Herbs? Herb gardens?

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Talapus
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Postby Talapus » Sun Aug 27, 2006 6:44 pm

The Sociologist wrote: :? Really? Well, if I had the name of the herb I could try scanning my logs, but I certainly don't remember that. I suspect I didn't know what it was for.


The herb in question was dill.
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notsure
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Postby notsure » Sun Aug 27, 2006 6:48 pm

I suspect his charrie was smoking it, and that's why he can't remember.

notsure :?
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SekoETC
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Postby SekoETC » Sun Aug 27, 2006 6:53 pm

Dill is good for spicing fish and potatoes. Mmm...
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Surly
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Postby Surly » Sun Aug 27, 2006 7:26 pm

I had some very tasty fish and kohlrabi in creamy dill sauce yesterday...

Mmm... :D
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AngelSpice
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Postby AngelSpice » Sun Aug 27, 2006 9:06 pm

I almost had a charrie trade for dill.....maybe it wasn't his charrie you were thinking of.
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wichita
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Postby wichita » Sun Aug 27, 2006 10:27 pm

The Surly Cantrian wrote:I had some very tasty fish and kohlrabi in creamy dill sauce yesterday...

Mmm... :D


I am close to adding a Cantrian recipe for this. :D


And farmer's suspicions are correct, we cooked up this idea when Agar, Farmer, and I were brainstorming in chat during the shitstorm right after dung was added. The major concern with the addition of farms, however, is how much will they lead to the homogenization of foodstuffs in the game. I know that doesn't seem to be a huge problem for many players, but one thing we are interested in accomplishing is to provide regionalization of actual resources while ensuring that game functionality is available to all characters.

In other words, everyone has food, everyone has healing food, it simply comes in different forms and efficiencies. Carrots and spinage in Cantr City are like chinese food in Helsinki, while sorghum bread in Karnon is like a bowl of chili in Beijing. There is a real concern that having a machine you can construct darn near anywhere which pops out a desireable resource. Eventually, knowing players, every town with a cow will be growing carrots and spinage just like the good old days and all of the food will look the same, every town will look the same, all the characters will talk the same, ...

We do not want to severely weaken the potential of the wild source of the herb/vegetable in question. One concern is that once the herbs were transported and taken to a different location, the original location would then be deemed "useless".

The plant seed, add fertilizer, and harvest idea adds a level of resource management strategy to the game that is fairly different from any other currently in the game.


We are going to give it more time. The locations with local herbs should get the first benefit from the system. With time, "word will spread" and the exotic ingredients will filter back to the old lands in the form of "seeds". A few wise traders will keep a supply and some dude with an herb garden will be cranking them out and spreading them all over his old island. The world is shrinking rapidly. The boat explosion really has changed the face of the Cantrian world. Give it more time and this idea will pay off. Since I generally think I can avoid being an ass, I will not do the "I told you so" dance. :)

If I am right, then the game will have something new and cool functioning in it. If I am wrong, we will reassess the situation and give a kick, dropping a few of the herbs here and there until it finally does take off. Deal?
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kinvoya
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Postby kinvoya » Sun Aug 27, 2006 11:25 pm

I love the herb gardens and also the little carts. :D

Dill is also excellent in scrabbled eggs.
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nateflory
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Postby nateflory » Mon Aug 28, 2006 12:45 am

The plant seed, add fertilizer, and harvest idea adds a level of resource management strategy to the game that is fairly different from any other currently in the game.

We are going to give it more time. The locations with local herbs should get the first benefit from the system. With time, "word will spread" and the exotic ingredients will filter back to the old lands in the form of "seeds".

If I am right, then the game will have something new and cool functioning in it. If I am wrong, we will reassess the situation and give a kick, dropping a few of the herbs here and there until it finally does take off. Deal?


Thank you for this. You've managed to describe one of my favorite reasons for playing this game. It's all rather esoteric and high-level thought, but outside of the great RP stuff, outsaide of the stragegic enjoyment of figuring out how to sail me trader's boat where for what, there is this underlying wonderfulness about the slow evolution of things I see in game. Not on the day-to-day scale, or even 'yearly' IG... but since I've started, I've sen a town change from populated, to almost wiped out, to now rebuilding again. And the more I wander and see other towns, I'm always surprised by the little differences between them all.

It's the little things like: making an Herb Garden, then figuring out they don't spontaneously spawn strange unknown herbs, then questing to find some. My character may not find any, but pershaps someday if another character of mine wanders into town long after the first dies or moved away, they might have the garden producing something...or they might have abandoned it. It's always a surprise.
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