14 votes

The conquest of ale: Anarcho-communism in Dwarf Fortress

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  1. hungariantoast
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    Something interesting that is also sort of related to the points being made in this video is that, on November 27th, Tarn posted this update to the Dwarf Fortress development log: Specifically,...

    Something interesting that is also sort of related to the points being made in this video is that, on November 27th, Tarn posted this update to the Dwarf Fortress development log:

    11/27/2019 We decided to bring back craft guilds as a nice way to wind up the work before Thanksgiving, though we did not yet have time to bring back organized work slowdowns, ha ha. Right now, you can create a guildhall for most of the jobs (a few like merchants and administrators and the military jobs are excluded), and the relevant workers can meet up there. Once the job gets up to a certain threshold of workers (currently 10), they will formalize their guild by name and petition for a guild hall. They can do this once more if you get up to very large number (currently 25), they will ask for a more opulent space. Workers switch guilds if their skill-based type changes, and migrants will join a guild once they worked in your fortress enough to gain a bit of skill (even if they were already qualified) in order to avoid a spontaneous guild if a new uniform wave comes in. Guild membership does not depend on player labor settings, unless they work enough to actually change their skillset.

    There are a number of directions we could take this: bring in the organizational structures from world gen and allow stuff like labor demands etc. to come back, setting up pedestals/display cases in the guildhalls to let workers show off a masterpiece as part of their guild induction, or perhaps most practically, using the guildhalls to allow them to hold skill demonstrations and educate each other as the military squads do. There are also some socialization impacts here - people will be more likely to chat up their labor-mates and have repeated interactions, but the increased number of meeting places also segment the space and perhaps cause more lonely times without some added structure (such as the skill demonstrations.) We'll be considering this as go.

    Specifically, organized work slowdowns and labor demands will hopefully introduce a more interesting relationship between the nobles and regular dwarves. I also had no idea that Dwarf Fortress had guilds in the past, but that they were removed alongside the dwarven economy.

    4 votes