Tell it to the whales...
http://www.bbc.com/news/magazine-37025092
This article is less than impressive, as it consists of people asserting a non-problem and then setting out on a long scientific journey to solve the non-problem.
The menopause is a puzzle for biologists. Why would the female of a species cease to reproduce half way through her life, when natural selection favours characteristics that help an individual's genes survive? A study of killer whales - one of only two mammals apart from humans to undergo the menopause - is providing clues.
Well obviously if traits that make no sense based upon the hypothesis that natural selection favors characteristics that help an individual's genes to survive that is probably because the claim
is not true. If we think of things from the POV of an orca pod then things however then the mystery is not why do creatures have menopause but why do so few creatures have it? The key is that the number of baby orcas the orca pod can have is determined by their economic surplus, irrespective of which individual has the babies. In this context economic surplus (or surplus value) means the amount of food and other resources the orca pod can acquire
over the amount that the orcas themselves consume. This creates a hard limit on the amount of babies the orca pod can produce, regardless of how may babies each individual orca female in the pod can physically give birth to.
Now considering that the number of orca babies that the pod can produce is finite then what matters from the point of view of the survival of the orca pod's collective genes is the quality of the baby orcas it produces. The higher quality of the orca babies are born the less of the economic surplus is wasted in orcas dying in infancy and the greater the prospective success of the pod in the future/future orca pods spawned it. Since old age does not spare the reproductive organs it follows that the babies of older orcas in the pod are of lower quality than those of younger orcas, but these still take up economic surplus reducing the number of higher quality babies that can be 'made' using that surplus. To return to topic, this all would have to with something that presently does not exist, which is birth disorders.
I'll go ahead and break my lurking habit to say, GoblinCookie, you sound like a very smart and interesting person based on the posts I've read from you, but I fail to see the point in persistently engaging in lengthy politically loaded discussions with people from the suggestions forums, especially when taking into account the demographics of the bay12 forums (or practically any anglophone 'nerdy' internet community for that matter) and thus knowing their most likely stance on gender issues and/or economics and the consequences (in terms of time spent arguing) of stating at length your own diverging opinions. I see where you're coming and you raise a lot of valid points, but these should have been detailed in the OP rather than thrown in '90s Usenet-style line-by-line type of replies that are excessively unpleasant to follow for anyone except the arguing parties.
So you fail to see the point of me engaging in lengthy political discussions and then you propose that I post politically loaded stuff actually in the OP itself; I fail to see the consistently in the approach here. The politics came up because I was trying to explain why the problem will not automatically be fixed by observing how the game is biased presumably unconsciously against things that are feminine. Of course there are the whole legions of Gamergate and Co. waiting to descend upon anyone that observes such things in games and so we end up with a lengthy utterly fruitless political argument that would simply descend into hate, personal abuse and threats of violence if aforesaid people had not learned by now learned how well-regulated this forum is.
The reason I continue is not because I find engaging with such people to be the most entertaining thing in the world; it is because such people aim to silence opposition and dominate the population through fear. Once dominated opposing voices are silenced on political matters and reduced to lurkers, hence they can now claim to represent the
anglophone 'nerdy' internet community as you put them since everybody has learned to agree with them or keep their mouth shut. Since the devs of any game are going to be looking at what the players are saying, Gamergate can influence the development of video games in the manner that is in accord to their ideals since they have gained control over the "demographic" that buys the games and hence can appear to command the market.
Of course I have played them rather well, they simply ended up bumping my post up the list. I knew this political argument was going to break out but I kept the overt politics out of the OP so that there would be some productive discussion before the inevitable descent into chaos. I think they eventually realized this which is why they have backed off, once they cannot get everyone to flee their efforts have the opposite effect to what is intended, advertising their opponents rather than silencing them.
And frankly, menopause isn't the best angle to tackle the question of gendered development bias because it really is a trivial and unimportant matter. Humans already have a random, fixed lifespan of 60-120 (I believe) and the process of aging is virtually nonexistent, all of which is unrealistic and makes the whole concept of aging quite abstract in game (in other words, it's hard to be shocked by a woman having kids at 100 when you can get beaten down by 115 year old warlords, male or female, with the same vigor as when they were 20 or even 12). Adding an arbitrary reproduction limit for women doesn't really help. Adding a whole specific tag would look artificial especially when considering humans are an exception and menopause isn't really a thing among most animals. Menopause is therefore a non-issue, or at least the context in which it could be inscribed to be raised as an issue doesn't exist yet. It will certainly get addressed when Toady implements age-related issues (Toady reads the first post of every suggestion thread, so if it wasn't on their list it is now) and until now I guess we'll have to stick with the placeholder system. I essentially agree with the rest of what you've said (and should really have been the central point), that is, features related to culturally "feminine" aspects of simulation gaming (childcare, education, romance and so on) have been underdeveloped and like you I believe the game would be enriched if these were to be fleshed out. (There are notable exceptions, such as detailed aspects of pregnancy like miscarriage, or the very detailed personality/emotion system). However, while I'm sure the Adams brothers are planning to expand on them, their answer is likely to be the same as that of nearly all feature suggestions: Sounds Good, No Timeline.
The point of this post was never to correct any abstract bias on the devs part, everyone is biased in one way or another; which is why the suggestion forum needs to exist to first place, I am never going to make a completely unbiased dev in every respect so any such crusade would be in vain. The point of this post was to suggest an improvement to the game and suggest a few more related improvements along the same theme, unconscious bias is my explanation for the lack of those features not something I am on a crusade against. The key distinction here is not triviality/importance but complexity/dev time, I will explain:
A number of old age functions are rather complex to implement while others are far simpler to implement. The comparison between the effects of old age in general and menopause is a false one, the reason is that to model the effects of old age in general is highly complex, requiring a whole raft of allied functions to exist in order for it to work out. Our 115 warlord has to know that he is too old to personally fight in combat but also to fight if he is cornered and has no surviving bodyguards. There are a whole raft of occupations that elderly people will have to retire from, woodcutters and miners for instance. The player will have to be prevented from activating the wrong labours on those characters, or be explicitly told that they are too old to effectively do those tasks, this is basically the long awaiting overhaul/replacement of the labour list.
None of these apply to menopause. Essentially to implement menopause is the same as implementing death from old age, there is a number that defines when a female creature stops reproducing. This is on by default for intelligent creatures, off by default for unintelligent creatures with specific raw tokens that allow intelligent creatures to not have menopause and animals to have it. Unless otherwise specified menopause is set to the youngest possible age to die of old age (so 60 for humans). This means that immortal intelligent creatures like elves do have menopause unless otherwise specified, the game recognizes that they are intelligent and should have it but since there is no date it never actually triggers. Other ideas like childbirth, child care, the effects of old age in general, the effects of pregnancy in general are in no way so simple.
I mean we have already got a mechanism by which certain male animals can lose their 'fertility' and Toady One had to go through the raws for all the creatures in order to manually add a specific token to all the male animals he thought it should apply too; in the case of menopause the whole thing can be implemented without a single token being actually modified in the raw files at all!