the Econ really impact Adventure Mode.
Release 6:
Dwarf mode trading improvements incorporating all the world gen/supply/demand/merchant info etc. ~ This will be the big one for Fort Mode.
Release 8:
Personality and needs rewrite ~ This will probably let dorfs use their new items more in line with what the con release has done, but that's probably side line for it's main purpose.
Release 9:
Adventure mode trading improvements incorporating all the world gen/supply/demand/merchant info etc. ~ And this will be the big finisher for the Caravan Arc.
Caravan Arc, and the nine release is all about getting the Econ working in the game through "smaller" iterated release. Release 1 wasn't going to incorporate it all into Econ mode into, that was just, on paper, getting World Gen to have a better econ model, (which also meant that the cities it model also had to be presented in adventure mode ect ect ). And it became what we have today after 11 months.
But yea, looking at the Dev Page we can see somewhat better what is already done, and what's pending.
Track resources in quantity instead of just by type
Should depend on trade/tribute relationships as well as available professions and sprawl sites
Supply/demand based on current available entity resources etc.
Expand on trade/tribute relationships formed in world generation
Realize trade/tribute relationships with actual caravans moving on the map
Ability to get some supply/demand information about nearby locations from travelers and others
Ability to get that information yourself and trade it to merchants, especially as explorer
Replace dwarf mode generated caravans with actual caravans
Improved dwarf mode trade agreements
We can see that there still a lot left for the World Economy left to be implemented.
Optional bonus question 1: As an adventurer in the future, what will I be supposed to spend all my money for? I mean, for all these treasures to have a purpose, I need to have a reason to get them, ideally other than just roleplaying/color. What is this reason?
There are money sinks on the planned releases. But this is an interesting issues though, if you look at table top RPG, or cRPG creating money sinks is a real issue. The PC through their shenanigans just acquire wealth for various reasons. Chiefly it's a great easy to understand reward for the player.
Optional bonus question 2: Item abundance is even worse in fortress mode, where skilled dwarves can churn items so quickly that material/item availability soon becomes a non-issue. Nothing is ever scarce. Again, what is your final goal: how many items should the dwarves have? How easy should it be to obtain stuff? To use examples: Do you want dwarves running in rags and only nobles being able to afford rich clothes, do you want the players to be able to easily get a full plate mail for everyone, etc. etc.?
I bet this question will probably be answer whenever Release 6 and Release 8 are done.
Toady, in the current "bugfix arc", are there any plans to devise a system so that dwarves can intelligently place a lot of furniture and/or constructions without blocking each other, locking themselves up or blocking access to some of the designations? (Me, I'd just build a directed acyclic graph with those, taking into account where dwarves have to stand to build each thing, but you're the boss.)
Those aren't really bugs, just frame work that seem to have been ultimately incorrect. But they probably aren't going to get touched during a bug release, because they're Development Items.
Being able to haul multiple small objects
Having multiple dwarves involved with item hauling for a job
Being able to move multiple objects with roughly the same destination at once
Wheelbarrows to haul more objects than can be carried
Minecarts
Wooden, stone-carved and metal tracks
Can be filled like stockpiles and moved between destinations
Work animals to tow carts and haul objects
Rework dwarf AI to support job priorities
Rework job assignment process to support priorities set on dwarves or for specific important jobs