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Do people still look like thier parent or grandparents?

Then Genes are still around in some form.
Genes are not the only explanation for heritability of traits; if they were, it would not have taken so long before Gregor Mendel developed the theory. Here are some popular explanations from real history:
  • Spermatozoa contain tiny copies of the future being that it will become if it has the opportunity to fertilize. In this theory, called preformationism, there is no such thing as genetics or heritability: all individual offspring are predetermined from the beginning of life.
  • The environment during pregnancy dictates what the child will be like, which is why people from a given region tend to look similar.
  • Traits acquired during life are passed on to offspring, not traits locked inside your genetic code. You may know this theory as Lamarckianism.
I don't bring these up because I think any of these are true in the context of Warhammer or of this specific quest; I'm just saying that in a world where magic and divine intervention are major forces of reality, there's no reason why weird outdated biological theories can't be true: the space of possible explanations for "kids tend to look like their parents" is much, much larger than the space of explanations that are true in our reality.
 
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@Alratan I don't understand where you're going with this. We can't do anything about that right now. And while you're probably, unfortunately, right, focusing on the idea that we're set on an ultimately doomed venture or whatever isn't very good for the mood, so...what are you getting at?
 
As long as the proportion of genetic material contributed by the sexes is equal the sex ratio should trend back to one to one.
In that case the obvious question must be: is the proportion of genetic material contributed by the sexes equal? It's not inconceivable that dwarves are polyploid to some degree; as a tetraploid species with haploid gametes, an egg fertilizes by fusing with three sperm instead of one would trend toward a 3:1 male-female population, if I'm understanding correctly.
 
The environment during pregnancy dictates what the child will be like, which is why people from a given region tend to look similar
We'll know this is true if the Undumgi kids come out with little beards
Traits acquired during life are passed on to offspring, not traits locked inside your genetic code. You may know this theory as Lamarckianism.
It's why Mathilde is so darn short: her parents spent all their lives under the boot heel of the noble class.
 
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I'm pretty sure not, I'm not going to go through the maths here, but differential casualty rates cancel out with increased value.

As long as the proportion of genetic material contributed by the sexes is equal the sex ratio should trend back to one to one. Other rations aren't evolutionary stable strategies. You can contrive circumstances otherwise, but you need to essentially create non-procreative phenotypes, as seen in eusocial insects.
A strongly pair bonding culture in conjunction with differential casualties would be such a circumstance. If the surviving males don't assemble harems to take advantage of their rarity value you end up with non-breeding females if you start off with 1 : 1 ratios at birth.
 
@Alratan I don't understand where you're going with this. We can't do anything about that right now. And while you're probably, unfortunately, right, focusing on the idea that we're set on an ultimately doomed venture or whatever isn't very good for the mood, so...what are you getting at?

We need to be much less tolerant of dwarven casualties.

In that case the obvious question must be: is the proportion of genetic material contributed by the sexes equal? It's not inconceivable that dwarves are polyploid to some degree; as a tetraploid species with haploid gametes, an egg fertilizes by fusing with three sperm instead of one would trend toward a 3:1 male-female population, if I'm understanding correctly.

The inverse, I think, although I'd have to check the numbers. For there to be a third as many women they need to contribute three times as much genetic material each, so three eggs and one sperm per child.

A strongly pair bonding culture in conjunction with differential casualties would be such a circumstance. If the surviving males don't assemble harems to take advantage of their rarity value you end up with non-breeding females if you start off with 1 : 1 ratios at birth.

That's not an evolutionary stable strategy.
 
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Have you perhaps never played a Japanese mobile game before?
I have not, nor do I want to.
That's basically having your cake and eating it. If that was possible there wouldn't be one "multiple random spells" and one "single specific spell" option.
This was my understanding too. However there is an overwhelming vote for getting a particular spell while most planmakers are going gatcha. I was wondering if someone had come up with an exception that I'd missed.
 
It's unclear to me to what degree standard evo bio applies in this setting. Like, are genes even a thing? Are cells? DNA? Even if they are, we know divine fiat does a lot of work, so maybe the dwarves are as they are because the gods said so.

This IS a setting where the civilizations with the most actively antisocial traits have societies an order of magnitude or more larger than the most pro-social civilizations, so we know at least most principals of political economy have been chucked in favor of endless replaceable 'enemies'. Would not be surprised to hear that more subtle biology got the same treatment. (Gross biology is already crying in a corner over growth rates and the vertebrate makeover the fungi kingdom got.)

Actually, the argument for Fisher's Principle means there will be selective pressure for increased female births. It doesn't prove that a near 1:1 ratio is necessary for evolutionary success, it merely proves that absent external factors a 1:1 ratio will be favored over other ratios. With the external factor of sending a lot of their men off on campaigns while keeping the women folk home I could easily see the 3:1 ratio being stable.

4000 years is way, way too short to have moved to a new evolutionary equalibrium, so it seems like this is another sacrifice to establish atmosphere. We either agree to allow the handwave or we retcon large chunks of the world.

Plus, tbh, arguements about the dwarves being designed just seem to beg the question of why the designers were so misogynist. No reason for inequality (or a gender binary, really?) in a designed species except the preferences of the designers.

As an aside, I LOVE that @BoneyM has written in laundry as a relevant and large task in a few places- the kidnapping of the Baron and the fortune referenced being made in Nar. It adds a huge realism dimension to see cooking, cleaning, spinning, weaving- all that stuff- show up in a fantasy setting. It's like the opposite of how the source materials ignored utility runes: armies and wizards are a very small part of a civilization.
 
We could invest the Gambler coin effect on the Teacher's Choice option.

I mean, I don't really think we should, but it's a thing we could do if we wanted to maximize our chances of getting a specific spell learned but were not so desperate as to get instruction in a single one.
This was my understanding too. However there is an overwhelming vote for getting a particular spell while most planmakers are going gatcha. I was wondering if someone had come up with an exception that I'd missed.
Planmakers are trying to maximize action efficiency, since we are in AP hell. Last time we went to college, we learned one spell and partially learned two others, and that's the worst gacha outcome we've had. It is a balancing act between "get the specific spells we really, really want" and "finish spellbook so our Magic score goes up and all our effects keying off of it improve."

We don't know how the trait we gained this past update will manifest. If it reads "learning Invisibility is now your highest priority," then we'll update to a plan where we study that spell specifically. If it reads "you are determined to learn Invisibility within the next year," then we can gacha this turn safely and re-evaluate next turn. It all depends; the point of preliminary planmaking isn't to nail things down for certain, it's to develop a collaborative sense of what options we have and what the thread zeitgeist is.
 
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As an aside, I LOVE that @BoneyM has written in laundry as a relevant and large task in a few places- the kidnapping of the Baron and the fortune referenced being made in Nar. It adds a huge realism dimension to see cooking, cleaning, spinning, weaving- all that stuff- show up in a fantasy setting. It's like the opposite of how the source materials ignored utility runes: armies and wizards are a very small part of a civilization.

I'm glad that's shining through. A lot of fantasy falls for the 'gross dark ages' tropes that Renaissance historians exaggerated to make themselves look good. In truth moderately well-off people could live a life only slightly less comfortable than our modern ones, but instead of a mind-boggling array of labour-saving devices we have, it was achieved through an insane amount of hard work by a lot of poor people, and I try to show glimpses of it now and then to keep things grounded.
 
We don't know how the trait we gained this past update will manifest. If it reads "learning Invisibility is now your highest priority," then we'll update to a plan where we study that spell specifically. If it reads "you are determined to learn Invisibility within the next year," then we can gacha this turn safely and re-evaluate next turn. It all depends; the point of preliminary planmaking isn't to nail things down for certain, it's to develop a collaborative sense of what options we have and what the thread zeitgeist is.

Something like 'Mathilde won't feel comfortable doing sneaky stuff until she has at least one new sneaking-relevant spell'. For the short term this'll only be narrative with her measuring twice and cutting once, but if you let a year go by without at least trying, it'll do bad things to her confidence. So it'd be entirely reasonable to roll the dice on spell roulette this coming turn and then focus on Invisibility specifically the turn after if you didn't get it.
 
I'm pretty sure not, I'm not going to go through the maths here, but differential casualty rates cancel out with increased value.

As long as the proportion of genetic material contributed by the sexes is equal the sex ratio should trend back to one to one. Other rations aren't evolutionary stable strategies. You can contrive circumstances otherwise, but you need to essentially create non-procreative phenotypes, as seen in eusocial insects.
What is and is not evolutionarily stable depends on the entirety of the environment in which the selection takes place. While losing two out of three males born prior to them reproducing due to war casualties won't itself change the genetic advantage gained by having more female offspring for an individual, that does not mean that it would be a net advantage. For instance, I could see female dwarves with more brothers being more likely to land a higher-quality mate, and families with a higher proportion of male offspring having a greater chance of their own male offspring surviving to reach reproductive ages (from things like having more potential trainers willing to help them for free and cooperative actions).

There can be other reasons for a not-1:1 ratio being evolutionarily stable. For instance, if the resource cost of birthing and raising a male offspring is significantly lower than raising a female one, then at a 1:1 ratio having more male births is advantageous as you get the same genetic impact with a lower resource cost.

Even if circumstances are such that the net evolutionary pressure should have them trend closer towards a 1:1 ratio, though, that in no way means they are doomed. It just means that in an evolutionarily relevant timescale their birth ratio might edge up to 2:1 rather than 3:1. The only reason the race is 'doomed' as things stand is because they're not willing to stop spending lives above their replacement rate. Hell, outside of all the Skaven rising up or other major catastrophes I could see their tech reaching the point where they aren't spending lives above the replacement rate without changing anything fundamental about them, even culturally.
 
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