I would add a stone scourge in though, by tying a rock or two to the end of a vine you have a very basic scourge, and you could even have an option for teeth.
I would care about this if whips or scourges made any kind of sense as weapons. But they don't. Almost ANY kind of protection, even soft leather, is enough to absorb the majority of the damage. Granted,
you're working with the time period of lots of bare skin, so Lashers would seem to have plenty of leeway . . . until you realize that all they could realistically accomplish was to get their enemy really, really pissed off so he goes berserk on their ass. As soon as Toady implements the fact that whips and scourges have nearly 0 penetration depth, and therefore can't do
jack against any kind of armor, they will quickly drop from their unfortunate status of "lol, 1-shotted u thru ur mstrwrk steel helm rofl" to where they
should be: The tools of the officers of the law. In my setup, I don't even have them as being invented as actual
weapons, they're part of the Innovation for Punitive Justice. Even their upgrades aren't designed to make them more
damaging, they're to incite stronger feelings of fear and obedience (or retribution & vindication) in the spectators at the public flogging.
Also, I think Obsidian "teeth" on a stick to make a macuahuitl should have an optional spot between "teeth on a stick" and "crude sword." It is dependent, of course, on your embark spot being on an obsidian flow, but realistically obsidian is a fantastic material for making weapons out of.
Indeed, go for it. As for the scarcity of obsidian, the stones of choice were flint and chert--of course, while still a good deal more common than obsidian,
they couldn't be found everywhere either, so they were often trafficked. In Washington state & British Columbia, they've found tools made of chert that came from a specific site in New Mexico. Which got me thinking: Even though dwarves are not nomadic, humans frequently
are, so if your site has no native stone worth knapping, just hold out for a bit . . . maybe you can trade some plump helmets and pottery for a chance for a step up the technological ladder.
Speaking of which, new Innovation progression:
Share Food (which you might want to have already researched at the start) -> Trading -> Caravan.
I reckon that the development of composite bows should unlock the manufacture of all different varieties of bow - short, recurve, long, and of course crossbows - in composite form, rather than recurve bows being in and of themselves the pinnacle of bow-making.
I kinda want to leave bows for the elves . . . but yes, I am planning Innovations for Recurve and (sexiest of all) Compound bows, for those civs who haven't yet invented the far more dwarfy crossbow. (Moment of silence for those poor sods who have nothing but blowguns.) All dwarven bows will be "standard"/short, because dwarves couldn't (effectively) use what humans or elves would call longbows: They're not tall enough to reach the handle with a horizontal arm, so they'd need to stand on something, or dig a hole for the bottom end of the bow. More importantly, their arms aren't long enough to reach the full draw power of the bow.
There should also be separate innovations for light and heavy crossbow variants.
I'm not sure if I want to draw that distinction, but I'll keep thinking about it. You're right, I do want to diversify the crossbow innovations--maybe even have some Innovations that actively
block each other. Usually, that's an unrealistic dynamic that I've been trying to avoid, but in this case it might make sense: You're not going the idea to put a stirrup at the end of the crossbow for a faster reload if there's already a Bayonet there, because you'd just stab your own foot. For most things, I'm shooting for so many Innovations in each industry that it's
unlikely to discover them all, but in this case it might just be
impossible. Which is probably a good thing.
One thing I'd like to mention is a mechanic to vary tech levels between broad regions in a logical fashion so one continent might work mainly with stone and be damn good at it (like meso-americans) while others may be pretty terrible in general and others be renaissance.
Hmm . . . unless you embarked on the other side for the map from your Mountainhome (which is something I've always disliked), I don't really see how this could affect you. Useful if you want to roleplay the conquest of the Americas, I suppose, although moving in the opposite direction could be troublesome to explain. I wouldn't mind if Toady were to implement something like this, although making
sure that different regions had different tech levels might be tricky to implement.
Of course limited trade could work to solve this but if every region has the same core techs and has the same chance for inspiration it might be a bit off.
Those Innovations designated as Common Core are usually to "restore" a part of the vanilla game that I think would work better as something that dwarves didn't know how to do right away. But I've been thinking about it, and am toying with making Common Core only those Innovations that open up
new industries, and the choice of whether or not to
develop each industry would be up to the player (or, in the case of other civs, the RNG). Since the only reliable way to open up the further Innovations in each industry is to have a (rather inventive)
high-level worker in that industry, the Inspirations help open up the technologies that best suit how each fort is already being run.
Every civilization on the map would have the same baseline chance for inspiration rates (with positive modifiers for population size and % chance of high intellectual creativity), and trade between civs would tend to even out imbalances, but then again, each civ also has different
gods. In the 1st post on the 2nd page of this thread, I outlined a plan to have the computer-run civilizations each have Innovations that corresponded to the domains of that civ's most popular deities . . . with a setting in advanced worldgen to determine the odds that each Innovation would be influenced by the gods, as opposed to being purely random. So each civ could (ideally) develop a cultural and technological structure defined by their belief systems.
Sharp Stone -> Flint Knife -> Aztec Obsidian Blades -> Copper Short Sword -> Bronze Short Sword -> Iron Short Sword -> Steel Sword -> Longsword -> Hand-and-a-half Swords -> Zwei/Twohanders
While that's generally correct, it's misleading to think that simply because the rapier was developed
later than the gladius, it is also an
improvement upon, and generally
better than, the gladius. I'm keeping all of the weapons strictly segregated in their vanilla DF categories (unless I encounter a really good reason to break from that), and I'm including variants only as the final step, so that "choosing" one design cannot cause continuity errors down the line: Quite obviously, the stiletto is
not a further refinement of the cinquedea's design.
Likewise, a bone pickaxe is feasible for softer rock (e.g., soils and chalk,) but you need something more durable for breaking up chunks of hard stone. Either a quartzite tool or skip directly to metal.
Tool/weapon wear and breakage, with considerations for material (both for the tool itself & what it's used on), has always been high on my list of things that DF needs. I cannot agree hard enough.
Ore would've been obtained in placer deposits and crushed up using nearby stones.
In the tale of Jason & the Golden Fleece, the Argonauts visit a land (I forget the name of it, I think it was on the Black Sea) where the "iron men" lived. I saw a show where an archaeologist figured out where this place was, took a boat there, stepped off the boat, stuck a magnet into the sand, and . . . pulled it back out,
covered in grains of iron. These "iron men" most likely were the beneficiaries of a hematite deposit upstream, and a lucky cook-fire on the beach. No pick required.
There was very little if any warfare prior to agriculture
Mostly true, although I have to point out that the Sanskrit word for "war" literally translates to "the desire for more cattle". So nomadic herdsmen can still make war.
Also copper swords, in addition to being a bit anachronistic (wouldn't have really needed swords at the time when copper was the best metal available) would also be really terrible swords. Copper would make far more sense in a blunt or arrow weapon. But I wouldn't be shocked if a few exist somewhere. I also don't know that much about Asia or the Middle East timelines.
Ancient Egypt had a few (and man, the khopesh is one weird-lookin' sword), but even they switched to bronze pretty much as soon as they could.
Data points to primarily hand labor with bone and perhaps occasional hard hammerstones, working most likely in near or entirely pitch blackness, with a workforce largely composed of children.
Yay for getting some productive use out of the children! But . . . um . . .
pitch darkness?
1) Bro, do you even fire?
2) How could they have
any idea what the hell they were doing? Did they
lick the rock to figure out what to dig?
Granted, I have zero first-person knowledge of such sites, but I still find that hard to believe.
The iron age was a bit different (in Europe) than the bronze age -- for whatever reason, people didn't seem to really view iron as very magical or prestigious like they did bronze.
The history of England is the story of one invasion after another, as settlers from the continent kept showing up. One of these Iron Age waves came from Germany (or thereabouts), and consisted of a people who tended to be shorter and stockier than the native Celts, and whose men were generally hairier about the face. These newcomers possessed knowledge of metalworking to which the Celts had not been exposed, and which therefore likely seemed mysterious and even magical to them. The smiths among these newcomers often built their workshops inside the slope of a hill, so the sheltering earth above would provide insulation and make hotter fires easier to obtain.
A race of short, broad, bearded people, who like to live underground and know the strange arts of metalworking. Gentlemen, in this thread so heavily concerned with the origin of the dwarves, we have arrived . . . at
the origin of the dwarves.