How does this sound for technology: Technology is something that can only be "discovered" by being
implemented. Depending on how well it is implemented, maybe it becomes part of the world.
Example, and proposed gameplay mechanismTake the
mist generator, a perfect example of dwarven technological innovation. Some dwarf tries to build a metronome, and ends up with a device that can make his dining room the most luxurious place in the empire.
Imagine if a player could build a mister for their dining room, and then get their dwarves to consolidate it into a building. The misting building then becomes a piece of technology that your civilization knows but others don't. It proceeds to spread across the world in the minds of your civs high-level mechanics, being aquired by conquering civs, being traded to other civs, or more often than not just dying out because everyone who knew how to do it died.
But if everything went perfectly, then in a hundred years you might start a fortress in the same world and find that "Mist generator" was on your list of buildings.
Another example:The first clock in the world would be a fortress that used complex waterways to irrigate and drain fields at specified times of year. A dwarf in a strange mood or something studies that massive effort, and replicates it in the form of a building full of glass tubes and levers and reservoirs that acts as a primitive
water clock. Subsequent dwarfs might even refine it into a mechanism to be built at a mechanics shop.
Insanity978, EVOLVING TECHNOLOGYThe biggest challenge, and the backbone of my idea, would be to make technological progress
natural. That is; not along a pre-defined tree. In a perfect game, anything the player does with the physics system (Or for that matter, anything the dwarves do
without player intervention!) should be eligible to become technology. If you use magma to boil steam and channel it under the kings bedroom, and it should evolve into central heating, not because of an entry in the raws labeled "[CENTRALHEATING][PREREQUISITE="BLAHBLAHBLAH"][RESULTS="BLAHBLAHBLAH"][etc.]", but because the AI recognized a complex system and encapsulated the logic.
Because of this mechanic, useless systems would also get preserved as technology. There would be hundreds of buildings and clockwork mechanisms that fail to do anything, either because the system they were created from didn't work, or didn't translate well into other circumstances. Technological developments might get culled over time if dwarves spend too long not getting practical use out of them.
The unpredictable nature would ensure that players could influence technology, while preventing them from racing through pre-determined trees.
Reality checkThis would obviously require a far more complex simulation than DF currently is. The physics system would have to be even more complete, so that the utility of, say, a copper pipe could arise naturally from what it was rather than an entry in a raw saying "[trANSFERHEAT][trANSFERWATER][OTHERSUCHNONSENSE]". Additionally, the ability to recognize general systems and encapsulate their logic is deep into the territory of evolutionary algorithms, strong AI, and who knows what else. Certainly it is beyond present day commercially available technology, but who cares, it's fun to speculate anyway. Armok knows no practical ideas will come out of this thread so we might as well have fun.