Aaaaaand I'm back.
I'm simply pointing out inconsistency. You DON'T think people have sufficient self control to avoid hitting Tab to see information they don't find fun or realistic. You DO think people have sufficient self control to avoid loading legends maps or choosing a nearer civ first for info before aborting and switching to a real fort.
No, my issue with the Tab-key info has nothing whatsoever to do with self-control. Rather, I find the embark window faulty in that it provides both too little
and too much information, simultaneously. It shows us too little because "Shallow metals", as I've said before. (Some knowledge of which
stone types are sticking right out on the surface would be nice, too, but hardly critical.) And it shows too much because it gives a 100% accurate assessment of things that would be nearly impossible for even professional explorers to know with certainty. Sure, if a piece of land is right between a lake & a swamp, it's a fairly safe bet that there's a pretty shallow aquifer there. But detecting flux stone 200 feet down? Candy 500 feet down? And it's below us when we stand just
here, but not right over there? Get real.
I do not find it the least bit abusive for anyone to scroll through the Tab-key info while embarking, nor is there any reason that I should. Relative elevation, slopes, neighbors, this is all pretty basic stuff, and it's presented in rather broad strokes--you know that the bend in the river is north and a little east of the volcano, but not precisely
how far north or east. And that's as it should be, IMHO. This level of knowledge is something that I would
not appreciate degrading with distance, because it's already appropriately vague.
As for Legends mode, I don't even see why you consider it a relevant comparison to the Embark window. Sure, it shows the whole world, but only at the most basic level: Forest, Glacier, Mountain, River, Desert, Plains, City, Sea. It doesn't reveal temperature, aquifers, water salinity, or savagery. It DAMN sure doesn't give any information on soil or minerals. I forget, but I don't think it even shows volcanism. You cannot search for elevation / drainage / etc. Now, I haven't downloaded any of the new versions of DF yet, but
unless Toady has made some
severe overhauls to Legends mode, giving it a high-resolution magnifying tool that reveals the kinds of info formerly seen only in the Embark view, you are damn right that I "scoff" at the very idea of using Legends mode to inform an embark--
because Legends mode has almost NO relevant data to give. Planning an embark with just Legends really WOULD be like mashing the keyboard.
Now, you're right that it's very feasible for a player (in my own personal "ideal" embark scenario, described above) to choose a "dummy" civilization, picked solely for its proximity to the desired embark site, to examine the site thoroughly, before quitting and embarking with a civ nowhere near that site. I brought this possibility up myself. But you know what? I don't mind. It's pretty obvious that a player who does that is knowingly circumventing the "rules," so if they want to be cheesy, hey, it's their game. (This is the
only part of my earlier statements that had anything to do with self-control at all, so I have to wonder how you got off on that weird discipline tangent.) I might care more about this if there were appreciatively greater differences between the dwarven civs (the only truly meaningful ones are being at war with other civs, and lack of access to iron & steel), but even then I rather doubt it.
Toady first needs to decide what the absolute highest level of detail that he's willing to give the player, which conceivably could include things like detailed local topography and a rounded-off version of DFHack's "prospect all" data.
Yeah, I thought about that, and I think I'd like a system where the "surveyors" gave you a percent chance (rounded to the nearest 10%) that the site would have [ Trace / Minor / Moderate / Ample / Abundant ] amounts of each type of mineral. So if they said they were 60% sure of moderate amounts of limestone, there might not be enough to build an aboveground castle, but you're pretty much guaranteed to have enough for flux. But a reported 20% chance of trace amounts of native silver? There may not be any there at all. (The obvious problem with this setup is the difference between layer stones and ores / gems. What a player might consider to be only "trace" amounts of diorite could easily be many, many times more than what they would call "abundant" emeralds.)
A civ's underground tunnels would be considered within its borders for the purposes of site survey detail, but not necessarily surface roads.
Good call. The general layout of the surrounding hills, and what sorts of vegetation grow on them, can largely be gained by just a quick look around--but that's hardly even [ahem] scratching the surface.
The knowledge of layer types is a little game-y, but can come from role-playing explanations such as gods or divining rods or "sniffing the rock" or whatever.
Yeah, I like the idea of giving the gods something to actually DO (besides curse people, that is). So when Toady implements the Religion arc, this would tie in nicely, with Priests offering guidance on where to dig, and choosing prospective Miners based on their faith.
One of the map modes on the embark screen would indicate where the high, medium and low levels of detail are for that civ.
Also good. I just feel that embarking should feel something akin to real-world 14th-15th century maps: They flat-out admitted that there were places they simply didn't know, with a big old "TERRA INCOGNITA". And they got things wrong, believing the hearsay, writing "HERE BE DRAGONS" and filling the seas with mermaids and sea serpents. (Okay, so DF actually
has dragons, merfolk & sea serpents, which muddies my point, but you get the idea.) Or Columbus's globe, showing the full-size Earth with nothing but Ocean where the Americas (and Australia & Antarctica) turned out to be.
I want "Terra Incognita." It makes the game feel a lot more immersive, somehow.
I also want "Here Be Dragons," but I'm also okay with other people disagreeing.
1) In real life, if any explorer or skilled party (caravans, armies, diplomatic missions, possibly dedicated explorers, road builders, settlers en route to existing settlements, etc.) from your civilization had ever moved past a region of the map, then a player should have full DF-prospect (surface-level) information about the region.
Well, in REAL real life, events happen. So if you're going to play the "Everyone's a Prospector" card, I might as well play the "How Long Ago?" card, which reminds you that one of your armies passed through here once . . . but someone's built a town here since then. And this river has now changed its course. And they saw some iron here, too, but someone seems to have mined it all out & moved on. DF is more like medieval Europe (with goblins) than Lewis & Clark, so while you know that the Mandans aren't going to change the landscape, you cannot make that same assumption of the Dutch.
Mind you, I think knowledge of the surface (and depths, if the game is actually going to separately track subterranean traffic) based on civilization movements is actually a good idea, but isn't that almost certainly already taken into account with the map of a civilization's influence? Your list of "caravans, armies, diplomatic missions, road builders, settlers" all tend to travel in narrow lines, very inefficient for covering ground when compared to the other item on your list, "dedicated explorers". So to me, it sounds like frequently-traveled surface roads should confer "vision" of approximately 1 embark tile (the only things you could tell for certain at greater range than that are mountain / volcano peaks), and armies maybe 3-4 embark tiles (depending on the size of the army). The algorithm for calculating how well your civ knows the lay of the land could very well be better off calculating the explorers
only . . . based on the distance from the Mountainhome or similarly large settlement, with a modifier for being within the "realm", and another for the harshness of the territory & its inhabitants. Just like traffic designations.
More later.