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Author Topic: An idea about making the economy better  (Read 6814 times)

Xveers

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Re: An idea about making the economy better
« Reply #45 on: March 22, 2010, 11:34:47 pm »

In the end, I think we come upon two very important issues:
1) DF is a socialist or communist world, in which an authoritarian power dictates the jobs available, the work permissions, etc. There's no place for any kind of freeflowing economy based on supply, demand, etc.

Even a tolitarian economy is vulnerable to inflation and financial meltdown. Zimbabwe for example is a virtual dictatorship (just with some opposition window dressing) and their economy has been gutted in spectacular style.

2) A realistic, modernized, or complex economic system given the conditions above
   A) serves no practical purpose beyond providing bragging rights about our beloved DF,
   B) would be incredibly convoluted and difficult to create,
   C) and thus logically is nothing but a burden to the programmer, processor/game speed, and players.

A) In fairness, playing DF at all is a level of bragging :D
B) Assuming certian assumptions (like making transactions happen instantaniously and not treating currency as an item needing hauling) it can be made reasonably simple
C) In addition with B, values can be calculated monthly or seasonally, providing basic adjustments to costs, lessening ingame lag. A simple system that adds depth can be added to the current system without requiring in-depth overhaul of the code, and the additional crunchyness can provide another facet of gameplay in DF.
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The Architect

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Re: An idea about making the economy better
« Reply #46 on: March 23, 2010, 01:32:33 am »

XVeers: I see the reason in your last two points, especially the latter, but other than that I think you completely missed the intended meaning of my statements. For your first and second points: I'm talking about the reality of DF, which does not have any room for an economy to work. We obviously need elements of corruption, free will simulation, and some kind of room for some kind of market before a more advanced economic simulation will have any value or meaning.
The lack of those elements and others is the reason why implementing an advanced economy will be convoluted and difficult: there's nothing to model; we have an absolute unimpeachable fascist paragon of socialism. We are absolute law, dictating the jobs to be done and who can do them. This is even more true in the new version. For that reason, any advanced economic model has no meaning nor room to be implemented.

NW: No, I don't see the economy as something to help the player. I don't even know what you mean by that. My argument/thesis is actually the one restated in the above paragraph. If you see it as an added level of difficulty, I have to inform you that Toady has already told us what it is. It's intended to be a step toward advanced simulation of the DF world and economy, and the reason we can enable or disable it is not to allow us to adjust difficulty but because it is severely broken in a programming sense and a practical sense.
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jseah

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Re: An idea about making the economy better
« Reply #47 on: March 24, 2010, 01:30:48 pm »

^Exactly.  We need to change how we control dwarves if we want to use a free market. 

Perhaps if we had "pay X amount to get Y job done" as an order mechanic and dwarves would prioritize work done based on which job paid best.  And dwarves would have to be able to decide which jobs they would do, instead of the player telling them. 
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NW_Kohaku

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Re: An idea about making the economy better
« Reply #48 on: March 24, 2010, 07:15:20 pm »

^Exactly.  We need to change how we control dwarves if we want to use a free market. 

Perhaps if we had "pay X amount to get Y job done" as an order mechanic and dwarves would prioritize work done based on which job paid best.  And dwarves would have to be able to decide which jobs they would do, instead of the player telling them. 

... You're suggesting we get into a bidding war against ourselves in order to force priorities?

We're still a single, Communist overlord, as all workshops are owned by the state.  The only way to truly be capitalist is to let dwarves build workshops themselves, based upon their own ability to assess what the market will bear, granting players only the ability to "zone for commerce" or "zone for industry".

... and letting dwarves be masters of their own destinies would be an engraved invitation for all kinds of facepalming fun.
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
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Andeerz

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Re: An idea about making the economy better
« Reply #49 on: March 24, 2010, 09:16:14 pm »

Perhaps it would be more feasible to first address the issue of the global economy of the game and work down from there, like the needs and wants of a nation or whole city vs. the demands of individuals in an isolated community.  To me, this is the level where interesting stuff would occur, like different civs vying for different resources and production centers, using peaceful means (trade) or warfare to satisfy their demands.  I think it would make for a much more compelling and in-depth world history, to say the least, giving some excellent reasons for wars to occur and the rise and fall of civs.  It would also give additional ways for the fort to impact the goings-on in the world and pissing off the elves besides flooding the world with water or magma and killing caravans.  Not to mention, it would add to realism...  >.>
« Last Edit: March 24, 2010, 09:19:38 pm by Andeerz »
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NW_Kohaku

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Re: An idea about making the economy better
« Reply #50 on: March 24, 2010, 09:53:06 pm »

Yeah, I find the global economy much more interesting than the internal economy, which largely amounts to dwarves getting evicted if they can't pay rent, or wasting money on goblin bone bracelets.
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

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AngleWyrm

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Re: An idea about making the economy better
« Reply #51 on: March 24, 2010, 10:27:52 pm »

B) Assuming certian assumptions (like making transactions happen instantaniously and not treating currency as an item needing hauling) it can be made reasonably simple
Two hundred years ago there were no telephones. Kingdoms have come and gone shipping and trading and such.
« Last Edit: March 24, 2010, 10:41:33 pm by AngleWyrm »
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The Architect

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Re: An idea about making the economy better
« Reply #52 on: March 24, 2010, 10:37:15 pm »

He's talking about game mechanics, bro. Not communication.
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profit

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Re: An idea about making the economy better
« Reply #53 on: March 25, 2010, 07:00:08 am »

IMO the dwarven in fortress economy needs to be scrapped.... when the only way to effectively deal with it for me has been to turn everyone into legendary pump operators or most of the fort lives in squalor compared to the resources we have it is time to reconsider it.

I really think we should only be considering external economy in this thread.  IE Traders.

That's all... Inside the fortress things are too chaotic to model realistically without slowing the FPS down even more.  And I am not sure we would want to as military dwarves could not afford equipment sometimes, constantly being evicted, not being able to afford the most plentiful food, unable to afford a drink, going on a tantrum, killing a legendary crafter....

And if exceptions were made for all the cases then why even bother modeling it.   I kinda think our fortress should be socialism modeled because unlike in real life it can work in a game...

I would like a functioning economy but realistically the only way I have seen to use resources to their fullest has been to cause dwarves to bypass it by them becoming legendary.... And if I do that then it is just the socialism economy the fort started with.
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jseah

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Re: An idea about making the economy better
« Reply #54 on: March 25, 2010, 10:33:21 am »

... You're suggesting we get into a bidding war against ourselves in order to force priorities?
Not quite.  Dwarves put their own bids on the market as well. 

We're still a single, Communist overlord, as all workshops are owned by the state.  The only way to truly be capitalist is to let dwarves build workshops themselves, based upon their own ability to assess what the market will bear, granting players only the ability to "zone for commerce" or "zone for industry".

... and letting dwarves be masters of their own destinies would be an engraved invitation for all kinds of facepalming fun.
Yes, zoning should be possible.  It should be something like "this space for rent" and anything built on it will cost the dwarf a rental sum paid to the fort.  The player should be able to dictate the magnitude and if the cost is one-time (freehold) or continuous (rented).  The player dezoning the area would pay the dwarves back and all things on the dezoned area would belong to the player. 
Spoiler (click to show/hide)
Of course this entire thing depends on dwarves not slacking off. 

EDIT: also gives alot of automation to every job.  Since the player can now just place buy orders for end products and all the others will get queued by the dwarves trying to do their jobs. 
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NW_Kohaku

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Re: An idea about making the economy better
« Reply #55 on: March 25, 2010, 12:02:48 pm »

stuff

... you DO realize dwarves are not just stupid, not just suicidal, but absolutely impossible to prevent from killing themselves without serious use of exploits, right?  As in you have to bodily prevent them from running outside in the middle of a seige by locking the doors in their face to prevent them from picking up a forbidden item that is outside when the outside is forbidden, there are goblins waving maces directly in front of them which they can see, and the item is on fire.

Dwarves will decide that it's more important to stop and admire their new bed than it is to put up a door that will stop the impending flood from a leaky waterworks.

In fact, just read through the "Facepalm Moment" thread.  Dwarves cannot be trusted to use the toilet without you holding their hand and instructing them as to what body parts to use.

Giving them ANY of this power over their own destiny would make DF outright unplayable.  The only way you could get anything done would be to so massively exploit the system as to effectively retake all ability to micromanage from the dwarves... which would leave you back to not having a real economy at all.
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
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jseah

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Re: An idea about making the economy better
« Reply #56 on: March 25, 2010, 12:10:56 pm »

Simply pay enough, and the first dwarf able to work will take that job. 

Although an emergency bulletin board would be a nice feature to have.  Jobs here would override everything else.  Including mild needs to sleep/eat/drink/party/be a champion/being a noble.  Would probably need some heavy payment as recompense. 
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