It is a problem however that the devs seem set up a course of enforced specialisation, making sites do something specific from the start. What happens if a site which is forcibly specialised is isolated from the wider society? Does it revert back into a generic site along the lines of what we have already in fortress mode? But if does so then why build the game economy around starting scenarios at all, as opposed to having generic sites that later specialise according to their comparative advantages and the wider economic situation?
I'm not aware of any proposed starting scenario that imposes that sort of constraints. Some will have
requirements, sure (such as, "You must tribute 20 bars of copper to us every year"), but that still wouldn't prevent exploring any industries. Now, it's theoretically possible that some day, a dwarven civ could have some cultural or religious prohibitions, such as never cutting gems, or never using birds in any way. But even so, if you should happen to get some really nasty restriction, just change your starting civ, or don't
choose that particular starting scenario.
I never said that the player would set up all the industries
Really? Because it sure sounds like you did.
Naturally, they would develop all critical industries--because if they didn't, the fort obviously wouldn't survive. But that doesn't mean they would have to develop ALL industries: trades . . . frequently get ignored, even in forts with ample opportunity to exploit them.
No, they will naturally develop all the industries because once they have set up all the critical industries there is nothing to do with their surplus value except set up more less critical industries.
And in case you want to claim you were talking about the AI (not a human player), let me remind you that the context was "an isolated fort that makes contact with a civilization". A human can only play as a fort, not a whole civ. And deliberately ignoring certain (permitted) industries is something that only humans do.
Is it not generally the case that later on the game the player has a larger number of industries than they have at the beginning?
Well, it's certainly far more likely than having
fewer industries as the game progresses. But the game still has a few professions that are simply NOT worth setting up, such as Woodcrafting & Waxworking, and others that can be effectively stopped dead in their tracks if your embark site happens to lack access to trees, or water, or sand, or clay. So the number of forts that truly explore
every industry is probably a LOT smaller than you seem to think.
Suppose the resource that one of these isolated communities lacked access to was weapons-grade metals. Are you really suggesting that they would have NO interest in the sharp steel swords and morningstars toted by their new trading partners, they would prefer to develop their own metalworking industry, entirely from scratch?
They will have an interest in the steel swords and the morningstars because they are made of steel. They would be just as happy to receive steel bars.
Ummm . . . I specified that the isolated fort has ZERO familiarity with weapons-grade metals, and therefore zero familiarity with how to work said metals. They don't even have the
concept of a Weaponsmith or Armorsmith. So what precisely are they going to do with a bin full of steel bars?
If they do not have the means to forge steel then steel bars are worthless and the weapons are extremely valuable.
Okay. Good.
Not only are finished goods the most efficient way to turn a good profit through export, but in my opinion they should remain so--as long as they are being sent to a location where there's a worthy market for them.
That is how an industrial economy works, an industrial economy works on the basis that the machinery and infrastructure to make the manufactured goods are scarce and found only in the industrialised core. This however comes about about 400 years after the devs technological end-date of the 1400s.
So, what about all the highly technical and often extremely valuable goods that could be produced only by very skilled (and even more rare) artisans, several hundreds of years
before the Industrial Revolution, or even the Renaissance? Are you suggesting that the average village had, among its common citizens, people who could produce gold necklaces, or illuminated books, or astrolabes, or mirrors, or perfume, or clocks, or ether, or tapestries? No. These people could be found
only where the education was (guild houses, academies, large temples, noble houses), or where the money was (cities, large temples, noble houses). In other words, almost always in the cities.
I am not contradicting myself.
Making a mistake is not a character flaw. Refusing to
admit the mistake is.
What You Said First:
. . . finished goods are actually worth no more than their materials. If you want wood, you will accept a number of wooden chairs but you actually value them as equal to the wood they are made of . . .
Meaning:
Iteb Olonrakust, broker: "Hey, we're gonna be making some wooden tables. You got any wooden logs to trade?"
Datan Oddomilral, merchant: "Nah, we're fresh out of logs. We've got some wooden chairs, though, could you make tables out of those?"
Iteb Olonrakust: "Sure, those'll work!"
. . . which is why *I* said "No way is that true, the only exception is metal."
What You Said Next:
. . . raw materials are more valuable than the finished goods, if you want a chair you would accept either a chair or a suitable log to make a chair as being of essentially equal value, but if you don't want a chair but a table you would rather have the log than a chair.
Meaning:
Iteb Olonrakust, broker: "Hey, we're gonna be making some wooden tables. You got any wooden logs to trade?"
Datan Oddomilral, merchant: "Nah, we're fresh out of logs. We've got some wooden chairs, though, could you make tables out of those?"
Iteb Olonrakust:
"Bro, do you even
Carpent?!"
. . . which is why I said your second quote was far more correct than the first.
As I said, if we carefully consider what the actual value of the items is to the player, then the player would rather see raw materials in the caravan than finished goods.
Agreed, in almost all cases. Although I suspect I'm not alone in having a few items that I'd rather just buy, rather than jump through all the hoops to make myself: If I buy flour & sugar, I can skip all the Farming steps
and the Textile steps with one transaction. Also, if DF's skill curves weren't so unrealistically easy to ascend, forts would spend a lot more time in "apprentice mode," and thus have a much longer window in which it's more practical to buy finished goods.
In medieval society the peasants did not simply grow vegetables and export them to the local town, they also manufactured a lot of goods themselves. The fact however that not all the peasants could do this to the standard that say professional craftsmen in a town could means that we end up with a localised trade in manufactured goods that eventually allows industrialisation to happen.
True--peasants commonly had a side trade (usually practiced in the off-seasons when there was less farm work to be done) that had nothing (directly) to do with food: Cloth, furniture, simple tools, wagons, rope, pots, candles, a few toys, barrels, some leather goods, etc. The typical rural village might have a specialist or two--usually a tailor, blacksmith (who arguably might be better described as a tinker or farrier), or someone trying their best to be a doctor. But most of this work went either to produce goods only used locally (because they were below the standard of the city-made trade goods), or to produce/repair on a
replacement basis only, meaning the net change in items was zero.
The reason this happens is that medieval feudal peasants are economically not, like with the hillocks a unified group of 50-100 people. If you have a group that big, it is quite easy for the group to acquire the tools and a craftsman to produce all the limited number of manufactured goods the group needs.
Yes--things
needed by
the group. Not luxury goods desired by people
outside the group. Not bejeweled crowns. Not richly dyed & embroidered silks. Not impeccably detailed statuary. Not perfectly arranged parquetry. Not masterfully-balanced steel swords. Not rich & resonant musical instruments. The village I described directly above could produce pretty much all of the items that its citizens
needed. If, by some chance, a peasant village
did happen to produce an artisan who could make quality luxury goods, that artisan would quickly move to a city, because
that's where he could maximize the profit from his labors. The only major exception would be if the village had a good-sized industry nearby: If it were located near a copper mine, it might have a thriving metalworking industry. A marble quarry would nurture a mason's guild, or some talented sculptors. A forest near the shore might lead to a lot of skilled shipwrights. Etc. But it would have to be one amazing village that had ALL of these resources, and in fact that village would quickly become a city.
When you say "random group of people", what precisely do you mean? Do you mean 50 names plucked at random from the unit list of a maxed-out and fully diverse fort?
Yes, I mean a regular population arriving from various sources.
Oh, god. You accuse me of not understanding pre-industrial peasantry, and yet you seem to base your resettlement ideas on DF's migrant waves. If only this forum had a facepalm emoji.
Okay. If they're anything like rural humans, (most of) the dwarves in the hillocks only have farming skills not "for no apparent reason", but for 4 rather good reasons:
1. Their farming skills enable them to have a decent enough life where they are--relocation is not justified,
2. Their primary skills--farming would be next to useless in a city, and
3. Their secondary skills--various flavors of crafting and its preliminary steps--would not enable them to find a better life in the city.
4. Those dwarves whose non-agricultural skills WERE good enough had a strong motivation to move away.
It may very likely be that Toady is currently using "a specific mechanic that forces them never to do anything else" in order to duplicate the results produced by these 4 well-known and well-documented behaviors, but if so, that kind of placeholder is anything BUT egregious in the world of DF.
I ignored it partly because it didn't interest me. Until & unless Toady makes a firm decision that outwardly affects the game, your dwarves will live in the kind of society that you want, while my dwarves will live in the kind of society that I want.
You are actually not interested in about the only question there really is.
The only question that there really is has already been identified as "What do you get when you multiply six by nine?" and not some obscure consideration of medieval societies. Hey. Wait a minute. Has this entire wandering tangent been an offshoot of your inexplicable "A clan
is a system of government" soapbox from a few months ago? That's it, I'm not listening to one more thing you say about cultural organization--your credibility on
that score is long gone, as far as I'm concerned.