You don't need to cut down the number of gems and can instead use them for reactions with reaction classes, like FoE did. For example:
[INORGANIC:CITRINE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[MATERIAL_VALUE:2][DISPLAY_COLOR:6:7:1][TILE:169][IS_GEM:
citrine(R1):citrines(R1):OVERWRITE_SOLID]
[ENVIRONMENT:ALL_STONE:CLUSTER_SMALL:100]
[REACTION_CLASS:RESTORATION_LOW][SOLID_DENSITY:2650] Common to quartz gems
[STATE_COLOR:ALL_SOLID:CREAM]
I think this is a strong alternative to reducing variety of gems.
> Spells are already planned, Tho they'll probably be imparted via syndromes rather than castes,
> because castes has a nasty tendency to scramble the pony descriptions
Of course you need syndromes for spells. Namely syndomes from evaporating rocks from workshop reactions which give the pony a CE_CAN_DO_INTERACTION. But you could make some spells stronger or exclusive to unicorns with magical cutie marks. In FoE there were 5 or so schools of magic, each having 1-3 basic spells, 1-2 advanced spells and 0-1 master spells. Normal unicorns could learn basic spells from one school and that's it, but you could choose which school. Some Unicorns were talented in one school of magic and those could learn all basic spells from all schools (and cast them more often) and advanced spells in their own school. Finally a magic master could learn all spells and was the most effective at casting them. Non-unicorns got sick from using magic reactions.
While not be-all-end-all of spells, FoE system worked quite well. It took some effort to develop all basic spells, the necessary workshops and finally teach them to at least half the Unicorn population and wasn't that overpowered, especially that the more powerful enemies were resistant to magic.
Some notes on FoE magic system:
http://www.bay12forums.com/smf/index.php?topic=118893.msg3959710#msg3959710 Reactions and necessary infrastructure:
http://www.bay12forums.com/smf/index.php?topic=118893.msg4157271#msg4157271 Here is another thread on spells, but I didn't find it all that useful for ponies.
http://www.bay12forums.com/smf/index.php?topic=101264.0 One downslide of FoE spell system is that it uses skill Alchemy, which you already use for could factories and I don't think there is another good candidate. Trapping maybe? No one uses that.
> I should perhaps also point out, Ponies will have items available that can
> counteract the lower than normal skill gains, through magic items, food [...]
I'm all for wearable magic items with \ITEMSYNDROME. For the most part they seem to work pretty well as long as they're somewhat scarce, so only veteran soldiers get them. Food is another matter. It is prone to either being too rare and short-lasting to matter or spammable via farming. I think Masterwork even went as far as to make certain plants only give one crop per year to nerf magic drinks and poisons, but I don't like having to wait that long; my forts tend to die of FPS or other issues in 5-8 years.
> ...Hay just a thought since your planning on removing uncut gemstones for flavor reason...
> I was just wondering what are we supposed to do when a pony goes into a fay mood and
> wants rough uncut gemstones?
After I repeatedly asked for it, FoE eventually got a reaction to turn cut gems into rough ones with 60% chance, so getting gems from a caravan became viable. I used it to order what gem types I didn't have in abundance from the liaison.
[REACTION:RECOVER_GEM]
[NAME:prepare polished gem for carving (60% chance)]
[BUILDING:ARCANE_GEMCRAFT_STATION:NONE]
[REAGENT:A:1:SMALLGEM:NONE:NONE:NONE]
[PRODUCT:60:1:ROUGH:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
I have one request. Armour User gains are the slowest of all military skills (unless using danger rooms withhout shields or something), so please make it at least INNATE for all ponies. Preferably 500% and no rust. In my experience it is that bad.
And that first number is not the number of XP per try, it is a multiplier. A workshop job usually grants 30 (or was it 60?) XP, while a single use of military skill grants like 2-15. Then that is multiplied by XP rate (0-500) and divided by 100. Seeing as integer arithmethics works, even 99 learning rate can severely slow down training of those skills that give particularly low xp per use (namely military and especially armour user).
Do 40.05 saves work in 40.06?
> tho i may make a larger layer type of "gem filled soil or rock" where you can find large quantities.
FoE had a rock grinder with a reaction to grind 10 rocks and possibly get some gems out of it. Between that, concrete slab production, masonry and making mechanisms, I had no such thing as too much stone.
So I made a rather long rant about FoE, but I really liked that mod to the point of reading through the RAWs after each release. I sincerely think you should take a peek too, Sorcerer. There are a lot of good ideas in Lycaeon's RAWs that could be applied here (Well, maybe except for expeditions).