Chris Johnson wrote:And Jos saw this and was pleased.
And so it is!
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The Surly Cantrian wrote:1) It should not be all that easy to live in a forest... hence we have no RL cities in forests...![]()
The Surly Cantrian wrote:2) There is nothing complicated about the stone quarry. There was an issue with the distribution of timber, that is all...
The Surly Cantrian wrote:3) Maybe if your character wasn't such a complete ass, people would be more willing to help you?
The Sociologist wrote:The problem now however, is that these recent adjustments are penalizing the high-tech forest-based cultures. Potato salad just doesn't cut it in many areas, I'm afraid. There are certain people in the GAC, I think, who could do with a spanking. The bronze debacle deserved six of the best (does anyone know what that means anymore? Wink), followed by absurdly complicated "stone quarries" and now the total inability to understand that not everybody lives in Siom or Drojf when it comes to food needs (but again I'm not opposing the general idea).
The Sociologist wrote:You must be joking. A hematite drill, which has a huge military and tech impact, requires 3 resources, 1 tool and 14 days. A stone quarry requires some amazingly complicated stuff about logs, an endless array of tools and 20 days to build. So some of you lot wanted stone quarries, some didn't and the result was....what you see.What I'm saying is I get irritated when we players have to suffer through stuff because of internal "politics" among staff.
nitefyre wrote:I've been running a forest (wood only) location since about 650, and to date, I haven't had food problems, because I have measures to (require, if not highly encourage) trade for and collect food with. Whatever happened to solving problems in characterly, and taking the challenges with stride? Any strategy player is familiar with the concept of contigency--not nagging and complaining for supernatural intervention. In case it would interest you, that wood only bearing location had not only one of the first vehicles on the island, but the very first functional motorvehicle, despite all its set-backs.
nitefyre wrote:So on one hand, you're ranting about staff benefitting attention to Drojf and Siom, whereas other, you're arguing against make it hard for them to build stone quarries. It doesn't take a genius to see the contradiction here.
nitefyre wrote:Whatever happened to solving problems in characterly, and taking the challenges with stride? Any strategy player is familiar with the concept of contigency--not nagging and complaining for supernatural intervention.
nitefyre wrote:Considering the interest in Akypor's limestone, by a region we are both aware of, I am surprised therefore that food is not being shipped in from one of the big cities you mentioned...I think this could be a driving force for the necessity of more regionalized tradebut that's just one solution. Then again, 8 slots seems kinda small from what I understand of the size of the town.
Agar wrote:While I have always said that the food change steps two and three should have always been reversed, I have a seperate complaint. Harvester rates.
Before the change, you could gather 400 g/ day of carrots by hand, and use a harvester to haul up 1600g/ day. That's a factor of 4. After step one of the change, you can currently gather 630 g/ day of carrots by hand, and ... 1600g/ day with a harvester. That's barely a factor 2.5.
So ... untill the harvesters are scaled, not only is it making raw foods less desirable, it's making raw food harvesters obsolete.
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