I'm working on a universal item value decrease mod. The goal, is to reduce the value a fortress can possibly produce and how fast they do so. As it currently stands, a fortress as it starts can produce thousands of dwarf bucks in less than a season. It takes hardly any time to reach the economy trigger with almost any fortress if the player is playing with an expansive economy. Stone crafts are often worth absurd quantities for the number which people make and the multipliers which go into them -- one can run just a single craftsdwarf and buyout an entire caravan with a load of crafts.
While this mod probably won't solve all the problems, and does mean that you will start with far more resources when embarking, it should make getting large waves of immigrants much more difficult, and hopefully, make actually getting nobles and the economy something to strive for.
Currently I'm working on rewriting all of the raws for reduced value by 1/3rd for stone and ores, 1/5th for animals/animalproducts, and 1/3rd for plants/plantproducts. Glass I think will also get a 1/2 value reduction. . .
I do need suggestions though, because I'm not sure if this mod will be effective nor do I know if it will be a good idea.
So, before I finish with all of these RAWS and can start test-playing it. I'd like to see if anyone has any initial suggestions to change.
EDIT: Uploaded to DFFD
http://dffd.wimbli.com/file.php?id=1546Alright, I've sucessfully changed most or all of the RAWs I initially plan on changing.
The change list is as follows:
1 and 2 modvalue animals are now [modvalue:0]
modvalue:3 has become modvalue:1
modvalue:4 and modvalue:5 have both become modvalue:2
modvalue:10 has become modvalue:3
Everything at or above modvalue:10 has either been left unchanged or remains the same for animal products.
PETVALUE REMAINS THE SAME
Semimegabeasts now have a value mod of 15
Clowns (spoilerific funs guys) have value mods of 20+, with the ones most people fear the most having a mod of 100, for their absolute absurd power.
Animals which one can milk have had their extract value reduced by about 1/3rd or 1/3rd exactly. The same applies to their cheese.
Both turtles and cave lobsters had their modvalues INCREASED. Turtles now have a modvalue of 2, making them cost 4 at embark. Cavelobsters are currently the most valuable 'common' food, at modvalue 6, placing them at 12 on the embark screen.
With the exception of kobold bulbs and valley herbs, all other plants have a direct value of 0. Drink values are also zero on EVERYTHING except whipwine and sunshine which have values of 1 and 2 respectively. Valley Herb and kobold bulbs retain a value 100 extract each.
Non-dye mill products were reduced to 1/5th value, bringing them from 20 or 25 to 4 or 5.
Dye mill values were reduced by half -- so from 20 to 10 or 10 to 5.
Layer stones have had all of their values reduced by 1. This means that fluxes are worth 1, and obsidian is worth 2. Every other layer stone is now worth zero. NON-layer stones remain at regular value, meaning in non-flux areas the value of colored and pockets of stone is worth more than the rest of the layer.
Microline will be something you might not feel so bad about encountering now. Maybe.
Metal ores remain largely unchanged as of this version, with the exception of iron ore, which feels a reduction from modvalue:8 to modvalue:6.
The only other change is bringing the value of Bismuthinite up to match with the copper, tin and other ores.
This is done to keep it's value in line with it's metal's value.
Iron and pig iron are both reduced by 2 in their base value, from 10 to 8. This carries up, though to steel which is reduced from 30 to 24 to match.
Wood does not have any change to it as of current
the value of glass has not been changed. I don't think the raws for glass are even included anywhere. Maybe if I go into the soil layers and set them to valuemod0? If they even can?
Any points that normally would exist from having an item in the "Prepare for your Journey carefully option", are as far as I'm aware, simply GONE if the value is reduced. The same number of points are in reserve when you start, but because fewer are already allocated, the total number of points available is reduced.
Normally, the points tied up in embark gear at start is:
40 (picks)
600 (axes]
1000 (anvil)
40 (20 booze)
40 (20 booze 2)
40 (20 booze 3)
5 (plump helmet seeds)
5 (pig tail seeds)
30 (cost 2 meat)
60 (plumpshelmets)
This is reduced to:
40 (picks)
480 (axes)
800 (anvil)
5 (plump helmet seeds)
5 (pig tail seeds)
Everything else has a value of zero.
Including your 200 unallocated points, you should have some 1530 points to spend.