...
A lot of this is somewhat outside the scope of my suggestion
Yeah, sorry, apparently I had an "artifact rant" that I needed to get out before I could properly process your suggestions. Let me get on that . . .
. . . would be the only way for a Dwarf to rise from Grand Master to Legendary
Good, but let me elaborate a bit: All skills progress normally, but are capped at Grand Master,
unless the dwarf has created an artifact using (primarily) that skill. The same holds true for military skills, but the requirement is killing a (semi-)megabeast: At the moment that the beast is slain, the game looks at the dwarf's highest offensive skill, and unlocks "Legendary" for that skill. (This is to prevent the awkwardness of your Grand Master Speardwarf not being able to become a Legendary Speardwarf because she happened to finish the Dragon off with a
kick.)
. . . more importantly, generates a permanent innovation/invention/improvement in the creation of whatever item they made thenceforth. For instance, they might permanently increase the value of all hatches created by the craftspeople of your fortress, or the speed with which they're crafted, or the ease with which they're made at a higher quality.
Interesting. On the whole, though, I'd be
slightly against these incremental changes, because I'd rather see something else, which I'll get to in a second. Things like crossbows firing a bit faster, or beds that increase their users' Stamina, are all well and good . . . but they're probably not things that the player would actually
notice. Yeah, each fort you make would be different from all the others, just not in a terribly appreciable way. Although I do like your idea about quality: Perhaps, after somebody makes an artifact hatch, no quality-less hatches can be made ever again--the lowest possible result is a -hatch-. If some other dwarf makes
another artifact hatch, the worst hatch that can be made jumps up again, to +hatch+. And so on.
But what I'd
really rather see, what could make each individual fortress undeniably unique, would be strange moods that unlock new
Technologies. A Weaponsmith could open up Bimetallic Construction: Maces can now be made of steel weighted with platinum, giving (approximately) the best of both worlds, and swords could be steel and iron folded together, giving a hard cutting edge that's less likely to break during use. An Herbalist could develop Herbal Medicine, increasing stamina, toughness, and disease resistance throughout the fort. A Clothier might invent Armor Padding, additionally slowing incoming blows. A Bowyer could come up with Laminate Construction, dramatically improving the penetrative power of all new bows & crossbows. Perhaps a Consoler will come up with Psychological Counseling, or a Comedian Stand-Up Theater. A Wound Dresser could discover Antibiotics. A Military Tactician (yes, I know) might come up with Camouflage, or the strategy of Defensive Retreat, or the combat technique of Crippling Blows. A Mechanic could invent Clockwork. A Bone Setter might develop Physical Therapy. A Grower might discover Composting. A Dyer could . . . um . . . well then, a Wood Burner might . . . er . . .
(crickets)
Okay, so not
all professions are conducive to developing new technologies. And not all moods need produce artifacts, either: If your Diagnoser develops Immunology, technically you'll get a vaccine out of it (with the ability to research others), but that's not a physical object that you can see. And some moods may unlock
different technologies, depending on the
type of artifact produced: Maybe you mason will make an artifact Statue, that (once hooked up to a power source) sprays mist in a 5-tile radius. This will open up the Fountain technology, allowing any Mason to make a Fountain that (if powered) spreads happy thoughts more widely than a regular Statue. Or maybe the Mason will construct an artifact Gaming Table, which cannot be eaten off of, but acts as a natural magnet for dwarves with some free time for chess, cards, or dice, with happy thoughts for the players & onlookers. Or this same Mason might develop a Door instead--that can only be opened with a specific key. This Door, and all new Doors produced in the fort, can now use the Tumbler-Pin technology, allowing the player to designate the "ownership" of a door (just as beds & the like already are): Only those explicitly authorized to open a Door can do so (Building Destroyers excepted, of course). The goal is to come up with so many unlockable Technologies (and/or so few moods) that any two of a player's forts will likely have only a small amount of shared overlap between them, thus increasing uniqueness and replay value.
Also, I would suggest in tandem with this, that the chance for inspiration to strike be linked to the Dwarf's Analytical Ability, Creativity, and their skill in the craft. So a master smith with amazing intellect and creative drive is phenomenally more likely to spawn a new innovation for your fortress than a dumb and unoriginal novice.
Just so. Also, as you said, a
major benefit of this is that the greater the chance that moods go to high-level dwarves rather than low-level ones, the more likely you are to get a mood/artifact/technology in areas that you actually
use/need, making the game more responsive to your (fort's) style of play.
Another benefit of tying technological innovation to moods is realism. In similar city-building war games, like Starcraft and Age of Empires, you
choose to invent a brand-new technology, and you know ahead of time exactly what it will cost, how long the research will take, & what you'll get out of it at the end. But that's bullshit. You can't
schedule inspiration, you don't know how many costly failed attempts there will be, and you have no idea when--or even for sure
if--you will reap the fruits of your investment. But if new ideas only come from moods, and moods are almost entirely the domain of dwarves that are already high-level, then if the player wants technological advancement he can only do what a real-world overseer must do: Keep throwing resources at his R&D department--his smartest, most imaginative, highly skilled workers--and hope for the best.
. . . the exponential growth creates the issue of diminishing returns once you have enough skill (you can only increase so much from Grand Master before hitting the cap), so there'd be a sweet spot you'd want your Dwarves at where they can gain the most.
Well, technically there are 5 effective levels
beyond Legendary (or, at least, that's what I hear), they're just not displayed. But now that I've had more time to play with the idea of moods opening up new technologies, I don't really care about the EXP gain anymore, the
tech is the important thing. Let the dwarves keep advancing through the ranks as always--but until she has a mood, your Legendary+5 will only be displayed as a Grand Master+6.
Only a dwarf that has the dream of creating a great masterpiece could create artifacts, and as they grow more skilled in their selected craft, they become more likely to become inspired. However, the 'flash' of inspiration can only occur in the event of a major source of emotion: a marriage, the birth of a child, the death of a close friend, the beginning of a vendetta, a victory over a hated enemy.
PERFECT. Well, almost; personally, I would
not have the dream of creating a great work of art be an absolute requirement (even if dwarves are allowed 2 or more dreams), because inspiration will often strike a person who wasn't looking for it, or indeed even expecting it. I'm not even opposed to a dwarf getting a mood in the
less advanced of his two moodable skills: Okay, so this Master Bone Carver suddenly got a great idea for an epic poem. It happens sometimes.
I would also add less immediate emotional triggers: The killing of a number of fortress dwarves (whether the moody dwarf knew them or not), the slaying of a LARGE number of enemies in pitched battle (whether the moody dwarf was involved or not), the news of the death/marriage/first child of an out-of-fort friend or family member, the news of the death of the monarch and/or sack of the Mountainhome, a battle with a megabeast, or (my favorite) when a dwarf against whom the
moody dwarf has a Grudge or professional rivalry, suddenly achieves one of the
moody dwarf's hopes & dreams. More gradual prompts should also be included: A dwarf might get a mood/create an artifact because he's afraid a rival might beat him to it, to win the heart of a potential lover, to win glory for herself, or merely because they believe so deeply that they OWE it to the community. When judging propensity to fall into a mood, the game should consider as many of the dwarf's personality traits as possible, including their religious faith: If a Mechanic happens to be a fervent worshiper of the god of hospitality, he should
not create an artifact Spiked Cage Trap that opens up the Camouflaged Pitfall Trap technology.