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Author Topic: Mines, Logging Villages/Camps, etc.  (Read 3619 times)

Lord Zack

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Mines, Logging Villages/Camps, etc.
« on: September 22, 2011, 11:26:26 am »

I think that the stones, wood and other resources available to a civ should actually come from someplace. If a cv mines they should have mines that you can visit in adventure mode.  There should be villages devoted to various things like mining and logging, etc.
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Tharwen

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Re: Mines, Logging Villages/Camps, etc.
« Reply #1 on: September 22, 2011, 12:04:50 pm »

It's not quite the same, but supplies will be limited in the next release, so every item you buy from a caravan is made from a material taken from their limited stock of that material that they collected during worldgen.
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GreatWyrmGold

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Re: Mines, Logging Villages/Camps, etc.
« Reply #2 on: September 22, 2011, 10:27:50 pm »

What happens when they run out?
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Blade Master Model 42

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Re: Mines, Logging Villages/Camps, etc.
« Reply #3 on: September 23, 2011, 01:02:35 am »

They won't restock after world-gen ends? That sounds problematic. Won't prices for raw materials you buy sky-rocket right from the get-go?

Roraborialisforealis

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Re: Mines, Logging Villages/Camps, etc.
« Reply #4 on: September 23, 2011, 01:08:03 am »

They won't restock after world-gen ends? That sounds problematic. Won't prices for raw materials you buy sky-rocket right from the get-go?
You are to be the center of the world economy! Dont you know!
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Blade Master Model 42

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Re: Mines, Logging Villages/Camps, etc.
« Reply #5 on: September 23, 2011, 01:13:49 am »

They won't restock after world-gen ends? That sounds problematic. Won't prices for raw materials you buy sky-rocket right from the get-go?
You are to be the center of the world economy! Dont you know!

What if I embark on a site without iron? Heck, this is kinda lame. I may have to do my Titanic challenge in 31.25

Roraborialisforealis

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Re: Mines, Logging Villages/Camps, etc.
« Reply #6 on: September 23, 2011, 01:22:36 am »

They won't restock after world-gen ends? That sounds problematic. Won't prices for raw materials you buy sky-rocket right from the get-go?
You are to be the center of the world economy! Dont you know!

What if I embark on a site without iron? Heck, this is kinda lame. I may have to do my Titanic challenge in 31.25
Candy is the answer.
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antymattar

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Re: Mines, Logging Villages/Camps, etc.
« Reply #7 on: September 23, 2011, 02:19:50 am »

They might restock 'magically' plus, are you ever low on rock?

Jake

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Re: Mines, Logging Villages/Camps, etc.
« Reply #8 on: September 23, 2011, 10:21:47 am »

It should be more than possible to gen a world with enough mineral resources that completely running out of them isn't a problem, especially since veins and clusters are apparently going to get less frequent but quite a lot bigger in future versions.

Anyway, you should bear in mind that mining or logging villages as we understand the term today are a product of the industrial revolution when demand for coal, iron etc spiked. Before then, villages would grow up anywhere there was water and arable land first, and occasionally some valuable mineral resource would turn up nearby and start overtaking subsistence farming as the primary source of employment. Neither were there many settlements that actually specialised in logging until fairly recently; there weren't many towns that didn't have plenty of timber within reasonable commuting distance in the 1400s.
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Knight Otu

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Re: Mines, Logging Villages/Camps, etc.
« Reply #9 on: September 23, 2011, 10:23:58 am »

Mines are slated to be in Release 2, that is, the content release after the next release and the associated bugfix releases. Logging camps and the like haven't been mentioned to my knowledge, but since that release is also supposed to include villager activities and schedules, they might make it in. "Restocking" (and the associated troubles) during actual play should come in Release 5. Market value changing during play might not make in until Release 6.
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Aquillion

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Re: Mines, Logging Villages/Camps, etc.
« Reply #10 on: September 24, 2011, 12:26:18 pm »

Let's see, so far Release 1 has taken 6 months, and will probably take more.  But let's say, going by that, that each release takes 6 months -- obviously, that's a silly assumption, since they involve different amounts of work and the biggest factor is often other stuff that slips in, like necromancy in the last release.  But let's use that as a (very) rough estimate.

By that measure, it'll be two years before this is in, and the Caravan Arc itself will take four years.  (Though, if the necromancy thing is any indication, many things not on that list will be added in the process.)

Interesting.  I'm going to resist the morbid urge to pull out some actuary tables and calculate the probability of Dwarf Fortress getting to certain stages of development within Toady's lifespan...
« Last Edit: September 24, 2011, 12:30:43 pm by Aquillion »
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Lord Zack

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Re: Mines, Logging Villages/Camps, etc.
« Reply #11 on: September 24, 2011, 12:46:36 pm »

I'd like to see mines at least because they might be interesting environments to visit. Especially if they dug too greedily and too deep... (I'm thinking mostly of breaching the caverns rather than the HFS. I don't think world gen mines would get down that deep.)

It'd be interesting if dwarven mines were sometimes connected directly to the tunnels, rather than having a direct connection to the surface.
« Last Edit: September 24, 2011, 12:55:20 pm by Lord Zack »
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Funk

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Re: Mines, Logging Villages/Camps, etc.
« Reply #12 on: September 24, 2011, 06:27:04 pm »

I'm going to resist the morbid urge to pull out some actuary tables and calculate the probability of Dwarf Fortress getting to certain stages of development within Toady's lifespan...
but as Toady's Skill level increases with every Release he will get faster.
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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Roraborialisforealis

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Re: Mines, Logging Villages/Camps, etc.
« Reply #13 on: September 25, 2011, 12:18:59 am »

I'm going to resist the morbid urge to pull out some actuary tables and calculate the probability of Dwarf Fortress getting to certain stages of development within Toady's lifespan...
but as Toady's Skill level increases with every Release he will get faster.
Wait: What If hes taking so long because hes in a strange mood and needs shells to complete the computer that he will code the next release in?
WE NEED TO F*CKING SAVE TOADY!
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Blade Master Model 42

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Re: Mines, Logging Villages/Camps, etc.
« Reply #14 on: September 25, 2011, 03:19:12 pm »

I'm going to resist the morbid urge to pull out some actuary tables and calculate the probability of Dwarf Fortress getting to certain stages of development within Toady's lifespan...
but as Toady's Skill level increases with every Release he will get faster.
Wait: What If hes taking so long because hes in a strange mood and needs shells to complete the computer that he will code the next release in?
WE NEED TO F*CKING SAVE TOADY!
Calm down. If that happens, I'm sure he'll either post asking for shells, or start posting pictures of shells drawn in crayon. We will have warning, and air-mail is pretty fast. We'll be able to save him when the time comes.
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