Let's try this again.
The basic bed unit should be the cloth
bedding, not the frame of the bed. Beds would consist of 3 parts; the bedding, the mattress and the frame. They would be constructed like wells and traps, allowing you to skip placing a mattress and/or the frame if you so choose. The happy thought from sleeping would be severely affected by the composition of the bed, capping it at a lower level if a piece of the bed is missing. A bedroom can hardly be called royal if you're sleeping on the floor! Additionally, the discomfort of sleeping on a rough surface would be eliminated by the mattress, not the act of sleeping in a bed instead of the ground
- The frame could be constructed of any material, including stone
- The mattress would be filled with straw and feathers.
Water might be an option for leather ones
Engraving should be trained by actually engraving pictures onto things such as stone mugs and of course, walls and floors. Smoothing shouldn't grant XP for it
Clothes should be handled more realistically
- Leather clothes should wear much slower than cloth ones. Slightly worn clothes shouldn't bother dwarves with appropriate personalities
- Anyone assigned to farming should grab a pair of leather boots. Leather gloves should be taken by anyone assigned to hauling and other heavy labor. Foragers, Hunters and Woodcutters would wear hoods, protecting them from the bad thought caused by rain
- Temperature should control the amounts of clothes worn. For instance, cloth gloves and hats would only be worn when it's cold outside
- Shoes should always be made out of leather
- Soldiers should not wear skirts and generally cumbersome clothing. Leather gauntlets need to be added into the game
Decoration should be less generic. Instead of another batch of spikes, a cabinet might instead have troll bone handles, brass hinges and patterns in gold. A crossbow might have an ivory handle, a glass table might have iron legs, a sword might have a ruby as a pommel stone with a leather finish on the grip and a helmet would have patterns in bronze. Hanging rings and spikes just don't cut it
Bolts and arrows would be made out of bronze, wood or reeds and tipped with different materials. Bone and rock tips wouldn't be reusable but metal ones would be. Shafts wouldn't shatter as readily and ranged weapon mechanics would need to be fixed to lower the requirement for ammo to more reasonable levels
- Bows and crossbows should be relegated to wood- and bonecrafting. Bowyer as a separate labor is really frivolous
- Bows should not be usable in melee or merely perform extremely poorly
- Crossbow butts could either be used as flimsy clubs or the launcher fitted with a separate bayonet. Bayonets would use the dagger skill
- A sidearm or a bayonet should be required for proper self-defense in close range. Naturally unnecessary if your troops are screened properly
Weapons in general could use a little work
- Dagger class weapons should deal piercing damage
- Rock swords don't fit the theme of the game seeing as how obscure they are. We should have spears and perhaps axes instead. Such crude weapons should be quite flimsy, making them desperation options instead of something that makes bronze useless
Damage scaling is out of whack. Best way to make lower end weapons a bit more useful would be to add diminishing returns to quality modifiers. Seeing as poor quality items are a sensible and common suggestion, that should be featured as well. "Superior" as a denotation of quality seems really out of place and isn't very descriptive so I'm going to do away with it entirely.
Damage modifiers would be as such:
- Poor x0.7
- -Adequate- x1.0
- +Well-crafted+ x1.4
- *Finely-crafted* x1.6
- ≡Exceptional≡ x1.8
- ☼Masterful☼ x2.0
This way poorly crafted equipment is just that, far below "well-crafted" while the best of the best isn't overwhelmingly superior. Naturally, NPCs equipment needs to be of higher quality lest they be crippled by this. Preferably, generated equipment's quality would be determined by the civilization's level of craftsmanship, not some arbitrary -armor- tag in the raws. It would need to be moddable however and somewhat sustainable despite random factors
While at this point it's difficult to predict the effect of quality modifiers on the new physics based combat, the desired ratio of change in effectiveness per quality level remains the same
Obsidian due to it's nature would scale differently towards the end to facilitate it's natural sharpness. Only very well worked obsidian would be any match for steel. Or bronze for that matter
Work value and speed need to be adjusted
- Cave spider silk should be slightly more valuable than plant based fabrics or wool. A lot more so for phantom spider silk. Risks in silk collection would need to be involved as balance, creating a need for antivenom
- Obsidian should not be ridiculously valuable compared to other stone. It's value should be lowered to 2. Rocks in general should be able to be polished for use as gemstones if the rock is suitable for the purpose
- Labor should be much slower, requiring larger scale production to buy out caravans. Best way to slow it down would be to apply diminishing returns to speed bonuses conferred by skill
- Price multipliers caused by quality levels need to be curbed severely. Material and food costs should be severely inflated. Good worksmanship should be required for importing of materials to be profitable
If Toady insists that
menial labor have skill levels associated with it, they shouldn't be so extensive. Personally I'd just remove skills like milling and growing seeing they have little connection to real life and do nothing but make the work ludicrously quick for no reason. The moniker 'Peasant' is misleading as is. Anyway, working on the assumption that the associated skills are necessary, I'd reduce the amount of ranks for the "lesser" skills
- Dabbling
- Novice
- Adequate
- Competent
- Skilled
- Adept
- Master
Grand Master Millers or worse, Legendary Millers are pretty silly. There's only so much to learn here, most of the time nothing really. The smaller range of skill ranks would be applied for most labors without quality modifiers such as mining, woodcutting, woodburning etc
Also, Masonry would be split into Stoneworking and Masonry to keep building walls separate from building tables. Walls would be split into proper walls and makeshift palisades and the like. Fortified walls would require Architecture to build. Masonry and Architecture skills would come together to determine the HP of the wall