Rumaan wrote:I haven't played Cantr for a while, but I don't think it has changed much since I last played. Here are some of my suggestions.
1. Health/strength/skill bonus with clothes and shelter. In my opinion, the fundamental reason for the lack of more war, industry and politics is because there is so little one has to do to survive in Cantr. Chars either die in small forest or mountain towns with no means of food or are freely given food in any decent sized town. Benefits with clothes and shelter will make chars aspire for something.
2. This is counter-intuitive. Short life spans - death due to natural causes. I suggest an average life span of around 20 Cantr years. Currently, chars do not die of natural causes (hunger not included). From my experience, one of the reasons why there is less war in Cantr is because most players hate losing their chars that they have played for so long. But knowing that their chars are going to die anyway by around age 40, they'll be more willing to engage in conflicts and more willing to experiment.
Shorter life spans will also help in players planning their chars' lives better. With shorter life spans, the bigger towns will see more power struggles, succession struggles etc. Also, because of the greater turnaround, new chars will have something to aspire to. Currently, in the larger towns the real power mostly remains with the oldest of players and the newer ones more or less accept the existing power structure.
3. Limit the supply rate of food. Animal population is already limited. I suggest plant population also to be limited. Currently, in a town of 30 people, all 30 can farm potatoes to get 800g potatoes a day. Limiting the supply rate of potatoes and other plants will force populations to be more evenly spread. This would also lead to greater inter-town trade and conflicts.
4. Increase the rate of rotting of all materials by a significant amount. Also, make food rot faster in plains.
5. Special storage facilities can be built that prolong shelf life of materials. These storages however require energy - burn oil or coal.
6. Always spawn the first 4-5 chars of a new player in larger and active towns. This is will greatly help in new players learning the game.
1. Sure, whatever.
2. Eeewwww no dislike dislike! Experimenting is what random newspawns are for.
3. Resource slots do this. In Town X, 12 people can gather resources at the same time (without the use of machinery like harvesters, drills, etc) while in town Y only 4 people can gather resources simultaneously. Now, if your town is crazy filthy rich and has thirty people, seven resource slots, and twenty-three harvesters...good for you. You worked hard for it, and you earned it. Yay.
4. I know this has been under discussion for quite awhile. I find it kind of funny, actually. People claim that towns have too much stuff and want it to rot away or something, and they complain about some silly thing that makes them not want it to rot away. I doubt this issue will get resolved anytime soon at all. Lol
5. In other words, screwing the porter towns that don't have oil and aren't rich enough to trade for it. And all the enriching stuff rots away in the meantime, meaning they have an even less chance of surviving. A this is one of the more frequently used arguments. See the last sentence of 4.
6. They already do that with the first two characters of an account. Why does it have to be upped to five or six? What if I preferred small town Cantr life to the craziness of Klojt or Zuzi?