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Author Topic: Working through Medieval stasis  (Read 31640 times)

Vattic

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Re: Working through Medieval stasis
« Reply #150 on: February 09, 2013, 01:34:05 pm »

It was mentioned earlier in the thread that the game is already wed to the idea of heroes. From the perspective of creating interesting narratives it makes sense, and applies to inventors also, but does clash with the drive for realism. I'm not sure which is preferable or even if we need to have one or the other.

[...]

I really like this and it could even act as the spawning ground for great individual inventors.

Spoiler (click to show/hide)

An "invention" that is actually created by unnamed lay-workers can just be claimed by the temple priests as the work of their god or divine inspiration (especially if one of their workers produced it), while a king or wealthy entrepreneur can just pull a Thomas Edison, and steal all Tesla's inventions and claim them as his own.
So there is a real life mechanism by which hero inventors can arise from the masses? No bad thing. I would still like to see gods giving the gift of knowledge without it only ever being the lies of priests.

As an aside which of Tesla's inventions did Edison claim as his own?
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NW_Kohaku

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Re: Working through Medieval stasis
« Reply #151 on: February 09, 2013, 01:49:22 pm »

Well, there's nothing to stop the great heroic rebellion from running face-first into reality. (There's a trope for that, too...)

I'm reminded of a Saturday Night Live skit where a whole bunch of people were digging holes for various reasons suddenly declaring that they shouldn't run from one society to another, they could build their OWN society, and it would be a perfect society.  They were, <breaking into song> The Men Who Dared To Live~~ At the Center of the Earth!

And as soon as their song number was done, an announcer declared, "Five minutes later, they were all dead."

In any event, a berry-farming goblin only makes sense as far as their reasoning and how, exactly, they are different. 

Goblins physiologically were once carnivorous until Toady started changing them, and they stopped eating altogether "unless they felt like it".  They probably aren't berry-farming for their own food needs, in this case, unless they really, really got hooked on grape juice or something.

It's possible these goblins just plain couldn't fit in with the rest of the goblins (or were in imminent danger of being weeded out as "weaklings" and fled) and maybe went to live with/adjacent to humans, and grew berries just for trade purposes, just to eke out a niche for themselves.  How did the human civ react to their adjacency, for that matter? Are the berries just tribute, a token given away to stay an otherwise imminent execution? Or do they eventually build up a measure of trust? Are there going to be some half-goblins running around in a generation? How will those people be treated by the human society at large, especially if the root goblin civ goes to war with the humans?

Recently, in the United States, we had some posthumous medals for bravery, including Congressional Medals of Honor awarded to the likes of Japanese-American soldiers and the Tuskegee Airmen where the records were reviewed, and it was found that their race and heritage were the only reason they didn't receive the highest honors of the land. 

A Cacame-like story, or one of human-civ goblins and half-goblins standing as the bulwark against a goblin invasion to prove their loyalty is to their homes and not their race is one worth including in DF.  As is one where "the call of their blood" ultimately does trump their other loyalties. Some of the most poignant tragedies are of those driven to have no chance to really find acceptance anywhere.  (I.E. Non-Disney Hunchback of Notre Dame.)
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Re: Working through Medieval stasis
« Reply #152 on: February 09, 2013, 02:09:46 pm »

As an aside which of Tesla's inventions did Edison claim as his own?

Most notably, the Direct Current engine - all modern direct current engine still actually use Tesla's design.  Edison offered $50,000 to make his crappy old design work in a handshake deal, and famously rewarded Tesla, who would probably have been able to make Edison the richest man to have ever lived if Edison just kept Tesla on board, by breaking his deal and firing Tesla.

This was the most direct source of the famous AC/DC feud - Edison wanted to hook the whole nation up to DC power, which he had patented, so that he could hold a monopoly on all electronic devices forever.  (Give the guy credit for ambition...) Tesla then basically went on to champion Alternating Current as a rival, and had the advantage of having what was, technologically, the only types of devices actually capable of transmitting power with any reasonable efficiency across great distances.  (Wikipedia on the topic.)

Of course, there are tons of articles on how Tesla was some sort of god of invention, to a literally comical degree, and sometimes are followed by the rebuttal.  Amusingly, oftentimes, those trying to disprove the Great Man Theory of Thomas Edison, and talk about how he actually only became great by taking the inventions of others and only inventing the way to make them profitable business models, they make a Great Man Theory around Tesla.

Of course, it does help that Tesla really was ahead of his time - he spent much of his life focused on trying to build a system of tesla coils that would transmit electricity wirelessly - a technology we still haven't been able to get past those pads that charge batteries - worldwide from a series of towers.  Basically, he wanted to electrically charge the entire atmosphere of the Earth (an idea whose power consumption may have just simply been impossible to meet, and lord knows what kind of carcinogen it might be to have everyone functionally "living under the power lines".) so that no electric device would ever need mobile power sources or batteries or electric cords again.  (You'd just need massive power plants constantly pumping electricity into the whole atmosphere.)
« Last Edit: February 09, 2013, 02:47:17 pm by NW_Kohaku »
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NW_Kohaku

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Re: Working through Medieval stasis
« Reply #153 on: February 09, 2013, 02:47:33 pm »

(continuing the previous topic...)

Of course, if we're talking about why these things don't work out, then all you need to do is think through what the idea would actually mean if implemented, even if it was possible.

First, you wouldn't be able to record who was using what power. This means that the electric companies would basically be throwing out electricity, and having no way to bill anyone for it. 

There'd basically be no way to fund the project but through direct government funding of the power system, which would probably mean all power plants would be nationalized, as well. 

This would also, incidentally, destroy all concept of energy efficiency, as with what happened in the Soviet Union.  In their block-heated apartment buildings, the tenants that were nearest the furnaces couldn't turn down the heat of the furnace during the winter, when it was blasting heat into their home, so they just opened the window.  That let all the heat out and made the furnaces tremendously inefficient, but the residents neither cared nor had any real alternative.  (I should know: In spite of this being one of those "Why Communism Can Never Work" stories, one of my dorm rooms was like this, I was directly under the furnace, and I had to open a window just to keep from boiling over here in capitalist America...) If every individual device has a cost associated with their power consumption, however, then individuals have a reason to want to purchase energy-efficient devices and reduce their consumption. 

Keep in mind, this also includes things like cars, which would be electric because why not be electric if you can get free power from the air instead of having a gas tank?  So this would put the whole energy industry completely at the mercy of national governments... 

Now, the energy industry?  You know, the oil barons?  They are literally the richest and most powerful people to have ever lived.  Adjusting for inflation, Rockefeller, owner of Standard Oil, was the richest man to ever live, and it was only through anti-trust breaking up of Standard Oil that a few names you might have heard of were created: Exxon (Standard Oil New Jersey), Mobil (now part of ExxonMobil) (Standard Oil of New York), Chevron (Standard Oil California), Amoco (Bought by BP, which is England) (Standard Oil of Indiana), and Conoco of ConocoPhillips.  Now, those companies make up most of the top ten richest corporations in the world, alongside the Russian and Chinese state oil companies. 

You know that whole Global Warming Denial thing?  Where a bunch of scientists get functionally unlimited budgets to try to prove Global Warming might not be because of fossil fuels?  Yeah, that's all funded by the oil industry as a response to the threat of Carbon Emission Standards.  They buy the science that tries to disprove what they see as a threat to their business model. 

(Incidentally, for more on the topic of what Oil companies do with power, Private Empire: ExxonMobil and American Power explores how, basically, Exxon's is more powerful than the President of the United States, to the point where Bush even admits that he can't go against the oil industry.)

So, along comes this idea that would put them out of business and make them no longer the richest and most powerful people in the world.  And they've already proven willing to use their money to stop any attempt to take their top spot from them.  Can you take a wild guess what the oil industry's reaction to this idea would be?

I'm guessing "Mad Scientist tries to give world cancer" would be the headline they'd have run.  "Mad Scientist" as a trope was invented by Edison specifically to discredit Tesla, and Edison payed Hollywood to make the Mad Scientist trope a thing.

Even if it weren't true that Tesla Coils could cause cancer or have any other ill effect, that wouldn't stop them from fabricating ideas - that's exactly what Edison did to Tesla, by saying AC kills puppies kittens.  (No really, Edison publicly electrocuted puppies and kittens with AC power to try to "give people the impression AC was dangerous".)

Oh, and quite clearly, that government power supply idea would be a Communist Takeover.  Global Communist Takeover if you wanted to apply it globally, of course.  So, yeah, that's the easiest "Global Communist Takeover" conspiracy to sell to the paranoid masses ever devised because it would basically be literally true - you're literally inventing a socialist system to redistribute power to the masses basically for "free" (minus the tax hikes it would require, of course).



So... back to Edison, "inventing the business model" that made those inventions take off actually isn't the sort of insult some people like to think it is...  An invention is useless without an application.  Inventing the application is more important than the invention itself, since inventions are easy to come up with in response to an application.

Hence, I'll go back to my previous assertions in this thread: technology levels are based upon economic demand, not the capacity of a "genius" to "supply" a new technology. 
« Last Edit: February 09, 2013, 02:56:58 pm by NW_Kohaku »
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Vattic

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Re: Working through Medieval stasis
« Reply #154 on: February 09, 2013, 02:51:28 pm »

I figure we shouldn't derail this topic with this so I've sent you a PM.
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wierd

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Re: Working through Medieval stasis
« Reply #155 on: February 09, 2013, 02:56:03 pm »

*Tesla coils

(Dont forget the 'other' consequences that his attempts at transforming the earth-atmosphere system into a 'resonator tank' had, especially for folks at ground zero, EG, colorado springs. Stories of blue light radiating from grass blades, lightning arcing off fire hydrants, and who knows what all else happening were widely reported during his test. His power draw was so overwhelming that the resistance in the coil winds of the colorado springs hydroelectric plant exceeded design tolerance, producing impedence based heating that was too great for a turbine directly submerged in water to efficiently eliminate, causing the winds to literally melt, and the turbines to freeze. IIRC, the colorado springs electric company told Tesla in no uncertain terms that they would not be supplying him with electrical energy for his experiments ever again.)
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Re: Working through Medieval stasis
« Reply #156 on: February 09, 2013, 03:33:46 pm »

I'm going to answer Vattic's PM in two parts, an on-topic part here, and the rest by PM.

I think, as a final note on the Edison topic, it's worth pointing out that Edison is probably the person who killed the "Inventor Hero" mythic storytelling concept.

Today, we don't claim that Steve Jobs "invented" the iPhone <number> when working in his lab with his assistants - we know how modern corporations work.  It's the work of thousands of people working together to make incremental improvements on existing ideas, and that none of them are going to own patents or likely become powerful and famous.  We all know Steve Jobs didn't personally design any of the microchips or touch screens or any major portion of the iPhone, itself.

Edison pioneered that corporate structure where engineers worked for a single corporation that claimed the patents, but kept funding the research.  (Probably after figuring out that firing people like Tesla instead of keeping him on to keep making more inventions might come back to bite him.)

This changed the narrative people had of technology from, "Thomas Edison and some assistants who might have helped invented a new device," to, "General Electric has invented a new device."  CEOs are mostly just thought of as at best "visionary managers" now, rather than "great visionaries" who created whole technologies wholecloth.  (Much like the Chinese Emperors who destroyed records of their predecessors and their inventions to bury them or claim credit for them, themselves.)

(Take, for example, the Christopher Columbus myth that he discovered the world was round... it's a myth that has to be invented for Columbus to sound heroic, since the truth was everyone already knew it was round, Columbus just got some translations of old Greek calculations of the size of the Earth wrong, and thought the Earth was a smaller globe than it was, and thought that the Atlantic Ocean was much smaller than it really was.  He just happened to get lucky enough to hit a continent along the way.  Note that the telling of the story changes Columbus from a dolt who couldn't carry the two or bother to check his math before risking the lives of dozens of people on his incorrect guess to Columbus being the Only Sane Man who came up with the round world theory all on his own.)

A part of the legacy of the Edison/Tesla conflict is just the perpetuation of this Great Man myth on both sides.  (In fact, since there's few people left to defend Edison, it's actually mostly the Tesla side.)



I think that the best way to approach this for DF is to have the "realism" of a marketability-based technology scale, but then still create the "myth" of the Great Man who invented something when certain milestones are passed, that happen to completely sweep under the rug the numerous smaller iterative improvements that came before. 

(Bonus if your fort makes the iterative improvements, and the Mountainhome takes credit when they announce some minor advance that makes it seem like they invented all your advances, as well.  It would also help make the subversive case about the myth while at the same time including it in the game.)
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Re: Working through Medieval stasis
« Reply #157 on: February 09, 2013, 03:41:33 pm »

Thanks for the rebuttal link, NW_Kohaku. I knew the oatmeal was given to hyperbole, but his reply to the criticism was depressing.

However! It wouldn't be SCIENCE! if we didn't try to harness, capture, or at least ride the lightning, Edison's funding of the Mad Scientist trope be damned (please provide a link). It should also be an option for those who have no alternative feel like putting their faith in the RNG, given Lightning Can Do Anything, if decidedly skewed to frying whatever you tried.
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NW_Kohaku

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Re: Working through Medieval stasis
« Reply #158 on: February 09, 2013, 04:54:59 pm »

However! It wouldn't be SCIENCE! if we didn't try to harness, capture, or at least ride the lightning, Edison's funding of the Mad Scientist trope be damned (please provide a link). It should also be an option for those who have no alternative feel like putting their faith in the RNG, given Lightning Can Do Anything, if decidedly skewed to frying whatever you tried.

Well, actually, saying that "he paid Hollywood" was inaccurate... Edison didn't need to pay Hollywood off, he owned the patent for movies, and nearly monopolized the industry.  It was only because California didn't enforce Edison's patents that Hollywood was even invented as a safe-haven to let other movie producers create movies without paying stiff royalties to Edison. 

Edison simply used his temporary monopoly to help his marketing strategy - Edison literally owned the studio that made one version of Frankenstein where Frankenstein was equated to Tesla, for example, and all subsequent Frankenstein movies were overtly inspired by Tesla coils that spit lightning bolts.  Some were pretty blunt - Edison used his early movies to record things like electrocuting elephants to death using AC power to discredit AC power.  He also tried to make the term for "electrocution" called "Westinghousing" to discredit Westinghouse, the financial backer of AC who hired Tesla on.  You've also got things like the Superman villain "Tesla" who's an obvious mad scientist.



With that said, I still stand by the statement that you can't let "some people choose to live and die by the RNG" without killing it for 90% of the players who don't want their forts to crumble for no good reason.

Again, if you don't want your fort to crumble, and you don't need a technology/magic basically guaranteed to destroy your fort with time, why would you ever use it?

This is exactly what we had with the old cotton candy back in 2d DF - you had a % chance per year of unceremoniously losing the game after mining any cotton candy... and people hated it.  They thought it was a total cop-out to just end the game that way, and they basically responded by never using the cotton candy, and banning mining of cotton candy in the succession games (like Boatmurdered - you'll see the ban on it in the early posts) because it would ruin other people's games if they did. 

DF is a fun game because you're ultimately in control of what happens to your fort, and if you lose, it's fun because you've done something stupid, and you can come back after learning from your mistake.  The learning part is what makes it fun.  If shit happens to you, and you're powerless to stop it, it's just a bad game.  There's nothing to learn, there's no fun. Losing won't be fun anymore, and the game loses its defining feature.

Sure, you can avoid ever having magic... but then, why put it in there if there's no way for anyone to actually enjoy it?

If you're going to add something to the game, it has to be something people would actually be able to enjoy the game more for having it in there.  A purely random magic doesn't do that.
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Vattic

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Re: Working through Medieval stasis
« Reply #159 on: February 09, 2013, 05:14:09 pm »

With that said, I still stand by the statement that you can't let "some people choose to live and die by the RNG" without killing it for 90% of the players who don't want their forts to crumble for no good reason.

Again, if you don't want your fort to crumble, and you don't need a technology/magic basically guaranteed to destroy your fort with time, why would you ever use it?

This is exactly what we had with the old cotton candy back in 2d DF - you had a % chance per year of unceremoniously losing the game after mining any cotton candy... and people hated it.  They thought it was a total cop-out to just end the game that way, and they basically responded by never using the cotton candy, and banning mining of cotton candy in the succession games (like Boatmurdered - you'll see the ban on it in the early posts) because it would ruin other people's games if they did. 

DF is a fun game because you're ultimately in control of what happens to your fort, and if you lose, it's fun because you've done something stupid, and you can come back after learning from your mistake.  The learning part is what makes it fun.  If shit happens to you, and you're powerless to stop it, it's just a bad game.  There's nothing to learn, there's no fun. Losing won't be fun anymore, and the game loses its defining feature.

Sure, you can avoid ever having magic... but then, why put it in there if there's no way for anyone to actually enjoy it?

If you're going to add something to the game, it has to be something people would actually be able to enjoy the game more for having it in there.  A purely random magic doesn't do that.
Back in the 2D days you'd get mandates to mine the stuff. You were pretty much forced but people found ways around it.

As for losing only because of poor choices in game: I disagree to an extent as I'd happily generate worlds with the ragnarok option ticked in the world options. I suspect this will be an option at some point too.
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Re: Working through Medieval stasis
« Reply #160 on: February 09, 2013, 05:23:24 pm »

Where there are Hero stories, there are also often Villains written into the story. In the case of deifying 'great' inventors, often someone working on an alternate idea that didn't turn out to have a 'pay-off' is written up as a fool.

This Hero/Villain dichotomy is pervasive but quite crude, as often, before the research is done, it was impossible to determine whether Theory A or Theory B was correct. BOTH contending theories had to be researched to get the full picture. But the history books glorify the guy who got lucky, and villainize the guy who did the research into the dead-end theory: ascribing unto them poor judgement, intelligence, even moral worth. Whilst in fact, both peoples research was equally as valuable, equally as intelligent.

The same scientist who goes against conventional thinking will be called a Mad Scientist or a Genius depending on whether their pet theory turns out to be right or wrong.

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Re: Working through Medieval stasis
« Reply #161 on: February 09, 2013, 05:30:40 pm »

Actually, in today's culture, a "Mad Scientist" is basically more likely to be the hero than not.  (Think Dr. Emett Brown in Back to the Future - he's clearly a mad scientist, but also treated as a heroic figure.) We're more likely to put the role of villainous user of technology into the hands of either a general in a shadowy military research project, or as the CEO of some evil corporation.  The guys working independently are seen as heroes, while the organizations are evil.

Take that bit of cultural zeitgeist as you will...

Back in the 2D days you'd get mandates to mine the stuff. You were pretty much forced but people found ways around it.

As for losing only because of poor choices in game: I disagree to an extent as I'd happily generate worlds with the ragnarok option ticked in the world options. I suspect this will be an option at some point too.

I honestly wonder how many people would use it more than once if it were implemented.  (You just said they were trying to get around a mechanic that forced them to use the mechanic they didn't like when it was there...)

Again, I don't think most people want their fortress to end via some uncontrollable event, and are quite happy with playing a fortress until they either get bored of it or FPS death. 

What's more, players often want to put their own stories down on the actions of the game, and a forced Ragnarok is going to kind of override any sort of story they wanted to tell.

Again, I just think that it would be time spent on something 90+% of players would simply never use/mod out if they got it.
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Vattic

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Re: Working through Medieval stasis
« Reply #162 on: February 09, 2013, 06:07:10 pm »

Back in the 2D days you'd get mandates to mine the stuff. You were pretty much forced but people found ways around it.

As for losing only because of poor choices in game: I disagree to an extent as I'd happily generate worlds with the ragnarok option ticked in the world options. I suspect this will be an option at some point too.

I honestly wonder how many people would use it more than once if it were implemented.  (You just said they were trying to get around a mechanic that forced them to use the mechanic they didn't like when it was there...)

Again, I don't think most people want their fortress to end via some uncontrollable event, and are quite happy with playing a fortress until they either get bored of it or FPS death. 

What's more, players often want to put their own stories down on the actions of the game, and a forced Ragnarok is going to kind of override any sort of story they wanted to tell.

Again, I just think that it would be time spent on something 90+% of players would simply never use/mod out if they got it.
I'm not sure why a forced (optional would be my guess) Ragnarok would override anyone's story any more than other planned or existing features. If Toady decides the base game will have a certain type of cosmos won't that always override someone wanting to tell a story in a world with a different one? It could also lead to some interesting stories set in the end of days (depending on how they work).

Edit: Thought I remembered Toady talking about this.

Quote from: Toady One
Originally, we had a few broad arcs for a world's life.  There were the fading out ones (which is most like the current system, just because nothing comes back), the marches toward apocalypse, the cyclic ones, and the sort of "gothic" style where there's an established order and you just sort of cower against it on the bottom rung.  That kind of division is no longer in the cards really, but the notion of having powerful forces and established metaphysical facts like a predestined ending to the world are all still floating around.  I guess it would be amusing if the world ended during world gen -- it would just be a reject, he he he.  In terms of the demons and all that, once the pre-siege individuals are thinking about things, both anything you've released and the mega beasts and so on will begin to be more than just random attack events, which should be cool.

Edit 2: Looks like it would be an option.

Quote from: DF Talk
Rainseeker: Yeah, that actually is interesting, to have the concept of, maybe, scenarios where that is stated, like, you know, 'In ten years, the end of the world is coming, prepare yourself.'

Capntastic: That'd be fun.

Toady: Yeah. We're definitely thinking, when we said ... there was this old Armok system where, I think it was the atmosphere, plot ... what was the other word, there were three words right? There was the atmosphere and the plot and the something else ... a genre. The genre, atmosphere, plot system of Armok I, which of course ... we didn't get anywhere with that game, but the genre, atmosphere, plot system ... the idea was you'd pick your overall genre that your game is in, if you want to do horror/fantasy or if you want to have My Little Mermaid or something like that, and then you'd have the overall plot: is it an apocalyptic My Little Mermaid game which means that someone's going to come and steal all your toys at the end of the world, or is it a cyclic game, or is it a game where everything kind of fades into mundanity or whatever. Then there's the atmosphere which is kind of everything else, the little things about the game and little tweaks that you can do to it. So, even if we're not using that same system, we have those world generation parameters right, in Dwarf Fortress, where you can set up various facts about the world and that would be where this apocalypse thing fits in, you could give an overall arc to your world each time.

Just realised I'm taking the thread off topic again. Sorry guys.
« Last Edit: February 09, 2013, 06:18:27 pm by Vattic »
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Manveru Taurënér

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Re: Working through Medieval stasis
« Reply #163 on: February 09, 2013, 06:59:56 pm »

I've been really wondering some of the points that you make Golden: Why the physiology is so quintessential to the specie's development over millennium, or centuries- it's not like wolves were always going to become dogs, or even, Catholics becoming Protestants.

When it comes to goblins, if they become berry farmers, given their low empathy stat, I wouldn't go out, and say they'd be particularly nice about it, they'd probably use kidnapped children to pick the damn vineyards, and become the classical fae.. of vineyards?
That's taking it a bit too far in the planet of hats direction, but yes; goblins should be able to be berry farmers, and they should take it differently than nongoblins.
Although you do bring up a point: How much of the goblins' mental stats is intended to be a result of culture and how much is genetic? How "reformed" would a goblin raised from birth in a human city be, how cruel a human in a goblin tower?

Good then Cacame is a red herring and can thusly be ignored as not having enough elven psychology to hold up.
...Huh?
He was raised an elf before being captured by dwarves. Regardless, he has elven DNA as well.

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Since a Goblin, who is VASTLY different to a Dwarf, would act the same way.
How are goblins "vastly" different from dwarves, and also "Huh"?

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So there... Cacame is completely irrelevant and unimportant even in context.
How so? It shows the importance of culture and proves that many aspects of elven psychology are pure culture.

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It is something that needs to improve and not something Cacame needs to pull the game down.
"Pull the Game Down"? Are you sure we're talking about the same stuff here?
How does Cacame Apebalded, one of the greatest tales in DF history and certainly the greatest elf, "pull" Dwarf Fortress "down"?

If i'm interpreting Neonivek correctly what he's saying is (and something I completely agree with), is that while the story of Cacame is a great one and surely something we'd all want to see in future versions as well, we can't let the details blind us too much. The game is still functionally still in an alpha stage (something I think I recall you stating as well on a few occations?), and saying that Cacame "proves" anything at all about how elven culture and physiology works makes no sense whatsoever. Saying that we should make sure the game stays the same in these aspects just because Cacame would most certainly be "pulling the game down", no matter how awesome the story it produced was by current measures.
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NW_Kohaku

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Re: Working through Medieval stasis
« Reply #164 on: February 09, 2013, 07:23:53 pm »

I'm not sure why a forced (optional would be my guess) Ragnarok would override anyone's story any more than other planned or existing features. If Toady decides the base game will have a certain type of cosmos won't that always override someone wanting to tell a story in a world with a different one? It could also lead to some interesting stories set in the end of days (depending on how they work).

Well you can ignore game elements that interrupt your story for the most part - want to ignore the goblin siege that you let just fill up your massive corridor of cage traps in your story because you're talking about the massive infinity engine you're building or something, and that's fine. 

Ragnarok ends your game.  You can't tell a story around it. It renders everything else you were doing moot.

Again, I'm always arguing for things that some people won't like, but something I think most people will like when they have it. 

The farming thread is something most people won't like just looking at because of the sheer length of the thread and perceived complexity, but something I worked hard to try to make something I think most people would happily incorporate into the underlying story of their games when they get used to it, since it works to streamline the whole process of the complex assembly of components into something where you, as a player, just command the output.

(That is, you can ask for strawberries to be planted in a farm, and the game tells you, functionally, "In order for strawberries to grow there, they will need 20 strawberry seeds (you have 30), 5 units of potash (you have 8), 15 units of bonemeal (you have 10), and dwarves will need to make 80 trips watering the farm.  It will take 4 months. Is this acceptable? Yes/No." The concept is to put a simple interface over a complex backend, so that people won't be as overwhelmed as they think they will be.)

Comparatively, I think this is one of those things many people who say that they want random magic would not like it when they actually got it.  A wizard that blows up your fort occasionally doesn't make the game feel "thrilling" and "unpredictable", it just feels like you got cheated out of playing the rest of your game because a little text box pops up and says that your fort is now abandoned.

Further, people are always going to be gaming this system, and that means that all you're doing by introducing such massively interruptive events is to massively encourage save-scumming. 

This applies especially so to "artifact technology advancements" - you know players are always going to keep re-engineering their environments to try to get "everything" in a single fort.  They want waterfalls and sand and clay and chasms and magma and HFS in every fort they start.  (Toady even rearranged the game to allow for HFS and magma in every fort...)  They will gen a hundred worlds to find one with the specific geographic features they want.  (Your sig, incidentally, has a link to a guide for creating specific geographic features...)

So... how many people do you think are going to be content to let their moods get "wasted" on another granite flute when they could be inventing trebuchets with that mood?

When you make the only "skill" it takes to play the game the patience to re-roll everything until it comes out in your favor, it's really going to make the game just a contest of the patience and stubbornness of those players who want to get "perfect" things... and then they'll get tired of it and quit the game entirely, because they aren't having that much fun with it.  People don't like save scumming not just because it's "cheating", people don't do it because it's just plain not fun and takes you out of the game.

SirHoneyBadger's methodology of creating a "you can't have everything" system, meanwhile, is at least a player choice through-and-through.  You just choose whether you want to spend some ridiculously long period of time setting up the process for building something that has the extra +1.  It's at least the player's deliberate choice whether to go for that "technology improvement" or not.  People are much more likely to just say from the outset that the Infinity +1 sword isn't worth the effort and stick to the Infinity -1 sword and stay happy with it. 

(And while I meant to say it this way in the previous time I mentioned your mods, Badger, what I was trying to say was that the difference I perceive between what you are doing and what I try to do is that I tend to focus on the forest and blur over the trees as only important in how they contribute to the forest, while you (and Toady, for that matter) tend to go into depth on the trees while leaving the forest to sort itself out.  I'm not interested in Improved Farming in making an exactly accurate farming sim so much as representing the meaning behind the carbon and nitrogen cycles in a non-micromanagey way.  Meanwhile, your mod seems to be more intent upon watching the ant farm - seeing each and every tiny step that has to happen along the way to achieving some goal, like tracing back the production path of the grip on the greatsword.)

Hence, I keep pointing back to this idea of "you build up the invisible technology bar simply by having a lot of people working at a single job".  If you make the technology leaps in metallurgy become a side-effect of just plain smelting a lot of steel and cooking a lot of charcoal, and thereby learning how to build a more efficient wood burner, and produce higher-quality charcoal, and therefore learn how to produce a more pure steel, then it's something that you're totally in charge of seeing done.  You're responsible for choosing to do it or not.  (It also doesn't have to involve anything too complex on a player's part - just "level up" your whole fort by doing that job a whole lot, the same way that you "level up" your individual smiths by having them constantly working.)

Compared to getting it out of a lucky random roll, you neither have save scumming (it wouldn't help, anyway) nor feeling cheated - you have an ownership over the outcome, good or bad.  (This is why being able to build your own fort as a whole is so rewarding - you have ownership over its outcome as a whole because you were involved in all of its design.)

What this could mean (since I hate the notion of "upgrade" buttons that require manual pushing, that's what kills Majesty) would be dwarves just suddenly deciding to upgrade a workshop on their own, and having it possible for them to do it without your input when they understand how.  Then, upgraded workshops might do that thing where each job completed produces more than one of a product, or have other advantages like enabling a previously unavailable reaction.  (There might be some basic form of a magma workshop where you can't use magma kilns for clay firing or other specific, more delicate calibration of the heat of magma until you've used the basic magma furnaces for a while to "work out the kinks" unless you start from a civ with magma-working tech.  Then you might work your way up to magma kitchens or something when you have a very refined idea of how to control how much of magma's heat you let into your ovens.)

I still like the old idea I had about porcelain firing, however, where you had to actually build a powered mechanism to the workshop in order to have an automatically-turning air pump that could stoke a hotter flame and significantly more fuel in order to have a porcelain-firing kiln actually work.  (And have a reaction where you could fire more than one item at a time...) 

Hence, you have advanced workshops or branching workshop types that aren't available at first until someone has worked out the kinks at the more basic workshops, and the ideas on how to improve the workshop don't come about until you've used the basic workshop enough times.

If you'll forgive me being contrarian to my own idea for a little longer, however, I do also oppose an over-reliance upon too many tech upgrades within just the workshop itself.  Almost all of the most interesting emergent behaviors of DF occur because of the Spatial aspects of the game - when every system is playing in the same virtual physical space as all the other systems, the sheer permutations of the different systems that might collide creates very unexpected events.  When you confine things to invisible progress bars, however, things become stratified, and you can't advance those progress bars without doing those explicit, pre-planned things. 

Hence, I still think there's something to be said for just making technology understanding how to put together a pump stack from multiple individual pumps, while the actual progress bar technology takes place with worldgen cities that don't have the capacity to come into the game with foreknowledge like a player does.

That is, as long as someone doesn't come up with some way to include a means of representing the technological leap of finding a way to tie that pressure gauge to that lever in a spacial way for players to be able to have technological progress that can be seen spacially...
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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?"
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