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Author Topic: Alternative Dwarven Economy: Revolts, Schools, Taxes, and Industry. (Long)  (Read 25113 times)

Splint

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That's them exactly. Basically the player sites will fill the same role as world-gen ones, being local hubs Hillocks are built around and pay tribute to.

Personally I won't probably do much on the sending armies front, though if possible I'd have my hill dwarves running constant patrols. It'd be nice to hear from the liaison about forces your local hillies repelled or patrols that went missing nearby.

Hillocks do not presently pay tribute to Fortresses.  They count Fortresses as major trading partners and Fortresses trade with other major settlements but not minor ones.  The only time the word tribute is ever used in the game is when a settlement buys off an invading army.  I know that at some point hill dwarves will arrive at the Fortress to trade stuff like caravans do at the moment but I am not aware of any plans to have us rule over hillocks as such, merely interact with them.

Presently is the keyword here. I'm assuming that eventually, they'll behave more in line with the feudal system they have, which means site leaders collect taxes, taxes go to the local lord (A fortress Count/Baron/Duke,) and those go to the monarch.

Granted I am making assumption and could be completely wrong.

StagnantSoul

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That's them exactly. Basically the player sites will fill the same role as world-gen ones, being local hubs Hillocks are built around and pay tribute to.

Personally I won't probably do much on the sending armies front, though if possible I'd have my hill dwarves running constant patrols. It'd be nice to hear from the liaison about forces your local hillies repelled or patrols that went missing nearby.

Hillocks do not presently pay tribute to Fortresses.  They count Fortresses as major trading partners and Fortresses trade with other major settlements but not minor ones.  The only time the word tribute is ever used in the game is when a settlement buys off an invading army.  I know that at some point hill dwarves will arrive at the Fortress to trade stuff like caravans do at the moment but I am not aware of any plans to have us rule over hillocks as such, merely interact with them.

Presently is the keyword here. I'm assuming that eventually, they'll behave more in line with the feudal system they have, which means site leaders collect taxes, taxes go to the local lord (A fortress Count/Baron/Duke,) and those go to the monarch.

Granted I am making assumption and could be completely wrong.

And granted that Toady literally said so.
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Ribs

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Basically Dwarf Fortress can never actually be Feudal unless we fundamentally change the nature of the game so that instead of focusing on producing wealth for our dwarves, we instead have a huge number of individual dwarf craftsmen and peasants living outside the fortress that bring us all the stuff we need as taxes.  Instead of producing or trading for the goods our dwarves need we would spend our entire time building roads and bridges off-map, patrolling roads, building roads, building bridges, establishing temples, hunting bandits, judging criminals, punishing and above all else raising armies to fight wars. 

A genuinely Feudal DF would have to essentially be another of those generic fantasy-themed strategy games obsessed with controlling territory, conquest of enemies, fortification of lands and construction of basic infrastructure to maintain or expand an abstracted economy that appears to us solely as a income of resources for use in sustaining a bigger army. 


Well Toady is working on a system that's just that- letting us take over other territories and have dwarves send us items and produce back. I think he called it Hill Dwarves. It'll also come with sending armies.

Not only is he working on it, the game has been gearing up to this since it's inception. Back in the day, it was what he called the "army arc"(when he still devised major updates as part of core 'development arcs' with very ambitious power goals and all sort of crazy things attached to them). That was before the simplification of the development page and everything. Toady said at one point that "we can't really do anything cool in the game before the army arc". His idea of an interesting DF was an idea of a DF that had the possibility of having things like military expantion, with a tribute system made in sucha  way that conquered peoples would be virtually your vassals.

I've been playing and following the development of Dwarf Fortress since 2008-2009 (even though I began using the forum much more recently), and maybe that's why I feel like I have an idea of where the game is going. I go way back, so I've also listened to every podcast they have made since they began making them back in '09.


So there were basically  two things that prevented Toady from implementing the much anticipated army arc earlier:

1. He got distracted with more domestic features in the fort that he was surprised he even gave so much attention to. He has a tendency to sidetrack and a lot of features end up creeping on when he's working on something completely different (like how he was working on taverns and suddenly we end up with books and libraries).

2. Back then, he couldn't figure out how to make your fortress feel like it could take another civilization/major site. Meaning, the population cap was too low, and there was no way 100 dwarves could beliveably form an army and conquer/fight something like another city. Also, he always pictured thousands of people in an army, not just a few dozens like we control in dwarf mode squads. This was finally resolved when they came up with the hilldwarves idea. With that, we'll be able to control thousands of dwarves (albeit more indirectly, as we won't be able to see them), and finally make up our feudal conquests.


If that's not your bag, I'm sorry to disappoint you. But with the starting scenarios update, there will probably be scenarios where you could make a more idyllic, peaceful site if that's what you want to do, and not be forced to make a fronteer settlement that turns into a feudal castle.

We are talking about definitions here, I speak with certainty because I know how I define things.  A bug is something that a feature *has* that stops it from working properly.  When a vestige of a feature that has never functioned in the game at all is located, it is not bugged since never having functioned at all in the game the feature was simply never implemented in the first place.

There never was any noble work exemption because the job of implementing it was never finished as finishing implementing a feature is defined by it working in the game.

The exemption was a well stabilished feature until v.34. Then it was broken, and Toady hasn't gone around to fix it (like he hasn't a lot of  now ancient bugs. In fact, during most of .34 and even until .40, there was a bug that made kids not be able to grow up into adult size after reaching adulthood. I'm not even sure if it was fixed, to be honest. And that was literally 3 years after the bug appeared. In fact, DF hack fixed it way before Toady. Same thing with lazy nobles, if I'm not mistaken.

So, summarizing it, nobles were properly lazy from 2006 to 2012: the feature was well implemented and was a very integral part of the game. Now they are not due to a bug. Eventually, it will get fixed.

You actually do not understand how the nobles room demands work.  Nobles do not object to other dwarves having nice rooms, they object to normal dwarves or nobles lower-ranking than themselves having nicer rooms than they personally do.  They also have no objection at all to sharing their bedrooms area with any number of lesser dwarves bedroom areas, they actually 'like it' since all the beds of all the other dwarves bedrooms add value to their own room.  Us giving all our dwarves their own separate individual bedrooms is actually role-playing on our part, in gameplay mechanics terms it is actually optimal for us to house every dwarf we have inside the nicest noble bedroom that we have. 

So they do not object to dwarves having nice rooms, they object when they have nice rooms when it's unbefitting for their social-rank? You've got me there. That's totally different from a class system... It's like if a high-ranking government official in a communist state openly complained about a lowly peasant having a bigger house than he does. Do you think that would fly under a socialist rethoric? Seems more like something that would happen in a feudal society to me.

About the physical configuration of your fortress, I'll admit that we do have more freedom there. We could basically make a giant rectangle and put beds in it without walls separeting them, and the dwarves wouldn't know the different. I do believe that to be a limitation in the code though, and not necessarily intentionally made with that level of freedom in mind (where dwarves don't really care about personal space aside from having their own bed). I say that because when you do reclaim computer generated fortresses, they do have 2x2 quarters sections in them, and they look vaguely like your average player's.

Toady made the design vague a cluttery on purpose, because he didn't want the players to think that there was an "official" way of designing your living quarters. But he did give them separeted quarters, though, with nobles having their own large halls with satues, implying that this is more or less the standard in dwarven society.

Remember that you do not have to prove a negative; I do not have to prove that greed and selfishness is as much a part of human nature as sexual desire, you do.  Also there is a difference between basic desires to have stuff and ideological formulations like "I deserve X because I did Y".

Don't give me the ' you're the one with the burden of proof' speech, m8. It could easily be that I'm saying 'humans are not selfish because their evil capitalist overlords made them so, but because it's their nature' and you're the one banging about the opposite. Unless we start making actual dissertations here like real academics, writing articles about it with quotes from real researchers (and I don't really want to do that here), we may as well agree to disagree.

I am sceptical of the existence a society that, ignorant of "evil capitalist ideology", can have individuals that don't think they deserve more because they work harder. There's certainly no proof in the real world, as the experiment we had with communism evidently failed in showing the development of those traits on the average indvidual. You say that if things went differently, it could have turned out just fine and a society as you describe it would appear. Well, if something like that happens, give me a call. I'll change my mind then.

I think we're not amusing everyone with this discussion, so this may be my last comment on the subject. You can have the last word, as I don't garantee I'll be answering you back (at least for more ideological talk). Nice discussion though, and I appreciate the time you took to answer me back.
« Last Edit: July 02, 2015, 05:01:00 pm by Ribs »
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StagnantSoul

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Basically Dwarf Fortress can never actually be Feudal unless we fundamentally change the nature of the game so that instead of focusing on producing wealth for our dwarves, we instead have a huge number of individual dwarf craftsmen and peasants living outside the fortress that bring us all the stuff we need as taxes.  Instead of producing or trading for the goods our dwarves need we would spend our entire time building roads and bridges off-map, patrolling roads, building roads, building bridges, establishing temples, hunting bandits, judging criminals, punishing and above all else raising armies to fight wars. 

A genuinely Feudal DF would have to essentially be another of those generic fantasy-themed strategy games obsessed with controlling territory, conquest of enemies, fortification of lands and construction of basic infrastructure to maintain or expand an abstracted economy that appears to us solely as a income of resources for use in sustaining a bigger army. 


Well Toady is working on a system that's just that- letting us take over other territories and have dwarves send us items and produce back. I think he called it Hill Dwarves. It'll also come with sending armies.

Not only is he working on it, the game has been gearing up to this since it's inception. Back in the day, it was what he called the "army arc"(when he still devised major updates as part of core 'development arcs' with very ambitious power goals and all sort of crazy things attached to them). That was before the simplification of the development page and everything. Toady said at one point that "we can't really do anything cool in the game before the army arc". His idea of an interesting DF was an idea of a DF that had the possibility of having things like military expantion, with a tribute system made in sucha  way that conquered peoples would be virtually your vassals.

I've been playing and following the development of Dwarf Fortress since 2008-2009 (even though I began using the forum much more recently), and maybe that's why I feel like I have an idea of where the game is going. I go way back, so I've also listened to every podcast they have made since they began making them back in '09.


So there were basically  two things that prevented Toady from implementing the much anticipated army arc earlier:

1. He got distracted with more domestic features in the fort that he was surprised he even gave so much attention to. He has a tendency to sidetrack and a lot of features end up creeping on when he's working on something completely different (like how he was working on taverns and suddenly we end up with books and libraries).

2. Back then, he couldn't figure out how to make your fortress feel like it could take another civilization/major site. Meaning, the population cap was too low, and there was no way 100 dwarves could beliveably form an army and conquer/fight something like another city. Also, he always pictured thousands of people in an army, not just a few dozens like we control in dwarf mode squads. This was finally resolved when they came up with the hilldwarves idea. With that, we'll be able to control thousands of dwarves (albeit more indirectly, as we won't be able to see them), and finally make up our feudal conquests.


If that's not your bag, I'm sorry to disappoint you. But with the starting scenarios update, there will probably be scenarios where you could make a more idyllic, peaceful site if that's what you want to do, and not be forced to make a fronteer settlement that turns into a feudal castle.

We are talking about definitions here, I speak with certainty because I know how I define things.  A bug is something that a feature *has* that stops it from working properly.  When a vestige of a feature that has never functioned in the game at all is located, it is not bugged since never having functioned at all in the game the feature was simply never implemented in the first place.

There never was any noble work exemption because the job of implementing it was never finished as finishing implementing a feature is defined by it working in the game.

The exemption was a well stabilished feature until v.34. Then it was broken, and Toady hasn't gone around to fix it (like he hasn't a lot of  now ancient bugs. In fact, during most of .34 and even until .40, there was a bug that made kids not be able to grow up into adult size after reaching adulthood. I'm not even sure if it was fixed, to be honest. And that was literally 3 years after the bug appeared. In fact, DF hack fixed it way before Toady. Same thing with lazy nobles, if I'm not mistaken.

So, summarizing it, nobles were properly lazy from 2006 to 2012: the feature was well implemented and was a very integral part of the game. Now they are not due to a bug. Eventually, it will get fixed.

You actually do not understand how the nobles room demands work.  Nobles do not object to other dwarves having nice rooms, they object to normal dwarves or nobles lower-ranking than themselves having nicer rooms than they personally do.  They also have no objection at all to sharing their bedrooms area with any number of lesser dwarves bedroom areas, they actually 'like it' since all the beds of all the other dwarves bedrooms add value to their own room.  Us giving all our dwarves their own separate individual bedrooms is actually role-playing on our part, in gameplay mechanics terms it is actually optimal for us to house every dwarf we have inside the nicest noble bedroom that we have. 

So they do not object to dwarves having nice rooms, they object when they have nice rooms when it's unbefitting for their social-rank? You've got me there. That's totally different from a class system... It's like if a high-ranking government official in a communist state openly complained about a lowly peasant having a bigger house than he does. Do you think that would fly under a socialist rethoric? Seems more like something that would happen in a feudal society to me.

About the physical configuration of your fortress, I'll admit that we do have more freedom there. We could basically make a giant rectangle and put beds in it without walls separeting them, and the dwarves wouldn't know the different. I do believe that to be a limitation in the code though, and not necessarily intentionally made with that level of freedom in mind (where dwarves don't really care about personal space aside from having their own bed). I say that because when you do reclaim computer generated fortresses, they do have 2x2 quarters sections in them, and they look vaguely like your average player's.

Toady made the design vague a cluttery on purpose, because he didn't want the players to think that there was an "official" way of designing your living quarters. But he did give them separeted quarters, though, with nobles having their own large halls with satues, implying that this is more or less the standard in dwarven society.

Remember that you do not have to prove a negative; I do not have to prove that greed and selfishness is as much a part of human nature as sexual desire, you do.  Also there is a difference between basic desires to have stuff and ideological formulations like "I deserve X because I did Y".

Don't give me the ' you're the one with the burden of proof' speech, m8. It could easily be that I'm saying 'humans are not selfish because their evil capitalist overlords made them so, but because it's their nature' and you're the one banging about the opposite. Unless we start making actual dissertations here like real academics, writing articles about it with quotes from real researchers (and I don't really want to do that here), we may as well agree to disagree.

I am sceptical of the existence a society that, ignorant of "evil capitalist ideology", can have individuals that don't think they deserve more because they work harder. There's certainly no proof in the real world, as the experiment we had with communism evidently failed in showing the development of those traits on the average indvidual. You say that if things went differently, it could have turned out just fine and a society as you describe it would appear. Well, if something like that happens, give me a call. I'll change my mind then.

I think we're not amusing everyone with this discussion, so this may be my last comment on the subject. You can have the last word, as I don't garantee I'll be answering you back (at least for more ideological talk). Nice discussion though, and I appreciate the time you took to answer me back.

Yay Ribs!
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Quote from: NJW2000
If any of them are made of fire, throw stuff, run, and think non-flammable thoughts.

Ribs

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Woops, I screwed up pretty badly with some of those quotes. They're fixed now.
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GoblinCookie

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Presently is the keyword here. I'm assuming that eventually, they'll behave more in line with the feudal system they have, which means site leaders collect taxes, taxes go to the local lord (A fortress Count/Baron/Duke,) and those go to the monarch.

Granted I am making assumption and could be completely wrong.

THEY DO NOT PRESENTLY HAVE A FEUDAL SYSTEM AT ALL!

Sorry for having to shout, but I am sick of making detailed explanations of what Feudalism *is* and what it *is not*, only to have them fall on deaf ears.  Having leaders that are called 'King', 'Duke' or 'Baron' is not Feudalism; because those are just names.  A hierarchy in which some leaders are more important than others is not Feudalism either, even if they called 'King', 'Duke' or 'Baron'.  Less important settlements paying taxes or provide manpower to more important settlements is not  At the present time there is no Feudalism because the whole society of every creature is Communist, when the Economy was around it was actually more a type of Capitalist than Feudal with the [ECONOMY_EXEMPT] individuals essentially being the owners and everyone else being the workers.

If Toady One had wanted to implement a Feudal society he could have done it right from the bat.  Fact is however that he instead chose to implement an entirely Communist society and then had a go at having it arbiterily turn a Capitalist one for no apparent reason, before abandoning that feuture.  There are a large number of strategy games out there that are essentially feudal and I will explain what that means.

A Feudal Dwarf Fortress is not one that has complex army arcs or heirachies.  Had Toady One chosen to make a Feudal Dwarf Fortress we would not start with 7 dwarf civilians that are concerned with digging themselves a home and growing themselves some plump helmets; instead we would start with a dwarf baron and a squad of 6 heavily armed soldiers living in a small cave.  There are dotted throughout the map a large number of other dwarf caves beyond your control that all produce various things.  Feudal DF does not concern itself with such matters as growing plump helmets, instead all it cares about is defending the independant dwarf caves and their inhabitants against goblins and keeping the peace between them as well as within them.  The Dwarf caves production actual is autonomous or even abstracted away but they hand over a portion of the goods they produce to support our leader and his squad. 

If we get more goods than we need we can use those goods to supports labourers or extra soldiers.  Labourers are used to build tunnels, roads, bridges, buildings or caves to house your dwarves.  If you can keep the peace, repel any goblins and construct helpful public infrastructure that increases the happiness and productivity of the other dwarf caves then the caves themselves spawn new caves and immigrants arrive from outside to build caves yourself.  As you get more caves, your income increases, allowing you to support more labourers and soldiers to further increase the number of caves you get.  Traders also arrive from outside to trade with the various dwarf caves and with your dwarves as well.

Feudal DF is at this point a complete sandbox; there are no external settlements modelled and there are no complex political goings on with the external world, although the developer could easily add them in.  Had Toady One wanted to model a Feudal dwarf society, living on the subterranean basis that fantasy dwarves tend to have then he could have done so immediately and right from the word go.  What Toady One implemented was instead a society of Communist dwarves that concern themselves with growing plump helmets rather than with the kind of stuff that a Feudal government is concerned with.

That's them exactly. Basically the player sites will fill the same role as world-gen ones, being local hubs Hillocks are built around and pay tribute to.

Personally I won't probably do much on the sending armies front, though if possible I'd have my hill dwarves running constant patrols. It'd be nice to hear from the liaison about forces your local hillies repelled or patrols that went missing nearby.

Hillocks do not presently pay tribute to Fortresses.  They count Fortresses as major trading partners and Fortresses trade with other major settlements but not minor ones.  The only time the word tribute is ever used in the game is when a settlement buys off an invading army.  I know that at some point hill dwarves will arrive at the Fortress to trade stuff like caravans do at the moment but I am not aware of any plans to have us rule over hillocks as such, merely interact with them.

Presently is the keyword here. I'm assuming that eventually, they'll behave more in line with the feudal system they have, which means site leaders collect taxes, taxes go to the local lord (A fortress Count/Baron/Duke,) and those go to the monarch.

Granted I am making assumption and could be completely wrong.

And granted that Toady literally said so.


Quotations please Stagnant Soul.

Well Toady is working on a system that's just that- letting us take over other territories and have dwarves send us items and produce back. I think he called it Hill Dwarves. It'll also come with sending armies.

Not only is he working on it, the game has been gearing up to this since it's inception. Back in the day, it was what he called the "army arc"(when he still devised major updates as part of core 'development arcs' with very ambitious power goals and all sort of crazy things attached to them). That was before the simplification of the development page and everything. Toady said at one point that "we can't really do anything cool in the game before the army arc". His idea of an interesting DF was an idea of a DF that had the possibility of having things like military expantion, with a tribute system made in sucha  way that conquered peoples would be virtually your vassals.

I've been playing and following the development of Dwarf Fortress since 2008-2009 (even though I began using the forum much more recently), and maybe that's why I feel like I have an idea of where the game is going. I go way back, so I've also listened to every podcast they have made since they began making them back in '09.


So there were basically  two things that prevented Toady from implementing the much anticipated army arc earlier:

1. He got distracted with more domestic features in the fort that he was surprised he even gave so much attention to. He has a tendency to sidetrack and a lot of features end up creeping on when he's working on something completely different (like how he was working on taverns and suddenly we end up with books and libraries).

2. Back then, he couldn't figure out how to make your fortress feel like it could take another civilization/major site. Meaning, the population cap was too low, and there was no way 100 dwarves could beliveably form an army and conquer/fight something like another city. Also, he always pictured thousands of people in an army, not just a few dozens like we control in dwarf mode squads. This was finally resolved when they came up with the hilldwarves idea. With that, we'll be able to control thousands of dwarves (albeit more indirectly, as we won't be able to see them), and finally make up our feudal conquests.


If that's not your bag, I'm sorry to disappoint you. But with the starting scenarios update, there will probably be scenarios where you could make a more idyllic, peaceful site if that's what you want to do, and not be forced to make a fronteer settlement that turns into a feudal castle.

Funny thing is that very few of things have any bearing of the question.  When Toady One implements an army arc, then that means he has implemented an army arc, us marching armies across the map is *not* Feudalism.  Conquering other settlements is also not Feudalism unless our settlement actually becomes dependant upon those conquered settlements for it's very existance.  Both of these things already exist in world generation anyway, just not for us the player; they thus have no bearing on the nature of DF society. 

Starting scenarios means that we as a settlement have a particular social arrangement internal to us the settlement.  Whether that has any bearing on the social arrangement of the world as a whole will basically be decided by whether AI settlements will themselves have starting scenarios and whether there is a proceedurely generated or entity defined 'bias'. 

The exemption was a well stabilished feature until v.34. Then it was broken, and Toady hasn't gone around to fix it (like he hasn't a lot of  now ancient bugs. In fact, during most of .34 and even until .40, there was a bug that made kids not be able to grow up into adult size after reaching adulthood. I'm not even sure if it was fixed, to be honest. And that was literally 3 years after the bug appeared. In fact, DF hack fixed it way before Toady. Same thing with lazy nobles, if I'm not mistaken.

So, summarizing it, nobles were properly lazy from 2006 to 2012: the feature was well implemented and was a very integral part of the game. Now they are not due to a bug. Eventually, it will get fixed.

I am not actually sure I actually believe you unless you point to exactly what change in the labour arrangements was that happened to break the existing feature.  The labour setup must have been changed quite radically in order to cause something to break down like that and for it not to be easily fixed. 

That being so we are basically talking about a previous feature in which there was idle nobles being replaced by a new feature in which there are no lazy nobles.  I understand no 'fix' has happened because Toady One wishes to replace the whole new system with a better one anyway, making fixing the so-called 'bug' not worth his time in the context.

Anyhow the definition is now *abandoned feature* rather than *feature not implemented*.

So they do not object to dwarves having nice rooms, they object when they have nice rooms when it's unbefitting for their social-rank? You've got me there. That's totally different from a class system... It's like if a high-ranking government official in a communist state openly complained about a lowly peasant having a bigger house than he does. Do you think that would fly under a socialist rhethoric? Seems more like something that would happen in a feudal society to me.

About the physical configuration of your fortress, I'll admit that we do have more freedom there. We could basically make a giant rectangle and put beds in it without walls separeting them, and the dwarves wouldn't know the different. I do believe that to be a limitation in the code though, and not necessarily intentionally made with that level of freedom in mind (where dwarves don't really care about personal space aside from having their own bed). I say that because when you do reclaim computer generated fortresses, they do have 2x2 quarters sections in them, and they look vaguely like your average player's.

Who are they *objecting* too?  They are the dwarves that are in charge of the fortress and the lowly peasant that has a better room than they does not own his room.  He was assigned that room by the government, which means the dwarves that are in charge of the fortress decided to give him that room; so basically we have someone who is supposed to be in charge because undermined by others.  That is why there is complaining going on, the dwarf noble is complaining to the other nobles and to the rest of the fortress that his ability to assign rooms to people is not being respected and other people are assigning rooms to him that are not the rooms that he would have chosen. 

What we are dealing with here is DF Communism being 'realistic' as opposed to 'ideal'.  Those doing the assigning invariably assign the nicest stuff to themselves prior to handing over all the other stuff to others.  Lenin did not end up living in a peasant shack and had we found Lenin living in a peasant shack which his subordinates had claimed the Kremlin palaces all to themselves we would conclude that Lenin had been essentially overthrown by his subordinates.  However you seem rather willing to overlook the fact that they have no objection to sharing their bedroom space with any number of others. 

Perhaps the reason that despite the fact that even though is also the custom elsewhere in the world to have individual bedrooms (though in world-gen sites there are sometimes multiple beds in a room) but when people are assigned collective bedrooms they do not actually complain is because there is no grounds in their ideology for anyone to object.  There is no point in reciting the "Game isn't finished yet" at this point because the game probably never will be finished, therefore the only basis we HAVE to work on is how things work at the moment. 

Also on the point of classes, classes is not individuals who happen personally to be powerful using their power for selfish ends.  The reason is that some individuals are always more powerful than other individuals even within the same class so we would end up with so many classes on that basis that the whole concept becomes meaningless.  In order for there to be a class division there must be a subdivision of society into groups that have a common status prior to any individual status they may have.  That is because individuals are individually powerful only because they represent a class, a king is nobody without a whole set of nobles/retainers from who is drawn and without which he has no power at all. 

To return to our hypothetical Feudal DF that I wrote about earlier there is a class division between the central player-controlled group and the various AI controlled caves that the player's dwarves rule over, extracting the resources that they needs to function; that is a class division, the Feudal one.  However the lord in charge of the group is *not* the ruling class, he is just a particularly powerful individual within it, the ruling class is all the player's dwarves regardless of status.  Similarly if one peasant cave is safe & prosperous while other is a half-ruined goblin ridden mess there is no class division between the two caves.

Our nobles however presently exist in the role that the lord has in the setup above, they are simply powerful individuals empowered by the single class that exists. 

Don't give me the ' you're the one with the burden of proof' speech, m8. It could easily be that I'm saying 'humans are not selfish because their evil capitalist overlords made them so, but because it's their nature' and you're the one banging about the opposite. Unless we start making actual dissertations here like real academics, writing articles about it with quotes from real researchers (and I don't really want to do that here), we may as well agree to disagree.

I am sceptical of the existence a society that, ignorant of "evil capitalist ideology", can have individuals that don't think they deserve more because they work harder. There's certainly no proof in the real world, as the experiment we had with communism evidently failed in showing the development of those traits on the average indvidual. You say that if things went differently, it could have turned out just fine and a society as you describe it would appear. Well, if something like that happens, give me a call. I'll change my mind then.

I think we're not amusing everyone with this discussion, so this may be my last comment on the subject. You can have the last word, as I don't garantee I'll be answering you back (at least for more ideological talk). Nice discussion though, and I appreciate the time you took to answer me back.

No, the experiment did not show that those traits did not develop to any extent in the average individuals; it shows that some individuals existed that did not have those traits managed to organise and gain enough power to destroy the experiment.  All Communist societies made considerable economic progress since they started off as destitute backwaters, so Capitalism clearly is not needed for economic development.  Despite the fact that things turned out 'just fine' in economic terms it was still possible for the system to be overthrown, which strongly suggests that individuals believing in ideas hostile to the Communist system are able to continue to exist post-revolution and are quite dangerous.

You are claiming that there are a set of economic ideas or principles inherant to human nature. "I deserve X because of Y" is not a basic elemental drive to accumalate, it is a specific ideological formulation and what your argument hinges upon is it being one of these inherant ideas.  But you have no evidence that there are any inherant ideas, therefore you have to prove it; I do not have to prove that there are not any such ideas. 

If there are no inherant economic ideas then people can only assimilate the actual economic ideas of their culture and economic institutions.  Therefore if we have a Communist society and people in it with Anti-Communist ideas but the society was previously Capitalist then it follows that the ideas are left-over from when the society was Capitalist or are imported from existing Capitalist one's and are the result of the 'human nature' bogey.  In a context however where there *are* no external Capitalist societies AND no past Capitalist social form then there will never be any ideas hostile to Communism arising that require to be dealt with; DF society in it's present form fits the bill but it may not in the future. 
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StagnantSoul

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Do you not understand what the word presently means? Go read the dev log, he mentions the subject somewhat frequently.
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Splint

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Presently is the keyword here. I'm assuming that eventually, they'll behave more in line with the feudal system they have, which means site leaders collect taxes, taxes go to the local lord (A fortress Count/Baron/Duke,) and those go to the monarch.

Granted I am making assumption and could be completely wrong.

THEY DO NOT PRESENTLY HAVE A FEUDAL SYSTEM AT ALL!

Sorry for having to shout, but I am sick of making detailed explanations of what Feudalism *is* and what it *is not*, only to have them fall on deaf ears.  Having leaders that are called 'King', 'Duke' or 'Baron' is not Feudalism; because those are just names.  A hierarchy in which some leaders are more important than others is not Feudalism either, even if they called 'King', 'Duke' or 'Baron'.  Less important settlements paying taxes or provide manpower to more important settlements is not  At the present time there is no Feudalism because the whole society of every creature is Communist, when the Economy was around it was actually more a type of Capitalist than Feudal with the [ECONOMY_EXEMPT] individuals essentially being the owners and everyone else being the workers.

If Toady One had wanted to implement a Feudal society he could have done it right from the bat.  Fact is however that he instead chose to implement an entirely Communist society and then had a go at having it arbitrarily turn a Capitalist one for no apparent reason, before abandoning that feature.

The titles are associated with nobility, who are in turn associated with feudalism. The local dwarves work the land and mines or pay taxes and in turn the nobles are expected to raise troops to protect them from various threats. initially, you have no nobles. Presumably, Mayors fill this role as well, but their authority is vastly reduced compared to even a Baron, as well as not being expected to care for other nearby hillocks or collect taxes/tithes.

Yelling about how it currently is won't prevent anyone from making assumptions based on what's there, or even just idle conjecture about the eventual nature of the game.

Without certain benchmarks of population and prosperity, the Monarch basically doesn't care you even exist. As far as armies go, no Mayor will have the authority to do more than raise local forces from their own towns to combat bandits or maybe a nearby tower, nor will they have the power to say "hey we're the local trade hub now, everyone bring your shit here to trade," or "all taxes are collected here for the monarchy now." Once a noble is in place, you may be able to raise progressively larger armies and send those armies further out as your noble's rank rises, and are the official trade center. Any taxes collected from surrounding mayors come to you, and those go to the monarch presumably with the yearly caravan (or if you have the monarch, all taxes come to you with the caravan.)

As to the economy, it was abandoned because it was broken, and nonsensical in places. Children of legendary dwarves and nobles were often destitute when they reached working age, being unable to afford even the most basic of things, prices fluctuated far too wildly, and coins cluttered up the place and hurt FPS as examples. The system wasn't so much unreasonable as it was poorly implemented. And for the record, businesses did exist in those times IRL as well. Successful merchants often had almost as much power as the local lord might. But that's not how the game is either.

In this case, a given dwarf may buy a shop, and sell stuff to other dwarves. They still had to pay taxes, which went ot the nobles. Presumably, had more complex code been there, a share would have also been set aside to give the monarch.

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A Feudal Dwarf Fortress is not one that has complex army arcs or hierarchies.  Had Toady One chosen to make a Feudal Dwarf Fortress we would not start with 7 dwarf civilians that are concerned with digging themselves a home and growing themselves some plump helmets; instead we would start with a dwarf baron and a squad of 6 heavily armed soldiers living in a small cave. 

Who's to say that something like that isn't a possible embark scenario for the future? Right now though, you are basically a hillock in the middle of nowhere, usually too far out to feasibly be required to pay tribute to a nearby noble anyway. You need to have those required benchmarks to even be considered for elevation beyond that. And I'd like to say "cave" isn't really accurate. Fortresses and mounds are clearly built. That's not a cave, it's a structure.

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There are dotted throughout the map a large number of other dwarf caves beyond your control that all produce various things.  Feudal DF does not concern itself with such matters as growing plump helmets, instead all it cares about is defending the independant dwarf caves and their inhabitants against goblins and keeping the peace between them as well as within them.  The Dwarf caves production actual is autonomous or even abstracted away but they hand over a portion of the goods they produce to support our leader and his squad. 

Wording on the above could've been better. But as far as surrounding towns and such, that's how it currently works for the world-gen forts. Hillocks make things, things go to the local Fortress. Same goes for human cities (littler towns make their shit and sell it in the cities with keeps.) As taxation isn;t currently implemented, it isn't brought up, but presumably it will eventually be in place in the form of materials or money which once you reach landed noble standing you will receive a portion of from those not-yet-implemented hillocks surrounding you.

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If we get more goods than we need we can use those goods to supports labourers or extra soldiers.  Labourers are used to build tunnels, roads, bridges, buildings or caves to house your dwarves.  If you can keep the peace, repel any goblins and construct helpful public infrastructure that increases the happiness and productivity of the other dwarf caves then the caves themselves spawn new caves and immigrants arrive from outside to build caves yourself.  As you get more caves, your income increases, allowing you to support more labourers and soldiers to further increase the number of caves you get.  Traders also arrive from outside to trade with the various dwarf caves and with your dwarves as well.

Some of this is presumably under the watch of the monarch, who mandates the construction of roads and tunnels to help keep his realm united in some fashion, these being fulfilled by the local nobles and mayors. You would presumably be required to eventually do the same for your own local area, but your focus would still be on your fortress. When war is declared, lesser sites also likely raise their own contingents and send them to meet with the general who leads them.

The General also seems to be the one in charge of actually sending forces out, but we can assume landed nobles will have the power to raise lesser forces to keep their holdings safe in the future.

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Feudal DF is at this point a complete sandbox; there are no external settlements modelled and there are no complex political goings on with the external world, although the developer could easily add them in.  Had Toady One wanted to model a Feudal dwarf society, living on the subterranean basis that fantasy dwarves tend to have then he could have done so immediately and right from the word go.  What Toady One implemented was instead a society of Communist dwarves that concern themselves with growing plump helmets rather than with the kind of stuff that a Feudal government is concerned with.

The problem with some of this is much of the needed framework wasn't even a thing in the code years back, and much of it is only just coming into to range now, with the world being activated, dwarves and goblins getting thier own lesser sites like humans have had for years, and moving groups rather than people poofing into being.

The current communistic model is also based on pragmatism. Even before, you didn't get any capitalistic bents until you got at least far enough to support a Baron. After which you could presumably already support the general populous and they could afford to do stuff like buy trinkets and new clothes of their own volition. It's just that right now, much of the stuff for either the economy or a feudal system isn't in place or only there in bare bones capacity - nowhere near enough to implement in a satisfying way.

Also remember our focus is on our fortress. most of the world even after this stuff is in place is still outside our influence. We may be able to fight local conflicts, colelct taxes, and get the locals to build the roads linking you to home in part, but you'll still be predominantly concerned with your own fort.

Also note that much of what is said is conjecture based on observations or stuff from the devlogs, or how things once were. It may not be there now, but it is clearly going to be there later in some way.

GoblinCookie

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The titles are associated with nobility, who are in turn associated with feudalism. The local dwarves work the land and mines or pay taxes and in turn the nobles are expected to raise troops to protect them from various threats. initially, you have no nobles. Presumably, Mayors fill this role as well, but their authority is vastly reduced compared to even a Baron, as well as not being expected to care for other nearby hillocks or collect taxes/tithes.

Yelling about how it currently is won't prevent anyone from making assumptions based on what's there, or even just idle conjecture about the eventual nature of the game.

Without certain benchmarks of population and prosperity, the Monarch basically doesn't care you even exist. As far as armies go, no Mayor will have the authority to do more than raise local forces from their own towns to combat bandits or maybe a nearby tower, nor will they have the power to say "hey we're the local trade hub now, everyone bring your shit here to trade," or "all taxes are collected here for the monarchy now." Once a noble is in place, you may be able to raise progressively larger armies and send those armies further out as your noble's rank rises, and are the official trade center. Any taxes collected from surrounding mayors come to you, and those go to the monarch presumably with the yearly caravan (or if you have the monarch, all taxes come to you with the caravan.)

As to the economy, it was abandoned because it was broken, and nonsensical in places. Children of legendary dwarves and nobles were often destitute when they reached working age, being unable to afford even the most basic of things, prices fluctuated far too wildly, and coins cluttered up the place and hurt FPS as examples. The system wasn't so much unreasonable as it was poorly implemented. And for the record, businesses did exist in those times IRL as well. Successful merchants often had almost as much power as the local lord might. But that's not how the game is either.

In this case, a given dwarf may buy a shop, and sell stuff to other dwarves. They still had to pay taxes, which went ot the nobles. Presumably, had more complex code been there, a share would have also been set aside to give the monarch.

That is not how the game works at present Splint or even on the development pages, it is how you want the game to work; a power fantasy of you lording over everyone else.  Hillocks and Mountain Halls frequently have barons, so there is no connection between Fortresses and nobility at all.  Actually I have seen kings living in hillocks before, so it could just as easily be the 'Hill Dwarves' lording it over you than your 'fortress dwarves' lording over them. 

Yes I knew the economy was abandoned because it did not work, I do not need to be reminded of that fact; nor is it in any way relevant to anything. 

Who's to say that something like that isn't a possible embark scenario for the future? Right now though, you are basically a hillock in the middle of nowhere, usually too far out to feasibly be required to pay tribute to a nearby noble anyway. You need to have those required benchmarks to even be considered for elevation beyond that. And I'd like to say "cave" isn't really accurate. Fortresses and mounds are clearly built. That's not a cave, it's a structure.

You are never a hillock in the middle of nowhere.  You are always a fortress, because a fortress is a the type of dwarf settlement you are.  A hillock refers to an overground dwarf settlement, a mountain hall refers to a dwarf settlement that is built in the caverns.  A fortress refers to a settlement that is built between the caverns and the surface; it is not a name for an important dwarf settlement but the TYPE of settlement that it is. 

It is quite possible as an embark scenario, provided that Toady One introduces little dwarf "caves", human hovels, goblin holes, elf treehouses during world-gen.  Without those things already being there prior to your arrival this embark scenario is not possible.  By caves I mean tiny indentations in the rock that house say a dwarf peasant family and their stuff, the dwarfy equivilant of peasant hovels for humans.  They would have to exist already or else the Feudal dwarves will either starve to death or have to become the regular setup.

Wording on the above could've been better. But as far as surrounding towns and such, that's how it currently works for the world-gen forts. Hillocks make things, things go to the local Fortress. Same goes for human cities (littler towns make their shit and sell it in the cities with keeps.) As taxation isn;t currently implemented, it isn't brought up, but presumably it will eventually be in place in the form of materials or money which once you reach landed noble standing you will receive a portion of from those not-yet-implemented hillocks surrounding you.

Some settlements such as fortresses or towns are classified in the code as MARKETS.  A position that can only appear in a settlement like a fortress has [REQUIRES_MARKET] in it's raws.  A broker is an example of such a noble.  A market provides the basis for other non-market settlements to be created during Word-Gen and a new market can only appear a certain distance from an existing one.  However their relationship is entirely a commercial one and has no neccessary political matchup. 

A dwarf hillocks will quite happily go to a goblin dark fortress to trade but it does not belong to the goblin's civilization nor provide it with troops in wartime.  The existance of a nearby dark fortress will prevent any new fortresses being built (goblin or dwarf) but it is quite possible for a hillocks to grow up around a dark fortress provided that the space is not taken up already by dark pits.  There is absolutely no relation in the game between trade relations and political/military one's. 

You speak as if you know with near certainty the whole future trajectory of the game, basically stop it.  Even if something is actually explicitly on the dev pages it will not necceserily end up being implemented exactly as it says. 

Some of this is presumably under the watch of the monarch, who mandates the construction of roads and tunnels to help keep his realm united in some fashion, these being fulfilled by the local nobles and mayors. You would presumably be required to eventually do the same for your own local area, but your focus would still be on your fortress. When war is declared, lesser sites also likely raise their own contingents and send them to meet with the general who leads them.

The General also seems to be the one in charge of actually sending forces out, but we can assume landed nobles will have the power to raise lesser forces to keep their holdings safe in the future.

I can see I have confounded you badly with what I am saying.  There is no monarch and there is no general because we are not talking about the present DF but a basic sandbox where none of those things have yet been implemented; to all intends and purposes the monarch *is* you and there are no external laws or rules yet implemented and there is no external world modelled in detail either.  It is the Feudal "might have been" that DF is not. 

I am not talking about any future plans for the game nor anything that I am arguing for.  I am talking about what DF would have looked like had Toady One actually intended to model a Feudal society.  I was pointing out what a Feudal DF game *would* look like, how it does not look anything like the present setup and how it would not need a whole set of existing insitutions in order to exist, it could have been implemented right from the go. 

The problem with some of this is much of the needed framework wasn't even a thing in the code years back, and much of it is only just coming into to range now, with the world being activated, dwarves and goblins getting thier own lesser sites like humans have had for years, and moving groups rather than people poofing into being.

The current communistic model is also based on pragmatism. Even before, you didn't get any capitalistic bents until you got at least far enough to support a Baron. After which you could presumably already support the general populous and they could afford to do stuff like buy trinkets and new clothes of their own volition. It's just that right now, much of the stuff for either the economy or a feudal system isn't in place or only there in bare bones capacity - nowhere near enough to implement in a satisfying way.

Also remember our focus is on our fortress. most of the world even after this stuff is in place is still outside our influence. We may be able to fight local conflicts, colelct taxes, and get the locals to build the roads linking you to home in part, but you'll still be predominantly concerned with your own fort.

Also note that much of what is said is conjecture based on observations or stuff from the devlogs, or how things once were. It may not be there now, but it is clearly going to be there later in some way.

The current communistic model is there not because of pragmatism but because Toady One initially set the mechanics and the game to be inherantly communistic when he first made it.  We start off with 7 civilian dwarves going off into the wilderness to collectively work together to establish a new fortress.  We do not start of as a band of 7 warriors determined to establish their rule over the local population.  We do not start off as a bunch of 7 stakeholders determined to establish that they "own" the area and hence everyone that comes after them must pay them rent or work for them. 

All these options could have been implemented in a pure sandbox right from the go; but they were not.  Now the different options are being explored via the concept of starting scenarios essentially, the form of society we are going to have is to be based upon what our starting scenario is. 
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Ribs

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Someone's gotten a little salty.

You speak as if you know with near certainty the whole future trajectory of the game, basically stop it.  Even if something is actually explicitly on the dev pages it will not necceserily end up being implemented exactly as it says

I was about to go over every single point you've made, showing contradictions in your remarks and quoting some of the things Toady said over the years, but then I stumbled upon this gem.

You have won. That's the ultimate argument right there, and nothing we say will ever get through that diamond clad piece of inexorable logic.

I am currently re-reading the communist manifesto under a giant Che Guevara poster I've just hung upon my wall, while preparing myself for an eventual confontration with the bourgeoisie pigs. Viva la revolucion, comrad Cookie.
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Splint

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Someone's gotten a little salty.

You speak as if you know with near certainty the whole future trajectory of the game, basically stop it.  Even if something is actually explicitly on the dev pages it will not necceserily end up being implemented exactly as it says

I was about to go over every single point you've made, showing contradictions in your remarks and quoting some of the things Toady said over the years, but then I stumbled upon this gem.

You have won. That's the ultimate argument right there, and nothing we say will ever get through that diamond clad piece of inexorable logic.

I am currently re-reading the communist manifesto under a giant Che Guevara poster I've just hung upon my wall, while preparing myself for an eventual confontration with the bourgeoisie pigs. Viva la revolucion, comrade Cookie.

Hey now, no need to be poking fun of anyone.


Anyway, it's not unreasonable to assume certain things will not be implemented just so. But they will get implemented in some way, I'm sure. But as said before, I'm also guessing. Not saying I know a damn thing, because for the most part, I don't know more than a vague idea.

Ribs

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But comrad Splint, comrad Cookie clearly speaks the truth. Comrad Toady obviously only talks about implementing systems that go against our pure communist ideals to throw the capitalist pigs off. He even briefly made an economic system that was suspiciously capitalistic before (obviously, never intending on keeping it) to baffle the bourgeoise scum.

But now everything is perfectly communist and, if Lenin's spirit wills it, will become even more so over time.
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Splint

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But comrad Splint, comrad Cookie clearly speaks the truth. Comrad Toady obviously only talks about implementing systems that go against our pure communist ideals to throw the capitalist pigs off. He even briefly made an economic system that was suspiciously capitalistic before (obviously, never intending on keeping it) to baffle the bourgeoise scum.

But now everything is perfectly communist and, if Lenin's spirit wills it, will become even more so over time.

Making fun of someone over a silly lapse is a good way to make things get ugly too. And when things get ugly, threads get locked.

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Just had to get it out of my system. Apologies, my reasonable comrad. I'll knock it off.
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Ribs

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Making fun of someone over a silly lapse is a good way to make things get ugly too. And when things get ugly, threads get locked.

Not sure if it was a lapse, though. The sheer arrogance of that statement is what set me off. He thinks it's silly that we make conjectures about the direction the game is taking by judging the words of the developers, and yet he does the exact same thing with even less proof.

"The developers simply wanted the game to be communist because that's how the game works right now! (if you willfully ignore the whole nobility thing), and they could have easily implemented a different system before if they wanted it to be something else".

Comrads, I don't even...
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