Play Now Login Create Account
illyriad
  New Posts New Posts RSS Feed - Planters and Prospectors
  FAQ FAQ  Forum Search   Register Register  Login Login

Topic ClosedPlanters and Prospectors

 Post Reply Post Reply
Author
Albatross View Drop Down
Postmaster General
Postmaster General


Joined: 11 May 2011
Status: Offline
Points: 1118
Direct Link To This Post Topic: Planters and Prospectors
    Posted: 30 Jan 2013 at 19:43
I wasn't thinking of any auto-harvesting (that's a separate issue! :o) - just able to cultivate and defend additional plantations. You'd still have to harvest them, and ensure that others don't.
Back to Top
Epidemic View Drop Down
Postmaster
Postmaster
Avatar

Joined: 03 Nov 2012
Location: USA
Status: Offline
Points: 768
Direct Link To This Post Posted: 30 Jan 2013 at 18:26
I've seen the auto-harvesting on other games get abused to the point that if you didn't auto-harvest you had no chance of success in the game. The game mechanics are different here, but I could still imagine someone running a script to send out 700 caravans to 700 different food squares, gold square...
If the devs could figure a way to allow auto-farming within the 5x5 or sov claim of a town only, without allowing script usuage, i'm all in favor of that.
Back to Top
DeathDealer89 View Drop Down
Postmaster
Postmaster


Joined: 04 Jan 2012
Status: Offline
Points: 944
Direct Link To This Post Posted: 30 Jan 2013 at 17:22
If were talking just time intensive things.  I suggest just having some type of auto-send thing.  Where the harvesters mine, drop off the goods back and home and then go right back out to the same spot.  

As for having some sov thing actually produce a mine/herb that seems a little out there.  Why should we allow players to 'build' rare res next to their cities?  
Back to Top
Elmindra View Drop Down
Forum Warrior
Forum Warrior
Avatar

Joined: 10 Sep 2012
Status: Offline
Points: 464
Direct Link To This Post Posted: 30 Jan 2013 at 16:10
+ a lot, I like this idea.  Why else allow for claiming so many sov.
Back to Top
geofrey View Drop Down
Postmaster General
Postmaster General
Avatar

Joined: 31 May 2011
Status: Offline
Points: 1013
Direct Link To This Post Posted: 30 Jan 2013 at 15:04
This would make farming materials more viable and less time consuming. Many players find the gathering aspect to be far too time intensive and click heavy. 

The ability to create a sov structure that regularly produces resource (maybe even rare resources) would be great. There would have to be huge upkeep cost for the sov structures, but it would be worth it to not have to use gatherers. 

Regarding the mine. I suggest a system where you create a mine and depending on how many miners/cotters you have there, depends on your regular mineral production. However, there is a rare chance that one of your miners/cotters would discover a rare gem or strand of ore in the mine. Resulting in every now and then (once a week?) you could get a rare resource. 

Back to Top
Albatross View Drop Down
Postmaster General
Postmaster General


Joined: 11 May 2011
Status: Offline
Points: 1118
Direct Link To This Post Posted: 30 Jan 2013 at 14:39
This would make the outlying land around a town more relevant than it is presently.

It's difficult to find a good use for 150 sovereign squares. The 20 buildings is a harder limit, and it's unlikely one would need 150, even when switching buildings to change the production emphasis of a town.

For Herbs, we'd probably need more than the simple 'this is a herb' spot, to include a growth cycle. I believe some relevant mechanics could be borrowed from Audrey.


Edited by Albatross - 30 Jan 2013 at 14:43
Back to Top
Albatross View Drop Down
Postmaster General
Postmaster General


Joined: 11 May 2011
Status: Offline
Points: 1118
Direct Link To This Post Posted: 30 Jan 2013 at 14:17
This suggestion allows players to 'create' their own mines and herbs. First thing I'll say is that this needs to be done carefully to avoid unbalancing existing availability. These should be at the end of the existing research paths.

Herbs

Either (a) a sov building that produces herbs directly, or (b) the ability to send Herbalists out to a terrain square to attempt creating a plantation. I'd favour (b) as it allows people to exercise a range of military protection options, especially if we create a rule that you can't harvest (or you get a very reduced opportunist harvest) off enemy/neutral sovereign ground.

Success of a plantation depends on a number of factors, e.g. the number of herbalists sent, the length of time they stay (we'd need a 'tend' option with a duration, to supplement the existing gather'), and the terrain. The planting mission would need a stock of the herbs to be planted.

Mines

The idea is that you send someone out to survey/prospect a square, in the hope of finding mine-able resources. Success depends on the same factors as for herbs, above.

Would miners be suitable for this, or would we need more 'specialist' units?


Edited by Albatross - 30 Jan 2013 at 14:18
Back to Top
 Post Reply Post Reply
  Share Topic   

Forum Jump Forum Permissions View Drop Down

Forum Software by Web Wiz Forums® version 12.03
Copyright ©2001-2019 Web Wiz Ltd.