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Author Topic: Eugenics, Attributes and other things related to Urist McMengele!  (Read 2250 times)

SchmittLenin

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Hello there people! I'm here to ask a few questions about the effect of genetics and physical traits on dwarfs and other creatures, and, obviously, test a few theories !!FOR SCIENCE!!, should the answers to these questions be unavailable for now :

1. Are physical attributes inheritable? i.e. Will the child of two very strong dwarf have a better chance of being very strong himself

2. Do physical attributes affect skill and actions? i.e. Will a very strong dwarf actually hit harder than a weak one, knowing that the two are in the exact same condition

3. What are the chances of genetic traits passing from the parents to the child? i.e. What are the chances of two blue-eyed parents having a blue-eyed child

4. What are the optimal genetic traits for livestock and other animals, should I decide to start a selective-breeding program? i.e. Which traits makes a cow give me more meat when I butcher it

5. Do attributes augment through training? i.e. Will a dwarf constantly hauling huge boulders become stronger over-time, or are attributes locked

6. How to make two dwarf love each other so that selective breeding becomes possible?

7. Can genetic affect "mental" skills (Such as persuasion, doctoring, intimidation...)?

This is it. Thanks in advance!
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Blue_Dwarf

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Re: Eugenics, Attributes and other things related to Urist McMengele!
« Reply #1 on: February 23, 2016, 05:30:20 pm »

2. Do physical attributes affect skill and actions? i.e. Will a very strong dwarf actually hit harder than a weak one, knowing that the two are in the exact same condition

Yep. Same with crafting, a more creative dwarf will make a bit better items.

5. Do attributes augment through training? i.e. Will a dwarf constantly hauling huge boulders become stronger over-time, or are attributes locked

Yes, but not from hauling.

Pump Operation used to be what we assigned military dwarves to do to increase strength, toughness and endurance. I read somewhere that it got nerfed, but haven't had the chance to test it.

Carpentry increases several attributes by 2-6 points for roughly every 100 items made (strength, agility, creativity, kinesthetic sense, spatial sense).
« Last Edit: February 24, 2016, 12:57:08 am by Blue_Dwarf »
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Crafting Statistics 42.06Farming Statistics

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dwarf_reform

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Re: Eugenics, Attributes and other things related to Urist McMengele!
« Reply #2 on: February 23, 2016, 09:32:35 pm »

Minor contribution, but I had my starting dwarves (all!) hauling stone and noticed one was moving at nearly 2x the speed of the others.. and on examination that single dwarf was the most muscular one of the seven :) Pretty powerful difference!
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Diamond

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Re: Eugenics, Attributes and other things related to Urist McMengele!
« Reply #3 on: February 24, 2016, 03:53:45 am »

1. Yes, at least to some extend - base ones are, acquired are not. More noticeable with animals.
2. Yes, every skill is affected by physical and metal attributes.
3. No idea, the previous thread about eugenics resulted in a shitstorm. There were posts about successful breeding of white skinned dwarves, though, considering how most of them are dark skinned.
4. "Gigantic" seems to increase meat yields, fatness increases, well, fat.
5. They are increased with job skills. Hauling stones won't give anything, working in a workshop will.
6. "Pre-honeymoon suites", search the forum. Also here.
7. That is for you to find out. But I doubt it.
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slashnul

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Re: Eugenics, Attributes and other things related to Urist McMengele!
« Reply #4 on: February 24, 2016, 10:11:59 am »

Incest causes sterility.
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PatrikLundell

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Re: Eugenics, Attributes and other things related to Urist McMengele!
« Reply #5 on: February 24, 2016, 12:04:10 pm »

As far as I understand siblings cannot marry.

Also, my attempt to use shared suites to get dorfs to get to know each other failed miserably, and might in fact be completely useless currently. As far as I understand, dorfs have to climb the relation ladder to reach Friend through the socialize activity, which is performed only in meeting areas. Once they're friends they may continue on (through further socializing) to become lovers, and it seems there's currently a much shorter hop from lover to married than previously (provided both parties are willing to marry).

My attempt to get dorfs to hook up used overlapping bedrooms, but as I'd provided them with cabinets, the started to do an eternal "store owned item" drop on cabinet (probably because the other dorf's stuff was in there), walk away 10 tiles, return pick up, walk away 10 tiles, return, drop on cabinet...
If a suite would work in 0.42.X you'd probably have to burrow the dorfs inside the suite with beds, food, drink, and a meeting area - probably a general deity temple, that somehow excludes others (e.g. sealed with food/drink delivery via mine cart or drop through a hatch).

Edit: I think some of the info on the relation page is a bit outdated. My attempt to repopulate the world with dwarves indicated dwarves have to be idle beside (or on top of) each other for several ticks to get the female pregnant (and they can be very stubborn in avoiding their duties to dwarvenkind), so it's not automatic (I'd guess that disappeared when impregnation via spores disappeared for animals).
« Last Edit: February 24, 2016, 12:13:32 pm by PatrikLundell »
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Sanctume

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Re: Eugenics, Attributes and other things related to Urist McMengele!
« Reply #6 on: February 24, 2016, 12:39:14 pm »

From what I recall in increasing marriage, beard touching is required to promote baby making. 

a dinning room set up such as is better this way:
TCCT
TCCT

as opposed to
CTTC
CTTC

because the Chairs are withing beard touching range, which increases the likelyhood of social interactions. 

Now as for pre-marriage suites and the issue with shared cabinets.   One way to ensure private storage is the use of toggling internal doors that have the private cabinets. 

Definitely idle time will promote more social interactions.  But with the latest tavern / library / temple, these social interactions "adjacent" to each other will most likely result in less opportunity. 

Perhaps retiring locations for tavern / library / temple every winter, and clearing jobs every winter can make socializing in close proximity happen more via the old dinning hall setup.

SchmittLenin

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Re: Eugenics, Attributes and other things related to Urist McMengele!
« Reply #7 on: February 24, 2016, 04:44:21 pm »

Wait, did I talk about incest somewhere?

By the way, let's say that I assign two friends to a meeting area and make sure they have a lots of free time and can only ever see each other : Will they become lover?
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slashnul

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Re: Eugenics, Attributes and other things related to Urist McMengele!
« Reply #8 on: February 24, 2016, 11:03:11 pm »

In your first post when I read "other creatures" I remembered a breeding project that quickly turned ugly.  I was breeding pigs for fat and muscle and soon had a gargantuan collection of incestuous asexual sows and boars.  I tried to isolate them according to family tree by inspecting their traits... eye color, hair color, etc, but wasn't very successful in restoring the herd back to healthy levels.
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slashnul

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Re: Eugenics, Attributes and other things related to Urist McMengele!
« Reply #9 on: February 24, 2016, 11:12:20 pm »

And as for dwarves, I think the best method I have for getting the stats and traits you want is just having an eye for detail.  Valuing dwarves for their maximum attainable attributes, as opposed to current attributes, will let you quickly and reliably create an army of X.
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PatrikLundell

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Re: Eugenics, Attributes and other things related to Urist McMengele!
« Reply #10 on: February 25, 2016, 03:24:19 am »

@Sanctume: I think your proposed scheme is outdated with the needs introduction. It seems social relations are promoted only by socializing now, which means eating beside each other (or sleeping in beds beside each other) does nothing. Note that I have no definite proof of this.

Anyway, I've just started an experiment where I've burrowed two newly matured dorfs (locally born to different parents) in a suite with overlapping bedrooms, a temple in the bedroom, and booze and food stockpiles outside inside a tavern. The tavern outer door is locked, so only the two candidates can use the tavern. The inner door can be locked so I can allow the stores to be restocked without externals abusing the temple. I did modify one of the two candidates to be prepared to marry (was only open for lover relations). One of them have a friendly relation with the other, but there's no relation in the other direction.

Edit: A temple in the burrow is a terrible idea. The buggers spent half a year praying, with (almost) no socializing. Removing the temple got them socializing and into the lover state in a few months. Just before that I cut the tavern size to 2*2 (from 5*5) to get them into proximity. A few months more and they're still in the lover state. Note that it's a sample size of 1, so it's definitely no proof.
« Last Edit: February 25, 2016, 10:21:49 am by PatrikLundell »
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SchmittLenin

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Re: Eugenics, Attributes and other things related to Urist McMengele!
« Reply #11 on: February 25, 2016, 05:49:21 am »

And as for dwarves, I think the best method I have for getting the stats and traits you want is just having an eye for detail.  Valuing dwarves for their maximum attainable attributes, as opposed to current attributes, will let you quickly and reliably create an army of X.
Where can I see said maximum attainable attribute?
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slashnul

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Re: Eugenics, Attributes and other things related to Urist McMengele!
« Reply #12 on: February 25, 2016, 10:20:51 am »

In Dwarf Therapist right click the top of any attribute column and choose maximum attribute.  Migrants with low attributes but high maximums could've just been underutilized before they got to you.
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cochramd

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Re: Eugenics, Attributes and other things related to Urist McMengele!
« Reply #13 on: February 25, 2016, 10:29:53 am »

I tried to breed Jabberers and cave crocodiles for muscularity and hugeness back in 40.24, but it never seemed to work out. I could have nothing but gigantic, extremely muscular parents and I'd still get weak, fat hatchlings. What was the deal with that, and is it fixed now?
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Sanctume

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Re: Eugenics, Attributes and other things related to Urist McMengele!
« Reply #14 on: February 25, 2016, 10:32:56 am »

@PatrikLundell Possible that the proximity of chairs is less effective with the "needs" feature.  My old test fort on this venture was to give the founders +2 conversation and +2 flattery skills, but that fort didn't get anywhere. 

My latest fort may be worth observing.  Had 4 males, 3 females, all hetero.  I embark with 400 drinks, and 100 meat/veggies. So my main focus was to build a 7x7 above ground  over the wagon to which I made it into a dorm and a dinning room with TCCT table chair setup. 

One couple turned Lovers when I checked relationship 24 Felsite (late spring).  Unsure what to do, I gave them 1 bed with 1 empty tile between, so their bedrooms are defined in a 3x3 area with the beds not touching :
Code: [Select]
.....
.B.B.
.....

I did not note their ages (yet).  Anyone know what is the maximum age difference between married couples?
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