It's only not a Fallacy if you've established a chain of logical cause and effect which you manifestly did not do. If you don't want more primary skills that's your opinion but saying that my proposal makes a large incresse in primary skills inevitable isn't substantiated.
Okay:
If we split up metalsmithing into x-smithing * 4,
much like if the Coopers thing is implemented (
don't try to argue they're unrelated, they're the same damn topic with different subject matter and prooobably could do with a thread-merge), it will likely follow that more skills get needlessly split up, either for 'Historical Accuracy' or to keep things nice and uniform.
Masonry could be split into Furniture, Sculpting, and Brick-making/laying. Stone Detailing becomes Smoothing and Engraving. Wood- and Stone-crafting get split up to differentiate between whittling/chiseling and putting small pieces of wood/stone together to form crafts that way. I'm sure we could think of more.
Do you see what I mean and intend to argue the point as I intended, or are you going to keep crying "FALLACY" and jam your fingers in your ears?
I stated more then once that the benefit is that you get closer to the common high-fantasy troupe of specific dwarven settlements having craftsmen with a particular excellence and expertise in a particular metal. Often its stated their work is a desirable commodity through the world. This adds character to a Fortress and encourages trade both imports and exports.
So, "realism/historical accuracy for realism/historical accuracy's sake" is the sum of your argument? I guess we're just going to have to agree to disagree on this then, because I certainly don't see the merit in that.
My whole point is that 'metal' should not be consider "a single material type", the game has a large number of 'elemental' metals and a huge array of alloys. Lumping them all together is akin to having a profession called "Non metal Crafter" who makes everything out of glass, wood, bone and stone as if they were all interchangeable.
That's not remotely similar and you know it.
Ridicules, more knowledge and sophistication ALWAYS results in more division of labor. That's why their are hundred of types of medical specialists today compared to medieval society having only Surgeons, Dentists and Blood-letters. Again if you don't want more skills that's one thing but don't made ridicules assertions in the guise of realism.
You are the
only one arguing for realism.
You.Also,
division of labor is the practice of splitting up multiple tasks in the creation of a single object, such as having a multitude of laborers each creating different parts of a gun. The goal of division of labor is to have multiple workers that are easier to train and can be paid less than a single worker who does all of these things by himself, as well as speeding up the process by having all of the laborers ready to work their particular task as soon as the task needs doing.
Division of labor is not associated with the "knowledge" or "sophistication" of a craft, it is related to the total labor available, or the complexity of performing it. As you know, once you hit anywhere between 50-80 dwarves, depending on your playstyle, you quickly run out of non-hauling jobs for your dwarves, either because nothing more particularly needs to be produced, or because you do not have enough of an influx of materials to support additional jobs.
"Division of labor" as far as the process of (dwarven) metallurgy is concerned involves procuring metal ores from the earth, smelting it into usable metal bars, and then smithing it into objects. You may have already figured that I was talking of the already-existing Mining, Furnace Operating, and x-smithing, respectively.
Telling your dwarves that "You're going to smith copper objects, you're going to smith
iron objects, and you're going to smith
gold" is pointless because, due to the nonfunctionality of the dwarven economy, division of labor is only helpful in terms of how long it takes to produce an object. Having one dwarf mine, smelt, and smith is inefficient as he'll be divided between all three tasks. Having one dwarf do each task results in goods being produced faster. Overshooting it by having a dwarf each for red-, black-, white-, and bright-smithing results in similar production times, but with two or three dwarves, at a time, spending most of their time doing nothing in particular.
Perhaps this model could change when the economy is fixed, but it's impossible to say how at this time.