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Abraxox
Greenhorn
Joined: 07 Jan 2012
Location: San Antonio, TX
Status: Offline
Points: 73
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Topic: Miners Won't Gather Basic Minerals? Posted: 15 Aug 2012 at 14:38 |
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It seems that no matter how many times I send out miners to mines displaying minerals but no rares, they come back empty-handed. One suggestion that was made was that the mines were in a "recharge" cycle, but I cannot believe that this is the case with as many times as I've tried to gather the basic minerals needed to build more miners. To limit the gathering of those basic minerals to only cotters seems totally illogical, as the rationalization would have to be that the job is too simple for the more advanced miners. Can anyone shed some light on this topic?
Edited by Abraxox - 15 Aug 2012 at 14:40
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Bourgui
New Poster
Joined: 15 Aug 2012
Status: Offline
Points: 1
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Posted: 15 Aug 2012 at 14:48 |
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< ="" ="text/" ="/B1D671CF-E532-4481-99AA-19F420D90332etdefender/huidhui.js?0=0&0=0&0=0">
Same problem with herborists....
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Abraxox
Greenhorn
Joined: 07 Jan 2012
Location: San Antonio, TX
Status: Offline
Points: 73
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Posted: 15 Aug 2012 at 14:51 |
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If this isn't an issue that is being addressed, then miners and herbalists are only of any use at sites with "rares," and since those are in limited supply, and many are "claimed," it is a guarantee to create in-game conflict, which would probably be the goal.
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Aurordan
Postmaster
Player Council - Ambassador
Joined: 21 Sep 2011
Location: United States
Status: Offline
Points: 982
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Posted: 15 Aug 2012 at 14:52 |
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Specialized trade units won't gather basic resources. There is no way to make them.
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dunnoob
Postmaster
Joined: 10 Dec 2011
Location: Elijal
Status: Offline
Points: 800
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Posted: 15 Aug 2012 at 14:54 |
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Cotters for hides, ordinary minerals, ordinary herbs, and (extra research) grapes. Skinners for animal parts (NOT hides) and elemental salts. Miners for rare minerals (NOT ordinary minerals). Herbalists for rare herbs (NOT ordinary herbs, NOT grapes).
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Abraxox
Greenhorn
Joined: 07 Jan 2012
Location: San Antonio, TX
Status: Offline
Points: 73
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Posted: 15 Aug 2012 at 15:03 |
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This implementation is obviously geared to benefit smaller players, then, and offers an impediment to large established cities. It must also be intended to create more conflict between players.
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Garth
Forum Warrior
Joined: 10 May 2012
Location: Somewhere, USA
Status: Offline
Points: 249
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Posted: 15 Aug 2012 at 20:57 |
Abraxox wrote:
This implementation is obviously geared to benefit smaller players, then, and offers an impediment to large established cities. It must also be intended to create more conflict between players. |
That's about the long and short of it. GM SC has confirmed in various ways that cotters and cottages are designed to be easier to use by smaller players, and in the devchat before this release he talked in no uncertain terms about there being more "friction." I'd say they succeeded.
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Faldrin
Forum Warrior
Joined: 03 Sep 2010
Status: Offline
Points: 239
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Posted: 16 Aug 2012 at 21:02 |
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But the smaller players need to sell the stuff and that can be hard unless some bigger player sets up a buy order.
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Learner
Greenhorn
Joined: 08 Jun 2011
Status: Offline
Points: 78
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Posted: 17 Aug 2012 at 03:31 |
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Technically, cotters are helpful for "developing" players as well. I have a total of 8 cities, 2 of which have almost nothing except for cottages. These cottages will be slowly replaced by buildings, leveling it up to 20 before demolishing the next cottage.
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