Again, this is partially building on the volume/mass
http://www.bay12forums.com/smf/index.php?topic=61215.0 post by NW_Kohaku. I know it has been discussed somewhat in other areas, but I wanted to get down into the nitty gritty of what is going on and try to work out some numbers. So, please, don't flame me for renewing an old discussion, I feel it is important enough to discuss in its own thread as I hope this will be a much more in depth discussion as to the implications of scaling.
One of the biggest idiosyncrasies of DF seems to be the way the game scales. I am not talking about visually, where the y axis is longer than the x, but in terms of the size of objects and their relative capacity. We have been working on the assumption that a tile is approx. 10'^3 or 3m^3 with the metric version seeming to be the strongest likelihood.
So before I start on making a bunch of wild assumptions and speculations, I would like to directly ask either Toady or Threetoe what the scale of a single tile is.
Issues:
The first issue that really stands out when you start looking at the scaling of DF is in the area of stockpiles. As it stands right now, working under the assumption of a 3m^3 tile, you can store:
- 1 x barrel
- 1 x pot
- 1 x bag
- 1 x piece of equipment
- 1 x unit of stone, wood, etc
- 1 x skein of thread
- etc, etc, etc
Items like bins, barrels, pots, chests, coffers, etc in general increase that by a multiple of 10, 20, or 100(seeds can be stored 10 to a bag, and 10 bags to a pot).
The issue here is that a seed is generally < 1cm^3. If a room is 27m^3(3m x 3m x 3m), you should be able to store 27,000,000 seeds in that volume of space. Even if we restrict it to only the base z level of the cube, you are still looking at 9,000,000 seeds, versus the current 100. Scalewise, this is about the equivalent of storing a pepsi bottle full of seeds in your bedroom with no other furnishings in the room.
The closer we examine the objects in DF, the more noticeable the scaling issue becomes. Plump helmets, and in fact all of the crops in the game, are the size of your bedroom, or at least takes up that much space both to grow and store. Yet, they can all be crammed in 10 to a pot.
Hopefully, I don't have to keep going with the idiosyncrasies to prove the point, they should be glaringly obvious.
So, how do we fix it?
My suggestion, and this is also slightly touched on in my suggestion on stone blocks, is to virtually split the room into 27 1m^3 volumes, and build off of that. I don't mean that Toady should try to code it that way, but simply for the purposes of determining volume and scaling it is a good number. Now, in this type of room, only the bottom 9 cubes are available as floor space. If a pot takes up 1m^3, then you would be able to store 9 pots per tile. Alternatively, if Toady declares that these pots are larger than 1m tall, they could take up the bottom 18 cubes, leaving 9 cubes of head room. Realistically, this would be enough space for large amphorae or pots to be placed with enough space to walk between each pot storing and retrieving items.
Problems this would fix:
A stockpile would no longer need to be disproportionately large compared to the materials it is storing. Items stored in particular stockpiles would be capable of much greater volume. In particular, gems, seeds, plants, drinks, pots, jugs, bags, etc.
On the Downside:
I think that because of the way the game is visually displayed, Toady has kind of worked himself into a damned if you do, damned if you don't situation. If he reworks storage space to be inclusive of volumes, then furniture and other objects are suddenly out of whack size wise. Eventually, if he decides to make this sim as realistic as possible, he is going to have to reduce the size scale of each tile, most likely to a 1m^3 volume, or perhaps 3m^ (1m x 1m x 3m). That is the only way he will be able to realistically portray volume and distance. The major hangup with this is representing objects that would be larger than 1m^3, but even that is a small issue considering that is already being done with workshops and such.
Problem B:
At embark a fortress of 1 square is 48 tiles on the x & y axis and 150+ on z, so a fortress of 4 squares has approx 1.38 million tiles. At 3m^3 per tile, you are talking about 3.726 BILLION cubic meters. To put this into easier to comprehend terms, 3.726 cubic kilometers. A city block is roughly 80 meters on a side, or about 9 tiles.
To give some more visualization of scale check out
http://www.newyorktransportation.com/info/empirefact2.html. According to this, the Empire state building would be 125 tiles tall, with a base of approx 41 X 20 tiles. That is less than 1 square of embark, which can house a maximum of 250 dwarfs.
It has a total floor area of 2,768,591 sq ft (257,211 m2); the base of the Empire State Building is about 2 acres (8,094 m2). The building houses 1,000 businesses and has its own zip code, 10118. As of 2007, approximately 21,000 employees work in the building each day, This kind of scale is pure dwarfy madness when looking at the other features of the game. A brook, generally four tiles wide, would be 12 meters across and at least 6 meters deep, the same width and depth as a raging river in game.
Ultimately, knowing how many things correcting this would break, the best I can do is ask Toady what the scale is that he is using, and if there is any plan to try and make the world scaling and item scaling begin to line up. If the scaling issue is going to be fixed, IMHO it should be fixed sooner rather than later as the longer it waits the bigger the challenge of refactoring everything will be.