Tanning
Requires: Skins
Skill: none
ID spends a long time messing around with animal hides, and eventually builds a small workshop that can tan a hide every month or so. Tanned hides are treated the same as raw hides, except they don't rot away nearly as fast.
Unlocks tanning.
Did you forget the ID pissing over the skin/soaking the skin in his own urine? Speaking of that, I wonder about the mental stability of the first person to tan a hide (they used dog urine and chicken droppings in medieval times, right?)
Actually, the key to tanning is
tannic acid, obtained by soaking the hides together with lots of chips of oak bark. As few sites will have
oak trees, I think we're safe in just making the reaction require a couple of generic "sticks". The wiki says that the urine is only used to help separate the hair from the skin--which might not even be desirable, in Cold climates.
May I submit some suggestions for the list? I have a few in mind, although not nearly as extensive as yours or Skullsploder's
Go right ahead. My list is at 112ish now, but I'm running out of brain--I'm going to have to start locating & mining the other threads on this topic for more potential Inspirations. There are also quite a lot of innovations that are going to common to both Skullsploder's AND my lists--I'm going to be going through the Item_Clothings in the raws, and including every single one of them as a potential Inspiration. Skullsploder, you'll be the one covering most of clothing creation, so here's my plan: All clothing Inspirations are Common Core,
until an item of that type has been invented. (If everybody's barefoot, somebody WILL invent shoes--but once you have 1 type of shoe, there's little need for another.) So each civilization will come up with 1 or 2 "native" examples of each type of garment, and that will be their style. But if clothes (weapons, armor, etc.) from a
different civilization are owned by your fort, then the Inspiration for that particular item becomes Common Core again. So if you kill some goblins and they like high boots, you've got a chance to develop high boots for yourself (eventually). So the
full list of clothes, weapons & the like will be part of both lists--until it becomes one unified list.
Similarly, clothes & armor developed by
your civ can become part of
another civ's repertoire, if they manage to get them home. Beware of letting goblins leave your map with a Flanged Mace or Barbed Spear still stuck in them, or with any bits of armor that they collected from your slain dwarves.
I'm also going to start on some more advanced things, like language and culture.
And names. I realized last night that it would be pretty dumb to have a Stone Age dwarf whose name translates to "Abbey Theaterfountains", given that
none of those things will exist for thousands of years. Good thing the language_SYM file has a "Primitive" section.
Also, at some point, some dwarf is going to be Inspired to Honor Dead. You (almost certainly) can't make coffins or slabs, but you could probably
bury the fellow by . . . um . . . hm.
In fact, the tree felling article on wikipedia says nothing about actually felling trees at all!
I forgot, before the advent of real axes, a common method of felling trees was fire: slow, smoldering fire around
just the parts of the wood that you wanted to remove. Dugout canoes are still made in this way.
I figure deities should exist form worldgen, but only make themselves known by granting your dwarves inspirations associated with their spheres from time to time. If a dwarf is granted divine inspiration, it works exactly like a normal inspiration, but in addition he becomes a devout worshiper of the god that granted him the inspiration.
That god of scholarship, poetry, and discipline is going to be twiddling his thumbs for an
awfully long time. Becoming a devout worshiper makes sense, but just make sure not to drag the Religion Arc into this--we've already got more than enough to chew on as it is.
IMO though, I don't think Dwarf Fortress should start so far back in time.
For the record, neither do I--but
some people will. And since DF is the first game that can actually give a detailed, realistic model of that period, and maintain that level of detail all the way down the ages, you just KNOW that somebody's going to want to take their civ from the Dawn of
Man Dwarf all the way through the Renaissance. We may fail, but hell, let's shoot for it anyway.
I am making the pre-farming and early farming stuff very simple, so that you'll advance through it fairly quickly.
Good. Staying mostly-true to actual human history is all well & good, but I highly doubt anyone wants to spend 100 years looking at dirt--and
ASCII dirt, at that.
I mean, I am getting in as many non-redundant technologies as I can (and some redundant ones)
IMO, go for redundancy whenever it's feasible, especially if the
next tech is important. For example, I've added Winch and Treadmill Power to my list, and they both let you do all of the things that Block & Tackle allows. So, not only are there now 3 ways to run things like Drawbridges, making them more accessible, the fact that it's three
different ways leaves room for cultural flavor. Is your elevator moving up & down under the power of
one dwarf pulling a really long rope,
three dwarves turning a handle that only moves in 1 direction, or
six dwarves climbing up the inside of a huge, rotating wooden drum? Tech differences like this help to keep each fort distinct from the last, while still covering all the bases.
. . . you'll still skip the couple of hundred thousand years between "rock" and "sharp rock on a stick," and part of that is making it so that the discovery of fire instantly unlocks primitive cooking.
Hm. Realistically, I'd say that the domestication of fire, the
creation of fire, and the use of fire for cooking should be 3 separate discoveries, requiring 3 separate Inspirations. But in the spirit of saving time, and redundancy, how about this setup:
a) Domestication only (The fire has passed. This stick is still burning, but it won't hurt us--look, I can even pick it up.)
b) Creation only (Just bang the rocks together, guys. It's really that simple. This should be a pretty good chopper WHAT THE HECK THE GRASS IS ON FIRE!!!)
c) Creation + Domestication (I accidentally made fire. It's okay, though, only Angrir's pile of sticks will burn. Sorry, Angrir, take some of my sticks.)
d) Domestication + Cooking (Hey, this fallen tree is burning, but only very slowly. It won't hurt us! I will warm my hands. Hey, Angrir, you made me drop my meat in the fire! . . . my meat tastes funny now.)
e) All 3, simultaneously.
So viable paths could be: abd, abe, ace, ae, bcd, bce, cd, ce, de, or obviously just e. 5 different Inspirations, some of which are better than others because they unlock stuff faster, and they all take you to the exact . . . same . . . endpoint. So it doesn't matter in the least which path you took, except that some are a bit quicker. You know what? Screw this.
Never mind, I just spent 15 minutes thinking into a dead end. Do all 3 at once, Fire = Cooking.
So I think I'll be taking everything up until the iron age or so, right SixOfSpades?
Pretty much, yeah. As long as you make sure that every civ is pretty much guaranteed to be able to provide all the basics for a "classic" DF embark, we should be good to go, so . . .
Food industry, including some forms of food preservation and storage
Liquor industry, including storage (Should this be optional? I think a civ that lives on water alone should at least be
considered as a possibility, and you can't transport beer anyway, not without refrigeration.)
Clothing industry, covering at least the bare bones (what an apt turn of phrase!)
Husbandry industry, everything from Capture Animal to Pack/Draft Animal
Vehicle industry, everything from Wheel to Wagon (Wheelbarrow, Minecart and Chariot all optional, however)
Blacksmithing industry, including Iron Casting (for anvils)
Weaponsmithing industry, including copper or iron picks & axes.
The development of agriculture is optional, surprisingly. Sure, it would take a hell of a lot of meat and wild plants to sustain a reasonably-large population for any reasonably-large length of time, but it's technically possible. Figuring out the seed->plant connection should not be an absolute requirement, particularly for a nomadic people (which dwarves, admittedly, are not).
Toady has stated that he doesn't want to leave it as is, with no sentence structure or anything, and that means I'll have to figure out something capable of starting with grunt noises and ending in Renaissance-level literature.
Don't even bother. Just have the Language inspiration as a requirement for anything that involves transmission of ideas, and assume that everything else will go according to plan.
Anyway, moar tech!
Your Javelins and my Javelin have (almost) the exact same name. Which is okay, really, because by the time "modern" dwarves re-invent the weapon, they'll have almost completely forgotten about its fore-runner, so
they won't get confused . . . but any poor humans reading the list just might. Maybe I'll call mine Returning Javelin.
Before dwarves attempt any kind of agriculture, there should be an Inspiration where somebody realizes the concept of the Year.
For these linear advances, Toady could create and assign a tag like [INNOVATION:GLUE:7:BUTCHER:25:MAKE_ITEM:NONE] to fat in the general tissue template, to indicate that any dwarf who handles any generic fat has a chance of 25*butcher_level^2/1000 percent chance to be struck by an inspiration to improve gluemaking technology without producing an item
Seems a solid enough idea, but will the player be able to
check how advanced his gluemakers are, or will he just have to
remember how many glue-related innovations there have been? And I'm not dumping on incremental improvements by any means, it's just that looking at an arrow and seeing that it's a, say, "Hollow-shaft Broadhead with Rifled Fletching" feels more
real to me, while looking at an arrow and seeing that it's "Level 9" is way more gamey. That's why I've been pushing for the major advancements having names & their own unlockable reactions in the RAWs, while subsequent moods (that don't research any new tech) cause improvements in the quality.
On another note, animal glue is made from skins & connective tissues, not the fat.
I once had an idea about weapon invention, where just for the sake of making the game slightly more interesting, when a weaponsmith had a mood, there was a chance that he would be able to create a new type of weapon . . .
Short hilted handle, short handle, medium handle, long handle, and variants of all those but with chains.
I
could be wrong, but I think just about every feasible type of melee weapon has been invented & named, even the crazy-ass ones like the three-section staff and the kusarigama. But hey, go for it!
So basically he would make something new like a long handle with a ball on a chain and then that would be a new thing to toy around with.
Sounds like a Footman's Flail.
What I'm doing with my weapons is having either the Weaponsmith or the weapon User get an Inspiration for the weapon itself, and then for most types of weapons, there's a
second Inspiration for a design improvement for that particular weapon. There could even be a third, but I want to keep it balanced: Right now, my design has blunt weapons possibly getting a
bonus Innovation, Bimetallic Construction, but I think that's fair because in my experience, blunt weapons aren't anywhere near as effective as their counterparts. Swords (both short & long) also get 2 upgrades, Fuller Groove and Metal Folding (or Pattern Welding, whatever you want to call it), but that too is balanced because in my system, Swords have the highest chance of breaking, and both of those upgrades specifically
reduce that disadvantage. Oh, and (wooden) Crossbows get 2 upgrades as well, but again, that's only right, because one of them (Bayonet) expressly counteracts the fact that that Crossbows are pathetic in melee.
So far, in my system the only weapons that
don't get their own upgrade are the ones I consider to be too unwieldy for dwarves: 2-Handed Sword, Halberd, Great Axe, and Maul.