Woo! Mod pack downloading!
Wrote down some thoughts earlier while I was working on Agriculture.
***The rest of this post is WIP--it can and probably will be changed, and is officially unofficial at this point in time***
comments/suggestions, as always, are appreciated.
I'mthinking of changing how I've done things up until now (and getting rid of the agricultural councils. That was a bad idea, I see that now).
It has been "make lots of farms, and each farm can only have x."
Now I'm thinking it might be better to go for mega-farms (kind of what we have today), where there's the Farmer who has the land, and then a bunch of people that work it. And even more than that--one farm can have multiple (or all) kinds of farming in the same mega-farm. You could actually have a "single" farm be an entire town. In that case, the farmer would end up being more of an unofficial Noble with a massive estate producing tons of food.
This may change to an actual Feudal model where Nobles actually own the land. The highest Noble is in charge of the entire farm, lesser Nobles in charge of each Specialty as a Foreman (or a/the highest Noble is in charge of all Farms in a certain Outlier/Region/Kingdom/Empire).
.......that makes way more sense than the DF "whiny noble" I've had up 'til now.
Disclaimer: I AM working on a spreadsheet for all of this, where you will be able to just punch in your variables, ticking off bonuses, etc and get totals.
Some thoughts about this process:
food requirements removed/lowered for people working on the farm (ie their produce would be above and beyond what they eat). Livestock/Rideables/pets raised on a farm that produces their food have lowered food requirements. Estates (Noble or otherwise) that have food-producing farms on their grounds have reduced food requirements.
Have standardised "base" farm houses, each specialty has buildings that give bonuses. Workers that are housed in a dormitory don't produce as much food as those that have nicer rooms (I'd probably go no higher than 2 people sharing a room give highest bonuses on a scale of massive bed dormitory for 1-200 (or far less
) farmworkers to lots of 2-people rooms). If you did go the dorm route the requirements would probably be a bed/double chest per worker, and requirements per worker would escalate from there (but not too high. Probably a bed, double chest, and 5-6 decorative items per worker--with things like carpets/paintings counting for multiple workers).
Farms that only have one agricultural specialty produce way more than a farm that does most/everything (on a sliding scale from one specialty to ALL OF THEM). However, symbiotic specialties can work together to boost output to nearly the same levels (ie livestock+farming=bonus to both [manure/food native to the farm--each different type of manure would add to the bonus--kennel/rideable/livestock], Cat Kennels+Granary=bonus, or more obviously Bees/Orchards, etc.).
....also--I've come up with rough numbers for farmhands by race. These numbers effect their output, and will also be amplified if a member of that race is put in position over the entire farm, or named Foreman of a specialty (Foremans not as much as the owner). Keep in mind that the race personalities are heavily influenced by Dwarf Fortress/Masterwork Dwarf Fortress:
Farmhand bonuses do not count towards the entire farm. The Farmhands must be focused, and should be focused where their natural abilities lie (ie Kobold Mushroom farmers, Dorf underground farmers, Witches for magic, etc)
If you do follow this list, keep in mind that this is a first draft, and will change.
Humans: +5 Horses (and other Rideables) [Or no bonuses in case you don't want to bother with the bonuses at all?]
Zombie Pigmen: +5 Livestock
Dwarves: +5 Pets (Kennels)
Sober Dorf Farmhands: +5 Subterranean Farm Plots. -10 Surface Farm Plots
Merdorf: x2 Fishing Yield
Testificates: +5 Surface Farm Plots. -10 Subterranean Farm Plots
Kobolds: +10 Mushrooms. -100% Farm Plots (Any), -100% Livestock (Except Mooshrooms), +1 Pets, +5 Mooshrooms
Witches: +5 Magical Farm Plots, +2 Magical Trees
Necrotic Elves: +3 Magical Livestock/Pets
Elves: +10 Trees
Pureblood Goblins: +10 Lumber Trees (They love chopping stuff down), +5 Flying Bats (if applicable)
Did I miss any vanilla crop types?
Specialties (list as I have now):
Farming [food plants]
Plantation [non-food farm plants]
Orchards [Lumber, food producing, non-food products in trees that aren't for lumber ( , tree breeding)]
Ranch [Livestock]
Kennel [Pets]
Stables [Rideables]
Beekeeping
Fishing
Kobold get distracted so easily, they end up eating and trampling more food than they produce, and end up releasing more Livestock/Rideables in their attempts to get a closer look at them if they try to help (Except Mooshrooms, for some reason).
Remembering tales of ancient
Carp that used to drag them into the water and kill them, Dwarves steadfastly refuse to fish in anything but full Iron battle armor and an Iron Sword (Does not apply to Merdorfs)
Zombie Pigmen excel at raising Livestock. Perhaps it is because a small part of them remembers what it was like to be alive, and enjoy the feelings raising livestock brings. Maybe it's because they want to tear into their Livestock's flesh. For whatever reason, they are exceptionally good at raising Livestock.
The Goblins will probably be removed from Lumber (but keep the Flying Bat bonus) if/when they get bonused for the military (the tree bonus will remain, just with another race). Gnomes (or as dwarves would call them "Beardless freaks of nature") will be added later, but they don't especially care about farming, only technology. non-zombie Pigmen will probably give bonuses for Magic stuff.
This is still just me throwing ideas at the wall and seeing what doesn't explode like a rotten egg.
Along the Agro Noble tangent at the top of the page.....Possible Noble ranks by category (Military Nobles don't really exist, they're just their current rank)--Tech/Magic Nobles wouldn't necessarily be the same as existing Nobles.
The Existing Nobles would probbly remain largely the same, except they would be the mayors/rulers of the various Outliers, with more important/large Outliers having more important Nobles, and Regional Capitals (if youget that far) having the highest Nobles.
So far fewer of the existing Nobles, but they'd still be there
Magic Nobles:
Adept [Magic School]
Apprentice [insert school of Magic here ie Wizardry, Witchery, Thaumaturgy, etc]
[School of Magic descriptive] (Witch, Thaumaturge, Wizard, etc)
Greater [Specialization if applicable] [Descriptive]
Master [Specialization if applicable] [Descriptive]
Arch-[School of Magic descriptive] (One per School of Magic)
Tech Nobles:
Adept [Technology]
Apprentice [Type of Technology]
Journeyman [Technology]
[Technologist descriptive]
Master [Technologist descriptive]
Supreme [Technologist descriptive]
Keeping in mind that some Technologists might have a specialty--Agricultural [Technologist], Mystical [Technologist]
At the moment I'm thinking of assigning Mining to the Tinkers (and racial bonuses for mining will probably be longer distance between supports). Mostly because it seems like more of a Tinker thing to do--and also because I'm not sure where else to put it to be quite honest.
Yes, there are machines that double/triple ores, but it doesn't seem like the kind of person that works with those machines would be the same folks to do mining.
Other Techs (and/or Schools of Magic) may also mine, but the standard vanilla mineshaft will go to the Tinkers. If the standard means of mining by a given civilization becomes something else, fair enough.
Quarries=Engineers.
Engineers--catch-all for the IC2/BC/TE-type mods. MFR is mostly Engineers, with some Agricultural Engineers.
Dwarf-Fortress inspired Elf flavor text:
"Elves are neurotically (Dwarves tend to say erotically) attached to their trees, and dote on them like some species dote on children. However, Elves tend to be dramatically against the Lumber industry as a whole."
also
Agriculture page is updated to reflect this stuff. New stuff not covered here includes a listing of minimum buildings per specialty. any/all Granaries, Item Banks, etc that have the same name may be combined into one (especially if a Specialty/sub-Specialty requires 2 different kinds of Granaries). Just keep in mind that after a certain size you'll want a Silo instead of a Granary.
Something you might miss if you're just skimming the changes--Magic plants require Magicians (which kind of Magician depends on what School of Magic the plant is from). EXP bushes require Magicians. Ore bushes require Tinkers. Adepts/Apprentices are allowed but must be overseen by a more experienced Magician/Technologist.
Next up: Figuring out specific numbers.
.......yay.
>.<
woo, great teashop Mobius.
A thought--put a teaset on the table next to the window. That area didn't have much, plus you can see it at a glance through the window as you pass by.