Merchants are the most heavily armed deadly dorfs you'll ever meet most of the time.
Merchants'
bodyguards are among the most deadly dwarves, because they are active militia. The merchants
themselves are not, because they are civilians. Which is the "problem" I addressed in the OP; combat readiness/willingness is currently an On/Off switch, when it should ideally be more like a dimmer knob.
The OPs ideas are really need to wait until we have a surrender mechanic.
Err, no. While I agree that surrendering (on a more individual level than the fortress-wide "Succumb to the Invasion" option available in the Fort-mode Menu during a siege) would be a very flavorful option to
have, it's hardly a necessity, or indeed even as desirable as giving one's dwarves the ability to protect themselves with things that they really
should be wearing/carrying in the first place. To be sure, dwarves fleeing from, and even surrendering to, enemies is a very realistic possibility--ONE possibility, among many--and it should be chosen only by the more cowardly or pacifist dwarves, who have led more sedate lives, and who have very little in the way of military training or equipment.
Every other dwarf, however, should be mentally ready--and indeed
willing--to fight to the death, their only concerns should be about whether or not there's a reasonable chance of survival, and if they'll be able to buy others time to escape. In my opinion,
that scenario paints a
far more "dwarven" picture than that of half your fort immediately throwing down their tools so they can be led off to slavery.
I don't see any reason why we shouldn't be able to create uniforms for civilians too and assign workers different uniforms based on their job. There are so many potential uses for this beyond simply making everyone a soldier by default. . . . A uniform system does not need to involve armour at all, it could literally be a uniform.
Precisely, there's a TON of possible scope in this. Once trade guilds get fleshed out, they could submit petitions for the overseer to provide them with things like protective leather aprons & safety glasses. Large & important families could distinguish themselves by instigating
livery, in which members of their household wear (reasonably) standardized garments, dyed in particular colors and/or decorated with specific images. The faithful of different gods could do it too. Etc.
The mechanic that one kind of uniform (
e.g., Hunter) will "conflict" with another kind (Marksdwarf) may have been an easy/logical choice in DF's
early stages of development, but it bars the way to just
so much potential richness of flavor & realism that I for one say it really needs to go.
You aren't really important enough in the game to decide the fashion preferences of an entire civilisation on a whim.
Why not? You certainly already decide damn near everything else. Where people eat / sleep / work / worship, the defensive layout of your settlement, the allocation of workers & resources to the various industries. The location, direction, & scale of the fort's agriculture. Its trade & military relations with its various neighbors. The kind of medical care your citizens receive. You can plunge your whole civilization into WAR if you choose to, you can theoretically even burn down your entire CONTINENT. Considering that you control whether or not your dwarves have clothes to wear
at all, choosing
what they will wear seems a trifling detail by comparison.
This should take in to account encumbrance i.e. wearing armor or carrying weapons should reduce a person capacity to effectively preform other tasks.
Especially hot environments with dwarves overheating in their wool mittens, cloaks and hoods might not be appropriate if that contributive factor to adding heat was implemented . . .
Indeed. This whole thread would not be a balanced suggestion if giving one's civilians arms & armor did not carry its own appropriate drawbacks. Which is why I've already mentioned things like gauntlets hampering fine motor skills, & others have raised the possibility of tavern brawls escalating into lethal knife fights, etc. Armor's effects on various aspects of civilian life (encumbrance, comfort, agility, temperature, fatigue, ability to swim/climb, etc.) should all be considered, both by Toady himself and by each individual player. Now, a given player might indeed weigh the advantages & disadvantages of an armed citizenry, and choose not to avail himself of that option . . . I'm just saying that armed & armored civilians is an option that each player certainly
should have.