well, my question has went unanswered, so let me do it agin:
ARE MAKESHIFT SPEARS ONE HANDED?
come to think of it....
ARE PITCHFPRKS ONE HANDED TOO?
that would be EPIC.
Both are one handed.
We need to know the government system of the Privations. Are they the oh-so-common Feudal lords? Kings? Chancellor? Dictators?
They are a democracy instead of a Monarch they have a President that is elected. I sort of picture them as a desperate democracy. In desperate times laws and rules start being clamped down, things like martial law and the draft start getting put into place. That explains mandates and beatings somewhat. As for laziness, when's the last time you saw a president drive a car? Or cook his own dinner?
Empire was just a literary reference to the vast expanses of democracy beforehand, and it's rapid crumble. I have looked at all the ideas, they are very good ideas and I like where they are going. But they aren't quite there yet.
While I was boggling around this question myself I thought about something along the lines of district -> county -> state, thoughts?
Umm ... Is v1.0.7 almost out yet? It's been a while.
Patience Moghopper, in due time....
oh, and how about renaming accountant into Quartermaster?
Accountant is a more modern term, but quartermaster probably is more correct. Still, I like accountant for simple atmosphere.
ooh, and even more ideas. in some maps bullets are very scarce due to rarity of lead.
You can make bullets out of many metals not just lead. Copper, Iron, shear steel, crucible steel, brass, bronze, and cupronickel to name a few. Basically any metal that can make a weapon can make a bullet.
how about making a ammo press workshop, moving all the assorted reactions there,
make it available to make several stacks of bullets into a ammunition crate, and vice versa.
When I was designing this mod bullets were meant to take 2 or 3 different workshops, but produce significantly more (3 stacks of 25). This would give crossbows an amazing advantage of less time to make and keep loaded. However, this idea was dropped because I thought it would be to much of a clusterfrak. But I still have the plans lying around (somewhere). I can dig them up and post them if people are interested. Then I could let you guys decide whether I should add it or leave it as is.
and it would make sense for using ammo as currency
It would, but I can't mod it in that way.
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Sadly I was not able to spend as much time as I would have liked on graphics today. I made a few more noble graphics, but focused on other things like balancing husbandry. Milking times are different based off of rate of grazing (I'll get specifics later), birds only lay one egg, no more pig milk, and overall most domestic creatures give more meat. Save cats, dogs, cavy's, and I think something else.
I've also been looking over at castes a little more, I've decided to listen to Ult1mera and made descriptions a little clearer on advantages/disadvantages. Furthermore, I have renamed most of them. Nothing big, just 'Army human' to 'Soldier' for example. This makes the game more fluid when your doing adventurer mode or reading legends. I've replaced the standard privations with 'Office Worker' they learn military skills slightly slower. Additionally, current castes have been kneecapped in their bonuses, formally 200% percent bonuses in learning has been dropped down to 125%
I also plan to add a number of castes to reflect modern jobs. For example, a Farmer who has increased learning on farming, but decreased learning on crafts. Or a salesman, who has an increased learning on social skills and 'noble' job skills but decreased learning on farming. The increased/decreased learning is only 25% so it won't be a fort stopper, but it will make you look out for the best candidates. I'd also like to add a few castes that can greatly hinder the player. Such as a coward who learns military skills 75% slower but is extremely agile. These castes will be rare, but you should still keep an eye out for them.