I never did get around to making that post with my more detailed ideas, did I? Oh, well, Toady probably already thought of them anyway. Still...
Individuals bringing fellow guild members into interpersonal disputes is already on the to-do list, so how about guild masters developing a grudge against the mayor/baron or other guild masters?
Guild masters should also be able to demand either extra apprentices or fewer jobs assigned if their members are being constantly overworked, which could be one source of ill-feeling between guild masters; say if the Guild of Blacksmiths are up in arms because they haven't got enough metal to do their jobs, but the Guild of Miners is threatening to come out because they've got too many digging jobs and not enough hands.
Ill-feeling against a particular noble should lead to guild masters sending members to trash that noble's assigned rooms, or another guildhall, and then messages like "A -steel battle axe- is missing from the armoury!" and eventually mass rioting that looks a bit like a co-op tantrum spiral if the player doesn't stop things getting out of hand. (And not with judicious Unfortunate Accidents either; I heard a rumour that Toady One is planning to make nobles capable of spotting and avoiding them in future versions!)
I also think the method of assigning labour should also change somewhat after guilds come back in. Dwarves with a pre-existing level of skill should automatically join the appropriate guild, but peasants should be assigned to a guild (or the Fortress/Royal Guard) manually before you could select their individual labours within that guild's sphere of responsibility only. I wouldn't be against those being assigned automatically according to whatever you had most jobs in the queue for, but changeable manually at the cost of a small unhappy thought to the guild master about 'interference from on-high'.
Lastly, the old list of guilds is probably going to change. The way the militia currently works makes guilds of particular weapon-users redundant unless dwarves can become members of more than one guild (and I think it was a silly idea in the first place, but that's just my opinion), and the various religious groups will almost certainly supplant House Rash until and unless more complicated post-mortem rituals like embalming come about. I'd also support splitting civilian and military metalworking, and aligning bowyers with the latter, but there are going to be so many different perspectives on which labour belongs to which guild that it's probably best to make groupings customisable in entity_default if it's not going to be up to the RNG.
Yor suggestion is by far the one most similar to mine. =)
About part with guild members being in different guilds - i think it is neccesary, especially in early to mid stages of game, where we do have all kinds of skilled dwarves, but their job load is erratic - woodcutters being fisherdwarfs, when no wood to cut or miners being mechanics when there is nothing to mine. it can be done with "part time working".
Dwarf is always belong to one of the guilds, but can "part time work", when his guild does not have job for him. profits from working(stone from digging, fish from fishing) comes from hiring guild (player pays to guild - guild pay to guildsdwarf OR to an other guild, hiring part-timer, when dwarwen economics starts and dwarfs is paying taxes ro a player).
but i think, that Toady wont implement such a model - we`re playing good(Muahahaha) taxes-gathering(WTF??) dwarven god, who`s telling what dwarves should do, not the goverment of the fortress.
so, when miners dig - they basically making that "because they think that digging here is a good idea". If economy is on - they get money for it. and there are some works, without
any profit to economy - building fortification, walls, digging moats and so on and we still need to pay for it for economy to work properly.
what if we have a sige apon us, and fortification wall have a 1-tile breach. we order masons to build the bloody wall, but our balance is 0 dwarvenbucks and masons simply says "sorry man, but no money - no walling". goblins enter the fortress through the breach and kill all of the dwarves.
i think, that money should kick in only in giuld-to-guild, guild-to-dwarf and dwarf-to-dwarf interactions. who are we playing? god or accountant?
Communistic God of Dwarves says build the wall! And dwarfs WILL build the wall! Unless they want to recieve blessing of Red magma!
But if we
ARE godly accountant and need to pay for each ordered job, that is not profitable by itself, then we need a HUGE amount of money and stable income.
in real world, steady income is based on huge population - 300 taxpayes cannot give us much taxes... especially with dwarven tax-gathering speed...
well, in this situation, the comminism community is much more better siuted. If dwarf works as much as he can without strain to an organism - then dwarf can take whatever he wants.