Considering how much wealth a successful fortress can create, and how greedy dwarves can be, it wouldn't surprise me if they decided to go a little more independent, demanding actual pay for their work having he fortress share it's vast hoard of gold, silver and gems to the citizens who helped to build it! Especially if your fortress is, in fact, the administrative capital of a vast surrounding population, with thousands of deep dwarves living under them in the caverns,and thousands more living as peasants in hillocks. Maybe they'd even go for a completely coin based economy if you're wealthy enough, and accumulated enough precious metals.
Well, there are a mountain of problems with economics in the fortress, currently. For example, I can buy a caravan full of gold bars for the price of a single *rat weed roast*. It's not hard for a legendary cook to start spitting out 50k☼ roasts regularly, and with some luck and pricey ingredients, 200k☼ roasts are entirely possible. Then, of course, there's the problem of trap components made from metal tend to cost hundreds of thousands of dbs, but the food one is probably the worst. It makes a basic bite to eat cost more than a dwarf's annual income. Your legendary cooks actually hurt your fortress, rather than help it, and your non-legendary dwarves go scrounge for rats to eat because they can't afford the ☼prepared llama brain roast [51]☼.
This is a problem that needs fixing before anything else in the economy can make sense. 6000☼ is a joke when I can make a single roast worth 40k☼ in my first Summer. By year three, my kitchen has a higher GDP than the entire rest of the world combined. If I cared, my metalsmiths would be capable of spitting out steel trap components that might start to rival that, but why bother when the world cannot ship goods worth buying to my door fast enough as it is? The activation wealth of Titans, by default is merely 100k☼, which is two or three roasts, and you can't even push it up past 2M☼... Food prices literally break the cap.
In any event, historically, most smallish towns not only didn't use metal currency, they didn't need to. In fact, metal currency is historically tied in with either international trade, militaries, or crime. Those are the only three things that really needed hard cash.
I was writing up a much longer post about this, but this is getting off-topic enough and long enough that it's clear I need to break off and write a whole separate thread on the topic.
Was this discussed in your class warfare thread? You really should update it , it's an interesting topic and it seems to have made you more knolwedgeable about medieval society. I'll take a look some other time
Yeah, still meaning to do that... Once I put my currency thread up, I'll try to finish out the last few paragraphs. That said, a lot of what I was arguing in Class Warfare now seems in some parts to be part of the plan. That said, I also inferred from the old dev pages/Threetoe stories and asked Future of the Fortress questions to try to probe what Toady felt about specific topics, and built what I was suggesting do cater to my read of his intentions, so I may have just been throwing down flags where he happened to be going already. *shrug* In any event, it feels like a portion of that thread is obsolete.
Okay. So let me try to sum this up. So I can understand
Let's just use another in game example, using a random dorf and a different founding type.
A Wealthy Noble appears at the walls of Appleaxe in year 63, he offers a few goods with a total value of 6000☼ in exchange for his Armoring/Philosophy* academy to be built. He and Ezum Eribgitnuk, a non-local legendary armorsmith, are appointed headmasters.*
Ezum's values and personality and how it influences policies:
A lot of that is going in a direction not particularly where I've been arguing.
For starters, I'm throwing most of this personality stuff aside, since I find it more an afterthought to the whole system that just tweaks some numbers at the edges.
For another, I don't think we need a formal academy system at all. I think we can get by with individual dwarves that take on apprentices as part of a more low-level system, and from there, you can purposefully start attracting would-be apprentices into an expanded system of apprenticeship if and when your fortress becomes famous for turning out excellent craftsdwarves. This merely requires a record of what the change in skills were for a character that stayed at your fortress for a time.
Dwarf Harvard and rejection rates are all mechanics of a far more stiff and formal system than I see this game has any reason to require. Dwarf Fortress is the game it is because it does not rely upon stiff and formal mechanical systems that are fully enclosed within itself, it relies upon sets of mechanics that interplay with one another, where the boundaries between one and the other get blurred. (Imagine what the game would be like if minecarts or fluids couldn't interact with mechanisms...)
If you have a system where individual dwarves take on apprentices, and you have special apprentice workshops set up for them, and a "out of state tuition" for travelers that wanted to learn without first being a part of the fortress, you could then start making money off of it, but it wouldn't require any formal declaration, and could be a natural outgrowth of taverns, themselves. (Set up your craftsdwarf workshop making bone or stone crafts right next to the tavern to entice more travellers with watching their souvenirs made before their eyes, and maybe some of them will be interested in trying it out for themselves at your conveniently located apprentice craftsdwarf workshop...)
An "Academy", then, is not a formally defined thing in the game. It's simply when a player purposefully develops the reputation of a fortress by attracting lots of apprentices, then training them well before sending them back on their way. There might be a lot of infrastructure that would go along with that, but it wouldn't need to be specially declared "campus grounds" or anything like that, and would be up to the player to simply set up dormitories or housing for rent for long-term visitors or the like.
Your fortress reputation for various skills you teach for travelers for what pay and depending upon whether you have species bias should probably take a new page, but your fortress reputation page could encompass far more than just academies, and probably include the likes of goods exported, soldiers that have been sent off-map, sieges defeated, and other reputations.