No, the thread's NOT dead! There's just a metric crapton of research to go through. I've been reading about frits, and barkcloth, and wolf intervals.
I'm about to go update page 5 with all of the Infrastructure moods, but first here are some lists:
New Buildings Alchemist's Laboratory Dairy Bakery? Painter's Studio Pottery Studio Chandlery (replaces Soap Maker's Workshop) Smoker Boiler / Magma Boiler Steam Engine / Magma Engine Treadmill Capstan Winch Tinker's Workshop / Magma Tinker's Pile Magma Catapult Winery Brewery Ropery Sawmill Pulp Mill Luthier's Shop Great Loom
New Skills/Labors Alchemist (already existing, just used now) Military Tactician (already existing, just used now) Chandler Gardener Dairydwarf (name & some functional changes from Cheesemaker) Baker? Painter (name change from Glazer) Tinker (name & some functional changes from Metalcrafter) Distiller Vintner Roper Luthier
New Furniture Mantlet Braced Pike Heavy Crossbow / Reloading Crossbow Murder Hole Maggot Hive Autoclave / Magma Autoclave Block & Tackle Weight Bench Lockjaw Trap (both small & large sizes) Icebox Churn Brazier Lamp / Candle / Lantern Mirror Clock Automaton Fountain Bell / Gong Handbell (sometimes carried) Harpsichord Pipe organ Harmonium Carillon Carpet / Floor mat Tapestry Bathing Tub Gem Lantern Stocks / Pillory Weather Station
New "Creatures" Sledge Cart Scratch Plow / Moldboard Plow Wagon (a real one) Chariot
| | New Items Wood Axe / Double Axe Incendiary Bolts / Arrows Poison Darts Javelins Tower Shield Fur (multiply per # of valid animals) Vambrace Coif Gorget Pauldron Cuisse Faulds Codpiece Padded Coif Padded Shirt Padded Skirt Padded Leggings Animal Helmet (multiply by # of valid animals) Animal Barding (multiply by # of valid animals) Wheelchair Boiled wine Herbal tea Ether Laudanum Fertilizer Hard Biscuit Diving Bell Flippers Lumber (multiply by # of woods) Mortar / Cement Quarrying Drill / Drill Bit Magnifying Glass / Loupe Piston Pump Water Barrow Spring Mining Helmet Chrysotile (stone) Asbestos (fiber / thread / cloth) Fritware goblets / vials / other glass vessels Faience figurines / necklaces / other clay & glass crafts Barkcloth (both soft & tough varieties) Pocket belt Comb Makeup kit Dice Marbles Chess set Gaming Tiles Card deck Bowling ball / Bowling pins Leather ball Papyrus Parchment Paper Shofar / Conch trumpet Panpipe Mandore / Guitar Dulcimer Serpent / Tuba Clarinet / Oboe / Bassoon / Bombard Handbells (usually built) Bagpipes Accordion Music Boxes Windup toys
Technologies I'm Deliberately Avoiding Gunpowder / Explosives Oil / Petroleum / Natural Gas Mounts (dwarves riding animals) Electricity Boats Religion Bowed string instruments
Technologies I'm Just Barely Touching Poison Flight
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I think I'll arrange all of the Innovation into 4 tiers, at least as far as "vanilla" Fortress Mode is concerned:
The lowest will contain all of the more basic things, technologies that are already treated as "researched" by the default game, and in my opinion should remain so. I'm even including some, like Sledge, that would be considered obsolete and even archaic by "modern" dwarf standards. For the most part, giving names to the Innovations in this tier is only to support
later research that would depend on them. If anyone (like Skullsploder) wants to dissect this tier and work the stone-age end of this plan, that'll be fine by me.
The second tier holds Innovations that are
new but relatively
basic: Technologies that are not yet already known to dwarves in a "standard" embark, but that I think
should be. Things like Earth-Moving, Crippling Blows, Herbal Medicine, Mortar, and Shofar.
The third tier is for aspects that are already part of the game as it currently stands, but that I personally feel are "advanced" enough to warrant putting them behind a lucky Innovation. I've already mentioned things like Steel, Minecarts, and Beekeeping, but if one wanted to be particularly hardcore this category could be greatly expanded, perhaps even including ALL surface farming.
The 4th tier will house all of the most high-tech advancements, and improvements to existing designs: things like Stiletto, Antibiotics II, Icebox, Mining Helmet, and Enamel. The lion's share of Innovations in a vanilla game of Fortress Mode would be from this tier.
I was thinking more along the lines of "Instead of defining a sword as an object, lets define a sword as an object template . . . Then individuals could apply modifications to that template during innovative moments.
Yeah, I'm fine with this. Just because a Strange Mood doesn't unlock some new and (questionably) wondrous technology doesn't mean it can't cause incremental improvements on existing designs. Both types would almost certainly still be compatible with Toady's main plan for artifacts, which ties in with the Magic arc.
But the real difficulty lies in making these events of invention and innovation happen enough so that the player stays interested and can reap the benefits from them, but not so common that the first fort in a new world can become a hyper-optimized superpower all by itself.
Innovations should strike so rarely that players get excited about the prospect of unlocking important techs like Pauldron or Canning, and disappointed about relatively meaningless ones like Waxed Stitches or Fresco. Innovations should
help a fort succeed, while not being enough to
make it succeed.
I'm not sure what you mean by "the first fort in a new world" . . . if you mean embarking at Year 1 with Stone-Age tech, then yes, by all means that fort should take
several hundred years, far beyond the patience of most players, to reach the tech level of a vanilla DF embark. But I wouldn't worry about any fort becoming a superpower based largely on tech, because as
your fort advances,
so should everyone else, in their own ways. Goblins invent things, too, and each civilization can learn from its neighbors, either through trade or from poking through the dead bodies to see if they had anything interesting on them. Goblins may even deserve a
higher rate of Innovations than dwarves get, because of their higher populations. One dude living alone in the wilderness isn't going to invent jack (he'll make enough to get by, but that's pretty much it), but a metropolis of thousands will have all those brains rubbing against one another, and competing.
Did someone say tools?
The "zones as workshops" plan has tons of potential, and I'm glad it's planned. I was thinking about it with my Stone Saw Innovation, about how the Innovation would add the saw to the tools that were
already considered part of the Masonry Shop Zone, and this addition would improve the Zone's efficiency. (I'm still unsure about how Miners would use the saws, though. They might have to be allotted like picks.)
I like the template idea. I feel it would ad a lot of options.
Options? No, it adds the potential for tech
improvements without actual tech
advancement. Suppose a Weaponsmith who likes swords gets a Possession, Secretive, or Fey mood. So even though he's not going to invent Fuller Groove or whatever, he can still improve your fort's swordsmithing practices to some degree.
Though one thing to note is that steel is kind of an innovation as well. So would you also allow dwarves to innovate new metals, submetals and so on?
Yes, all of the alloys are already grouped into four Innovations. I'm not 100% happy with them at the moment(as they stand now, bronze & bismuth bronze are in the same Innovation, so a fort with no access to bismuth can never invent bronze), but the system's good enough for a working model.
Also, since the thread was originally about moods, what about moods where the dwarf sets off on a quest and maybe comes back later with some cool new stuff, like a new weapon, or new knowledge etc?
You mean, sneak into a human, elven, or goblin stronghold after industrial secrets, the way snatchers go after babies?
"Espionage! Guard the tablets!"
But seriously, in order to go anywhere, he would first need a reason to do so, and that could only come from inter-civilization contact. If the goblins of the Malignant Jackal have invented Scale Armor, you don't need to go on some suicidal trek to find out how it's made, you've got it right in front of you! Sure, maybe you only
saw the armor, and the goblin wearing it got away. But, rather than follow the goblin back to his Dark Tower, any sensible dwarf (an oxymoron, I know) would just build a few cage traps & wait for the goblin to come back. Sure, there are still some semi-plausible reasons to stage an expedition (
e.g. Tired of waiting for the elves to bring any
female grizzly bears, your Animal Trainers decide to go to elven lands & trap a couple of their own), but they seem like an awful lot of coding work for comparatively negligible returns.