If dwarf produces more than they are worth, not affording them isn't going to be likely.
Still, issue is that lot of jobs are going to be done only at setup, once, etc - you'll end up producing food, booze, trade goods (to pay, at least) and maybe clothes. So, going to pay the rest hauler pay, even if they're idling their days away?
Now, it means that stuff like every citizen getting royal rooms isn't possible...But what about fallbacks?
So what happens to the legendary miner who dug out the fortess on their own, including their royal room?
What happens to the legendary woodcutter who provided the materials for the fortress standing over landscape and wood for the forges beneath?
They can't pay, so...Move out? When they can simply make their own legendary rooms?
Which is why nobles jailed and hammered those, I suppose. Either way, feels like there's some injustice here.
Here is the thing, if we treat the game as we are the company and the only stuff we can actually see is the stuff we own, then this system can work. The legendary housing we give to dwarves isn't just payment for a short period of time, it is like tenure. We are building this nice room for them to show that hey, no matter what, I'm going to put you to use, and if not you have earned this. It is an employee reward. Even if I'm not paying you anymore because you have done your job, this is your house and retirement. If you decide that you want to start over with a new skill because you are getting bored and even though I no longer need a legendary miner, I'll let you start over somewhere else.
If room value exceeds dwarf cost, then no offering to the mountainhome required.
So yes, we have dwarves idling their lives away because we don't need them. They are just like any other retail and manufacturing job if you have ever had one. When the work runs out, you cant just send your employees home they require money and they have entered into a contract with you and you have already paid their salary. So what do you do when your clients have no orders? you clean, you train them on new things, you have meetings and strategize.
So yes, there will be idling, but idling isn't just idling in this game, its baby making, relationship making, pondering, training, etc and this increases the value of the dwarf if you are going to say need that legendary wood cutter, but you are training him up as a stone smoother as well and so now if you want him to do both, you have to pay him for both jobs and each skill rate. otherwise, its just the one skill that is being paid for.
I'm not looking for a super realistic economy, just a simple employer employee economy. I make circuit boards for a living and regardless of whether I am making multimillion dollar panels with multiple thousand dollar boards on them, I get paid the same.
The difference between myself and the dwarves is three-fold.
1. They are salaried and can not be paid as wage labor, which requires a contract of responsibilities and demands from the employee and employer.
2. Their employer compensates them with room and board based on a number of factors.
3. They can not be fired. If the company runs out of one type of work or can't pay the cost of a dwarf's skillset, then they must function without that dwarf's skill.
Hello all, first time posting in the forum but long time forum follower and DF player. Steel Jackal posted it'd be great if someone with a degree in analysing economies was following this post and you could just ask him your questions... Well... I gotta phd in studying economies and such (aka, economics). Ask away!
As a general point, for there to be a realistic like economy, dwarves will need some realistic preferences, or wants. They also will have to value leisure and have a method of deciding if they want to work in order to get 'stuff' or not work and enjoy 'stuff'. There also has to be a more realistic scarcity of goods which would mean a much different method of production. After all, under the present version, one dwarf can easily produce enough food for a hundred and have left overs for trade. All this requires is a 20x20 tile room and time... And last, even if dwarvish thinking and working can be modeled more realistically, there is no guarantee an economy can be successfully built and 'work' consistently or reliably. After all, even in the real world, crazy things happen, like hyperinflation, that would easily ruin a fort in a bizarre way.
I would really love to see a realistic economy, but honestly that is asking a lot of Toady! If he succeeded, hed likely get next years Nobel prize in economics... That said, with player input in defining preferences, scarcity, etc., a simple flexible model could be pretty easily developed that would be a good mimic and fun...
The last bit of that quote is what I am attempting to achieve. A mock economy that is controlled through player input. We set the rules for ourselves, we can tweak them. This game is all about challenging yourself to see how things go any way, right?
The thing is I was trying to figure out was a realistic cost for dwarves. I already know the system I want to use but wanted input on costs. quality jobs require a higher compensation because they have a higher pay output on average.
Should I just average the costs of every item that could be produced by a dwarf with this skill set and allow a dwarf with a medium skill in the profession to ply his trade to see the number of crafts made over the course of a month, multiply that by a fraction for royalties, then multiply that by 12 to get a yearly salary?
one fairly cut gem could be worth 2-60db. The dwarf doesn't care because it is not his property. He was hired to do a job and that was cutting gems. the goods produced doesn't matter to him because there is no way to see what the global economy outside of the embark is. We have to assume that he came to us, plying his trade and that his guild requires proper compensation at a set rate.
So, because the difference in goods produced could be as much as 2-25db for a bloodstone or 60-240db for a green diamond, a scale needs to be put in place for every dwarf. Gems are very valuable, but they are not always abundant, it would be up to the player to decide whether or not they want to wait for their rough gem stocks to fill up before hiring a cutter. Maybe they hire the him as a gem setter instead while he waits for gems to pile up?
The only compensation we can really give them is a room, armor, pets, time to form relationships, or a job they want to learn, or a craft they want to make. If I don't need to sell something to pay for the dwarves, I can either stockpile it or think of it as a bonus for a dwarf I like.
Let's take a carpenter with +5 skills from embark.
Do you expect that carpenter to keep on going when he hits legendary skill level?
Can he afford to "retire" from carpentry after making 30 masterful beds? 50? 100?
If for this example, we use number of masterful beds, will apprentice carpenters only be allowed to make barrels and buckets until a certain level of carpentry?
As for miners, reaching legendary can give them the option to retire to full military training where they can receive better quality weapons / armors as a progression.
Doctors, Mechanics, and others upon reaching legendary can retire to scholarship where they just do not labor except ponder and perhaps write.
The dwarves never retire, but if I don't need them, they get reassigned to a different department. Either that or we can say that once they hit a certain age limit, or a certain amount of time working for us, they are then allowed to do something else. maybe my miner wanted to create a great work of art someday. He's been working with me for 50 years, its time for him to retire. He loves malachite and earrings. I'll let him make malachite earrings until he has, and then once he is legendary there, maybe I'll retrain him, or I'll give him time to find a wife.