( Pre-Script: Initially when I wrote this I placed the terms 'communist' and 'capitalist' into small quotes to highlight that these were not terms being accurately used, but represented two poles on a spectrum of ideas. This implication was too subtle, and I apologize for the confusion. The specific ideas I had in mind are player-focused fortresses of public goods and player direction as we initially saw them in early versions, and a yet-unrealized notion of dwarf-focused fortresses of private goods and dwarf direction. The overall notion of this post is to build upon THDR's system of value, and then allow dwarves to act on their market perception to an extent that the player will determine. )
Before we launch into 'communist' or 'capitalist' dwarf debates, I'd like to pre-empt it all by saying
we are merely imprinting our own perceptions onto a sandbox game. Any economy system should reflect that sandbox style as well. That said, it would be wrong to claim that the dwarves are communist simply because the economy is presently disabled, just as it is wrong to assume they are capitalist because all dwarves base their happiness on the monetary value of the objects they interact with. However, it is clear that the game is heavily geared towards public works and public resources, as private ownership extends no further than clothes and the occasional craft. I feel all of this can, and should, change.
Dwarves, to put it simply, need to have more control over their own economic activity.
"th;dr" makes excellent points about the importance of dwarves acting on their perceived value of objects rather than the intrinsic value of objects as defined strictly in the raws. To some degree this already exists so far as I know, as dwarves who like oak will be happier with a oak door to their bedroom than a maple door. Yet consider the dwarf who is assigned a bedroom with a maple door. Presently this dwarf will go about his entire life merely content to have a door at all, even if dozens of masterpiece oak doors sit unused in stockpiles. A player has satisfied the needs of one dwarf to some small extent and can focus on other concerns than searching each dwarf's preferences and matching them to bedrooms. Our current, top-down, 'communist' fortress.
However, consider what
could be. The dwarf could weigh his own preferences and dislikes against his personal possessions and determine once every time interval, by the worst mismatch on the grid, some item to acquire or replace or improve. If our dwarf sees his maple door and determines there are oak doors in the fortress, he could, of his own volition, get an oak door from a stockpile and replace his maple door. Likewise he could replace his bed, his cabinet; any placed furniture, the dwarf could replace in the same spot. He could also create a job for a craftsdwarf to come to his door and engrave it with an animal he likes or a picture of himself. The player merely ensures the needed infrastructure and resources are on hand for the dwarves. A future, bottom-up, 'capitalist' fortress.
Of course, what enables 'capitalist' activities is a point to consider. There is presently a mechanism by which we assign workshops to individual dwarves or particular skill levels. This screen can be adjusted to make workshops 'private shops' as well, in which an assigned dwarf or a dwarf which claims the shop begins generating his own work orders. Our homeowner might not be able to find any oak doors in the workshop, but knows there are oak logs in a public stockpile. He can request a work order of a carpenter who owns a shop. The carpenter will then produce the door, store it in his shop, and the homeowner will later drop by to cash-and-carry his purchase. Greedy, law-breaking dwarves might even try to steal money or goods from the shops. 'Capitalist' fortress.
Or we can leave things as they are, with idle shiftless masses of laborers adrift in an alcohol-induced torpor, occasionally receiving direction from an unfeeling overlord to create thirty wooden doors, quality be damned, to meet a quota for a plan never revealed to the underlings. 'Communist' fortress.
Another interesting concept is that of dwarves personally using the caravan to make purchases from their own coin piles, storing favorite foods and drinks in their rooms or buying various trinkets. Dwarves with private shops may even try making things specifically to trade based on the trade agreements with the mountainhomes. Things that the player might never consider buying from a caravan (reindeer leather mittens?) could be top on a dwarf's personal wish-list, and allowing dwarves to access the depot directly will improve dwarven happiness.
Naturally public (our current stockpiles), private (stockpiles of goods 'for sale'), and reserved (stockpiles exclusively for player use) goods need to be sorted out. All goods can start public as a matter of course, then as economic activity begins the player may flag stockpiles for private or reserved status. This change can take place after the appointment of an officer or some event, such as the mayor replacing the expedition leader. The appropriate noble could also have a setting as the book-keeper does determining the economy's on-off switch, or any gradients between. Various classes of goods and economic activity could be flagged for private practice; a player wishing to control the food supply in a crisis may disable economics for foodstuffs.
Should a player elect to open private industry, he may find himself needing to pay soldiers and resources gatherers. Money can enter the 'fortress coffers' by directly minting coins or through the sale of raw materials into shops. The tax collector can also extract a 'sales tax' on shops, making legendary craftsdwarves very lucrative for the fortress coffer.
The net result is that dwarves in a thriving 'capitalist' fortress will keep themselves busy producing goods to make other dwarves happy without direct player involvement, freeing the player to focus on higher goals (consider the clothes industry. Do you really enjoy managing that?). The trade-off, of course, is that those resources and dwarf-hours cannot be expended by the player, reducing the player's ability to reach those higher goals.
And of course, how 'capitalist' or 'communist' you want your fortress to be can be configured by your actions in game. If you want to let dwarves manage their own clothing, establish a few private clothier's shops and looms and a steady crop of cotton. If you think no dwarf should ever go thirsty for lack of booze, keep the still public, drawing from public food and giving to a public booze pile.
I think it would be a stellar game mechanic. Consider a dwarf hunter who realizes his bank account is low and heads out to the woods, hauls in a deer, and sells it to a butcher. The butcher then slices and dices the carcass, selling the bones to a craftsdwarf who is visited by the hunter who buys more crossbow bolts. Meanwhile cooks, tanners and leatherworkers all whirl into motion producing food and clothes for the fortress as a whole. In a truly robust economic model, all of this activity can take place without player intervention.
Whole body was a quote; I took it out of the quote box for readability.