Lighthouses should use fuel

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Chris
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Re: Lighthouses should use fuel

Postby Chris » Tue Feb 08, 2011 4:46 pm

When building deterioration is implemented, it could take care of the abandoned lighthouse problem. Set the deterioration rate high and the repair rate very high, so it takes some but not much effort to maintain.

Requiring anything more than nominal (i.e., not realistic) fuel would hurt young and poor towns, whereas a single wealthy person could keep several lighthouses going. The initial construction costs are already high.
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EchoMan
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Re: Lighthouses should use fuel

Postby EchoMan » Wed Feb 09, 2011 11:03 am

I'm all for this idea, with a balanced fuel rule. :)
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RedQueen.exe
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Re: Lighthouses should use fuel

Postby RedQueen.exe » Wed Feb 09, 2011 7:18 pm

Could it not be implemented like vehicle fuel? The lighthouse would just have a "tank" that would deplete over time? Or is this more complicated?
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viktor
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Re: Lighthouses should use fuel

Postby viktor » Sun Feb 13, 2011 5:45 pm

eh.. i'm one of those who find fuelling a lighthouse would bring nothing to the game
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Re: Lighthouses should use fuel

Postby psychowico » Thu Feb 09, 2012 4:27 pm

Dig up.

I just came up with this idea and next found it on forum :) This is nice, we have so many lighthouses in game that shouldn't shine from years.
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Piscator
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Re: Lighthouses should use fuel

Postby Piscator » Thu Feb 09, 2012 4:42 pm

Piscator wrote:I think every achievement should take some effort to be maintained, otherwise they will stack up. Sooner or later every coastal town will have a lighthouse and with the current game set up there's no chance they won't have a lighthouse again.

Taking this into consideration it seems indeed like a good idea if lighthouses would go dark.



Although I worded it a bit oddly back then, this still sums up my thoughts pretty well. Full scale building decay would be an alternative though.
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Doug R.
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Re: Lighthouses should use fuel

Postby Doug R. » Thu Feb 09, 2012 4:54 pm

Light-generating projects should be long, though. If someone has to relight the light once a day, most lighthouses will go dark very quickly. I approve of the concept.
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Piscator
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Re: Lighthouses should use fuel

Postby Piscator » Thu Feb 09, 2012 5:18 pm

Once a day would indeed be rather annoying. I'd say one year should be the minimum.

The most convenient solution would be if it worked like an engine.
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Henkie
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Re: Lighthouses should use fuel

Postby Henkie » Thu Feb 09, 2012 11:55 pm

Agree with Piscator!

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Greek
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Re: Lighthouses should use fuel

Postby Greek » Sun Feb 03, 2013 1:21 am

I'm sad to see it's not accepted yet. :(
Idea is damn good (with balanced fuel usage), easy to implement (for long fixed light time) and can solve quite annoying problem.
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Re: Lighthouses should use fuel

Postby Aurora » Sun Feb 03, 2013 3:16 am

Yes, yes, and a thousand times yes. It's an excellent idea, and it'd be sooo useful for the game.
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Doug R.
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Re: Lighthouses should use fuel

Postby Doug R. » Sun Feb 03, 2013 2:05 pm

Moving to accepted, provided the light is long-term and fuel is balanced.
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SumBum
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Re: Lighthouses should use fuel

Postby SumBum » Sun Feb 03, 2013 4:09 pm

Piscator wrote:The most convenient solution would be if it worked like an engine.


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Re: Lighthouses should use fuel

Postby Sunni Daez » Sun Feb 03, 2013 4:50 pm

If this is put into effect, most light houses will go dark, it will be worth lighting when it is a new thing, but that will fade and so will most the lights in Cantr.
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Doug R.
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Re: Lighthouses should use fuel

Postby Doug R. » Sun Feb 03, 2013 6:42 pm

Sunni Daez wrote:If this is put into effect, most light houses will go dark, it will be worth lighting when it is a new thing, but that will fade and so will most the lights in Cantr.

And that's fine by me.
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