The Clothing, War (Defensive), and Medical section is up.
I feel like a lot of these 'techs' are not really techs. For example, murder holes.
Yes, a lot of them are more
behaviors than technologies. But what's important is the
idea, not whether or not it results in a new gadget. If the concept is "new", and can be beneficial to the fort, I consider it worthy of inclusion.
Dwarf Fortress is not a game about who has the most technologies.
The innovations are not a way to "keep score," they are a way to feel that you are "winning" at a game that cannot be won. The only way to "win" at life is to keep achieving, to keep outdoing yourself. I feel that the Innovation system is an excellent approximation of that idea, in a way that slaughtering megabeasts could never be.
While I am in favour of techs, I was thinking that they would be more like perks than actual components in a tech tree. Tech trees are too generic and they also change the focus of the game.
As GavJ said, if you set the (hypothetical) starting tech parameters to "Dwarf Fortress Classic", then the vast majority of the Innovations
will be nothing but perks to you. The only parts of the original game still locked behind Inspirations would be a handful of the most high-tech and least-used aspects, like Beekeeping, Porcelain, Harmonic Resonance, and
maybe steel.
I dislike tech trees as much as you (and Toady) do, I think you saw that I disliked the way how the Crossbow progression was so linear . . . but as that's the only way that really made sense, that's the way I felt I had to do it. I try to break from that as much as possible: If you examine my requirements for making armor, you'll see that it is definitely NOT a lockstep from Cloth to Leather to Mail to Plate. Quite the contrary--if your Inspirations are lucky enough, it's very possible to build up a nice clothing industry, have a Carpenter make a few shields, and then launch directly into making Plate armor without ever having a
single Leather or Mail mood, or item. Far from a Tech Tree, my plan is more like a field of clumpy Tech Bushes. Maybe even Tech Grass.
I'd argue that a lava pit is infinitely more dwarfy than clever humie contraptions.
You inspired me to add the Magma Catapult to the War(Offensive) list.
Also, they're DWARVES for Armok's sake. Their techs should be different to historical human techs.
So far, I'm basically writing about humans because that's what I know, so I have a better sense of what is & isn't realistic. Yeah, Toady's planning a Magic arc, but until I know anything about it (besides Necromancers), there's little point in my making blind suggestions. So, give me a few days to get the rest of the Innovations fairly squared away, at least as well as I can do by myself, and then I'll start welcoming any dwarfy suggestions, as well as start data mining the other threads.
Instead of a tree that unlocks everything, why don't we just have a smogasbord of possible perks that an inspired dwarf can choose from. . . . Lastly, I sort of alluded to this earlier, but each civ should have a unique selection of perks.
Emphasis mine. I just want to make sure that everyone knows the player does
NOT choose which techs to research. They can
encourage progress in specific areas, yes, by having intellectually creative dwarves have high levels of skill in those areas, but apart from that, all the player can do is hope & pray (and savescum). The dwarf that you
want to go moody might not do so, even if they
do the mood might not be an Inspiration, even if it
is it might not choose the dwarf's highest-level skill, and even if it
does it might not unlock the Innovation you want. Not all Innovations are good, in fact I'm including at least one that's absolutely useless. Far from unlocking
everything, the point of having so many Innovations is to make it very
difficult to invent them all in one fort, even just all of the ones in a certain field. One of the major goals of this plan is to help give each fort its own feel, and if they all research the
same techs, that doesn't help at all.
As for each civilization (or at least each race) having its own unique technologies undiscoverable by anyone else, there's definitely some value in that. But I'm going to get the dwarves taken care of first, naturally. I've already mentioned how the game can realistically randomize each civ's own Innovations during worldgen, and keep doing it for all of the foreign civs after worldgen, so each society would still be likely to have their own unique feel, whether they have race-specific techs or not.
I agree that Dwarven technology should not be advancing noticeably during a decade or so of fort play. This requires either a crap-ton of steps so that multiple Moods still don't really revolutionize anything within a Dwarf's lifetime, or keep the Moody Improvements separate from tech tree advances.
Well, if the average mood frequency stays about the same (roughly 1.5 moods per year, I think), and assuming a 25% chance that a mood will be an Inspiration, that's only 4 Innovations per decade. Hardly a sea change, especially if the RNG spat out Innovations that weren't particularly important. As for
slowing the march of progress . . . how long does the average fort run, anyway? Once you discount all the ones that die in less than a year, and all the ones founded solely to be endurance forts, and just focus on those forts that are being played for the
sake of play, what is the mean Dwarf Fortress lifespan? 50 years? 100? I feel that the Innovation rate should be such that, when the average fort is abandoned to FPS death, the player will be able to look back and recall at least a handful of noteworthy discoveries, inventions that really contributed to civilization . . . the Mountainhome's, anyway.
For example, some ludicrously complex forging technique can give you better coverage percentage for armor to represent a clever way to cover joints. That's not the same thing as developing the next type of armor, and it's not even necessarily applicable to that next type of armor.
My existing plan will already create hundreds of new reactions and resulting items. Adding variations to almost anything but the
last "phase" of an item type's development could
multiply the amount of possible reactions & items that must be considered. That's more work than even I am willing to commit to a project that Toady might not even like. As I've said, I'm happy to let the existing Moods keep making small improvements in known fields, while the Inspirations keep finding new ground in which TO improve. That seems like a good balance to me, so I'm going to go with it, at least for now.