Not all human actions and institutions are made for the sake of "efficiency", because humans aren't worker ants. They are adding the institution of Temples in the game. Do they make sense? I mean, current dwarven society seems to work fine without those. Some of the concepts start making sense if more problems are added into the game. The addition of temples wouldn't make sense unless you also make dwarves want them.
Temples are not productive institutions, they are a form of value; an end not a means. The question of efficiency in that context is rather then like asking whether dwarf society would be more efficient if the dwarves stopped wearing clothes.
What we talking about is the question of how the temples get built and as far as I can tell between the present setup and a hypothetical individualistic economy based upon private property, the former builds more temples than the latter. This is why I ask the question of why would anybody ever introduce the latter kind of economy?
None of these things are necessary. Currently, fathers have zero influence in the raising of their children, and mothers feel only the need to carry the baby around for one year before they virtually abandon them. It makes you think: what is the point of fathers at all? If they are so collective, maybe they should never marry and just have children like spores, and leave the babies in "baby farms" (a concept you apparently approve).
Now the reason that I can safetely say that is not the direction of how the game will approach raising of children and sexual/parental relationships in the future is because 'that' is completely alien behavior in most (if any) known human societies.
If children talk with either parents they get happy thoughts for doing so. The full extent of family relationships is presently abstracted away, much like pretty much the whole game world; either for reasons of dev time or memory.
If a civilization has
[FAMILY:-50] I could percieve them basically dumping their children on the baby farm as soon as they are born; where they would then be adopted by primary caregivers pretty much as pets are adopted. If a civilization has
[ROMANCE:-50] as well I could envison them concieving babies with random strangers as ordered by the manager, considering this just another king of 'work'.
Why would the state allow such ridiculous beliefs? Dwarf fortress has no interest in dwarves having these beliefs, because it doesn't help the collective. Selfish dwarves practicing religious ideas should be arrested and given suitable, nasty punishments for oding so.[/sarcasm]
My point is, some institutions are in the game not becaus they are "mechanically optimal", but because we as humans can relate to them
If the ridiculous beliefs teach the dwarves to labour for the site they live in, then the state will likely crack down on people who consider those beliefs ridiculous.
Can you honestly say this justify the existence of a royal dynasty? It's like saying that it would make sense for a president in a modern democracy to only train his or her children in the art of presidency. This is simply no analogous to human hisory.
We are not talking about a modern democracy where the qualifications for leadership frequently often seem to be being
"the best liar". Hereditery leadership is quite the norm throughout human history and I have given you a reason why it might be adopted. It does not however mean that Dwarf Kings are identical in role to the kings of Real-Life Civ X however.
If we have to have monarchy schools everywhere in order to get a skilled king then the majority of the graduates would be better off learning how to do something useful since there can be only one King.
And again, these positions are dynastical why? What's the point in making a different class of people with different privileges if you consider higher nobles to be simple "governemnt bureaucrats"?
The only privilages they presently seem to enjoy is nicer rooms. As the rooms get handed out to individuals by the beurocrats, it "makes sense" that they end up with the nicest rooms; not in the sense that it makes sense for the fortress as a whole but for those doing the appointing
.
The dynastic bit is pretty easy to work out too. The barons as implied in the baron-appointement window are supposed to be the middle link in the chain between the King/Central Gov and the Mayor/Site. The site sends a candidate off to the king who then officially appoints the baron.
If they are appointed by the king then things are weighted towards the king and things become too centralised. If they are appointed by the site in some manner, either directly elected or appointed by the Mayor then things get too de-centralised. If we have the barons however train their children to become barons after them, much as with the kings then the barons are not longer beholden to either side of the coin so we end up with a golden mean of sorts between centralisation and de-centralisation.
Do you seriously think there would be no reason to build a fortress in a place whithout enough resources to sustain itself? You could build your immediate fortress in a place where there is very little in terms of food, bacause it's a great defensive/strategic location. The villages that produce food could be a few miles from the site to support a larger fortress population. If you are successful in taxing hose people, you could sustain a fortress that is mostly composed of dwarves that don't "produce" much of anything, and is basically populated of soldiers or nobles.
While "normal fortresses" are intended to be frontier settlements or outposts, there's nothing that prevents them from being more military minded if you can organize them sucesfully to be that way. They could also be like small towns with little to no defenses if you wanted them to.
Also, friendly reminder that the term "surplus value" is a central Marxist concept and very unique to marx's view on economy. If you don't want an ideological debate, I'd advise you to be a little more conservatve about throwing those terms around. Doing so makes it hard for people to argue against your points without trying to debunk several aspects of marxist economical theory, and these arguments proved themselves to be unproductive.
No, surplus value is a basic economic term that means something specific that has nothing to do with Marxism beyond the fact that it makes use of it. It means the amount of wealth produced by a worker in excess of the amount that the worker consumes. If in DF terms we have a fishermen that produces 20 fishes but eats 10 of them, that means we have a surplus value of 10 fishes which allows the fisherman to feed his children. It is impossible for a society to survive without surplus value, because children obviously are not born able to produce more food than they eat. See, no Marxism; just the undeniable reality that workers must in every society produce more wealth than they consume.
If the regular fortress/hillocks/mountain halls is the fishermen, then militery outpost/palace/temple/prison fortresses are the equivilent of the fisherman's children; with the unfortunate difference being that they never 'grow up'. What happens if the fisherman stops feeding his eternal children, the children either 'grow up' or they starve. To return to the question of how the DF History messes up the normal historical development then the difference is that dwarf society starts off with a fortress that then creates new dwarf sites; a pattern repeated every time the civilization colonises a new area. This means that the fisherman writes the rules and his children do not.
To contrast with history: the fishermen in history would be a bunch of scattered about peasants with no effective government. The goverment on the hand is very much a fisherman's child, which means that the result is that the government makes the rules to make sure that at all costs ensure that the peasants do not form their own government, because their very survival depends upon it. I shall leave it there before I slip into 'Marxism'.
They were not necessarily to protect workers agaisnt the state, but to protect workers agaist other workers. That's why I (and many historians) compared them to cartels. Becaue when a bunch of businesses band together, that's pretty much what you get: a cartel.
Workers that are free to join the guild provided they meet the qualifications. By allowing qualified workers to not join the guild, the guild reduces it's bargaining power against the State because they can no longer command the whole labour power of their craft. You also have to remember that the guild members are not acting as single company but a whole load of independant self-employed producers and for that reason are still competing against eachother whether they are all guild members or not.
No, there were castles in the Alps covering southern germany with villages and farmland wherever the earth was fertile. It's not hard to compare the two
If you know nothing about the economics of surplus value it is easy to compare the two.
Not necessarily. There could be a large, central workshop for public or guild use that could support several dwarves working there at the same time, possibly for their own individual projects.
We are back to collective ownership of the means of production then are we not? Karl Marx would be proud of your suggestion Ribs
.
First of all, when you say "efficient", you mean that in very relative terms. It's very hard to say that a "realistic" individualist system (that probably wouldn't even be possible to program in DF) wouldn't be more efficient. If dwarves were intelligent enough to pruduce things regardless of your orders and according to their own necessities, maybe they would do a better job than you ever could. But that's not how the game will ever work, so there's no point discussing it.
Also, you know that VPL has it's days numbered. So what people have been telling you all along is that there is no use in being so attatched to that system when it's not going to be as influencial in the future.
I know that and I will be happy to see VPL go; since it is an interface nightmare (would prefer a system of custom classes). However I know that Toady One has recently put a lot of work into developing the whole labour system on that basis, I am pretty much sure that whatever system replacing it will be to use an analogy, a graft. The basic code will inevitably be the same underneath but the interface on top of it will be different and definately customisable to different dwarves.
Yes individual dwarves would be more efficiant at meeting their own needs than the player would be. That is however exactly what we do not logically want, we want the dwarves to meet not only their own needs but everybody else in the fortress's needs as well. Maximum efficiency means everybody getting all the stuff they need, not merely a few top workers with the required skills to make everything they need.
You're bieng very simplistic in your view of "cooperation". A cooperative dwarf wouldn't blindly follow orders that go against every other value that he has. If the dwarf highly respects commerce, and you set up a fortress with laws that severely cripples commerce, then cooperating with said fortress' official's orders would be a conflict of interests to said dwarf.
Also, you imply that a dwarf that believes in private propery wouldn't believe in cooperation. Why wouldn't they? If you believe in private property, you would do poorly in team sports? If you're going to make it a tag you may as well name it COLECTIVISM.
Toady One set up the values to be as they are not I, if I made the game I would have used explicitly ideological values along the lines of your proposed
[COLLECTIVISM] value because I would have intended to one day make us of them in an explicitly political sense.
Values are not supposed to be necceserily how the dwarves behave personally, they are what the dwarf believes in. A dwarf that would in my system believe in private property but still is good at team sports is an example of the combination of a low
[COOPERATION] value with a low
[DISCORD] personality. They do not believe in everybody simply working together as one unit under the site manager, but they still by nature find it easy to work together harmoniously with others all the same.
The scenario you mention is the reason that some people
"view cooperation as a low ideal not worthy of any respect" .
[COOPERATION] is about putting aside your personal goals in order to work together as part of a larger whole, a being with
[COOPERATION:50] does not allow his gripes about the commercial policy of the fortress to stop him working together as part of the fortress. If he did then he would be
[COOPERATION:0] instead, because his cooperation with the fortress is conditional rather than unconditional. This does not mean that he starts liking the fortress commercial policy, but that he does not let it get in the way of his cooperating.
I am here talking about one single form of property, that is ownership of capital. There should be multiple independant types of property and different levels of privatisation of each form of property, the tricky thing is ensuring that they can exist independantly. A list of the various types of property I can think of a civilization introducing and the value that promotes them, either in high levels (+) or at low levels (-).
Noble Property:
[POWER+]: To what extent do legitimate position holders have a right to continue to occupy their office.
Family Property:
[FAMILY+]: To what extent and degree of closeness do family members get to make use of what their relatives have.
Sentimental Property:
[TRADITION+]: To what extent do objects that it is agreed are of special personal importance to them.
Intellectual Property:
[ARTWORK+]: To what extent do authors of intellectual or artistic works have rights over the ideas or forms they have created (not the physical objects).
Capital Property:
[COOPERATION-]: To what extent are workshops and tools owned by private individuals. (what we were talking about)
Labour Property:
[INDEPENDANCE+]: To what extent do workers have rights over what they personally produce.
Residential Property:
[COMPETITION+]: To what extent do people have rights over the rooms or other spaces they occupy.
Emigrant Property:
[SACRIFICE+]: To what extent do people have the right to take things with them when they emigrate.
Government Property:
[HARD_WORK-]: To what extent are non-assigned goods owned by the site restricted from public use by it's own members.
Outsider Property:
[COMMERCE-]: To what extent are fortress goods made available for free/subsidised for use by visiting outsiders.
Militery Property:
[MARTIAL_PROWESS+]: To what extent do items from defeated enemies belong to the slayer.
Foreign Property:
[PEACE+]: To what extent and to what length of time do items lost by foreign sites, individuals or civilizations continue to belong to them.
Body Property:
[HARMONY+]: To what extent does the individual have rights over their own physical body.
Personal Property:
[TRANQUILITY+]: To what extent does the individuals personal items belong to them.