Gathering limits - ProgD update

General out-of-character discussion among players of Cantr II.

Moderators: Players Department, Public Relations Department

User avatar
kinvoya
Posts: 1396
Joined: Sun Mar 28, 2004 9:31 pm
Location: The Wide, Wide World of Web

Postby kinvoya » Mon Sep 12, 2005 7:20 pm

You are explaining way over my head, Jur.

Right now, the duration of the project is determined by dividing the amount requested when initiating by the gathering rate. (You ask for 1600 potatoes, gathering rate is 800/day or 100/hour, so the project is set to be two days or 16 hours)
So only the initial person can set the rate and everyone else has to go by what they set? What if the initiator sets it for 100,000g? What if someone is starving and would have liked to get a few carrots right away?

When the hour changes, you do not get a plain "+1" on the project... instead, it is adjusted for skills (+0.9 if you're a bad farmer), tools (doubling to +1.8 for having a dung-fork), and random deviation (+1.71 if your yield is to be +5% of what you asked for).
So each person gets the calculated percentage of the amount they asked for but not until the first person’s project ends? When it ends does the calculation default to the second person who started a project? Or does everyones project just stop at that point and the first person to start again sets the timeline for everyone else who joins?

The total duration of this project is (16 / 1.71)=9.35 turns, always rounded up, so 10 turns (hours). Progress report is reported as (cumulative progress / duration), or 1.71 / 16 or 11% after the first hour. All of this is already in place.
Please don’t do this yet. We have asked for a break from new changes. I just have a feeling this will result in player riots.

The proposed change adds another factor in, the over-gathering. If ten people would work on seven slots, your "progress" on the project would be 70% of 1.71=1.197. However, if the excess gatherers would suddenly disappear on the second hour, you would get your 1.71 progress again. After one hampered hour, and one unhampered hour, your progress would be 1.197 + 1.71 = 2.907, reported as 2.907 / 16 =18%.
I’m not good at math, I will never understand this. Please don’t make the game incomprehensible to non-math types.

Hope this clears it up a bit... and sorry for the math. Point is: there are already several multiplier influencing gathering progress, the proposal is to add onther one of those if over-gathering occurs.
If over-gathering occurs? What is over-gathering in Cantr? How is that possible? Isn't that what the "slots" were created for?

Thanks for trying but I still have no idea what this is all about. Can anyone explain this in simple to understand terms? Please no math. I don’t really care how exactly it’s calculated, I just want to know the practicalities of what the chars will perceive.

For instance will my char still be able to gather 1/2 days worth of carrots if a slot is open and get them after (approximately) 1/2 day? Maybe things won’t be as different as they sound. I just don’t know, but I’m scared.
<a><img></a>
User avatar
Chris Johnson
Posts: 2903
Joined: Wed Dec 01, 2004 3:26 pm
Location: East Sussex, United Kingdom
Contact:

Postby Chris Johnson » Mon Sep 12, 2005 7:37 pm

Kinvoya

The first 3 parts you quoted are what currently happens - (and happened before the resources slots where brought in )

i.e. If you work for about 1/2 a day you get about 1/2 a days worth of carrots. (skills,tools and a little bit of chance effecting the final outcome)

The current resource slots restriction is exactly the same principal, but only X slots can be used in any one location .

The next bit is the new proposal - this is what Jur means by over-gathering
Lets say there are 20 slots available
If up to and including 20 slots are being worked then output is exactly as before.

and this is the new bit ...

A 21st person can come along and start gathering but everyone is slowed down by a little bit ( to 20/21 of their normal speed - apologies for the maths) - a 22nd person can work but slows things down a little more and so on ... The outcome is the same (about 1/2 a days carrots) but it may take longer . Its the time taken not the final outcome which is effected.

So the slots are the maximum where people work at full efficiency, progress slows when the slots are exceeded

I hope that makes it clearer

Of course I could be wrong myself :)
User avatar
kinvoya
Posts: 1396
Joined: Sun Mar 28, 2004 9:31 pm
Location: The Wide, Wide World of Web

Postby kinvoya » Mon Sep 12, 2005 7:50 pm

Dear Chris,

Thank you so much. I hope you are right, too, because I actually understood you. Now I can stop crying. :wink:

So the slots are the maximum where people work at full efficiency, progress slows when the slots are exceeded

Now, can you explain to me what the point of this is? What does it accomplish other than slowing everyone down? If an extra person is working shouldn't it make the work go faster?

My impression was that this is to benefit the overpopulated Polish lands. How does slowing down the harvest when 20 more people join in help them? If it's so that more people can gather then why have the "slots" at all?

Why is the world so confusing?

Dense in Honolulu
<a><img></a>
User avatar
Chris Johnson
Posts: 2903
Joined: Wed Dec 01, 2004 3:26 pm
Location: East Sussex, United Kingdom
Contact:

Postby Chris Johnson » Mon Sep 12, 2005 8:11 pm

Ah - no , they (and me) are not talking about the case where 1 or more people help someone on a particular project. Progress on that project will still be faster and faster - what the over-gathering is about is competing active projects.

Such a project will still progress faster than one which just had one worker , even with over-gathering.

Actually it should encourage cooperative working, it would be better for people to share a digging or farming project and split the proceeds than to try an compete against each other.
User avatar
kinvoya
Posts: 1396
Joined: Sun Mar 28, 2004 9:31 pm
Location: The Wide, Wide World of Web

Postby kinvoya » Mon Sep 12, 2005 8:26 pm

I'm semi-lost again but I'm giving up at this point. No one else seems to care about this so I guess I am just being super dense. I hope it works out. Thanks for taking the time to try to explain it.
<a><img></a>
User avatar
Jos Elkink
Founder Emeritus
Posts: 5711
Joined: Mon Jul 14, 2003 1:17 pm
Location: Dublin, Ireland
Contact:

Postby Jos Elkink » Mon Sep 12, 2005 8:48 pm

Chris Johnson wrote:Ah - no , they (and me) are not talking about the case where 1 or more people help someone on a particular project. Progress on that project will still be faster and faster


Unless, of course, the limit is reached ;) ... If there are 12 slots, and 12 people working on 1 project, the 13th will actually help nothing at all :) ... But if there are 11 working on the project and 1 on another project, the 12th on the first project will make that project slightly more effective and the second project slightly less :) ... (Sorry, kinvoya, not meant as further clarification, just for those who do like the math ;) ...)
User avatar
kinvoya
Posts: 1396
Joined: Sun Mar 28, 2004 9:31 pm
Location: The Wide, Wide World of Web

Postby kinvoya » Mon Sep 12, 2005 9:07 pm

:roll: Whatever. I personally find this silly and annoying.

I think only those who are obsessed with stats are going to consciously do anything with this scheme. Everyone else will just gather haphazardly when they can and have no idea why they get what they get or how to make things better. The daily value of resources will loose all meaning, making trade even more difficult.

Are you seriously expecting that the average char will understand what is going on with the crop yields from an in-game perspective? Or does it just not matter? I don't see how any char/government could possibly be expected to figure this out in character (or even OOC) and do something constuctive with it.

So since KeVes, Chris and a few others understand it I guess the areas where they have influence will somehow slightly (or greatly? who knows?) benefit and almost everyone else will just be perplexed and disadvantaged.
<a><img></a>
User avatar
formerly known as hf
Posts: 4120
Joined: Wed Aug 04, 2004 2:58 pm
Location: UK

Postby formerly known as hf » Mon Sep 12, 2005 10:31 pm

If I might inject after having read all of... the past page...

:arrow: If there is no restriction on the number of people that can gather resources - but that above a certain number and the yields will be less - will result in the Cantr-in-game equivalent of taking all the long-standing 'day value' trading that has developed, tearing it into tiny pieces, miking it with kite-cat cat food, feeding it to a hundred different kittens, then taking those kittens, and placing them on a steamboat headed to total oblivion, then sending a couple of cruise missiles and a nuclear warhead after them just for good measure.

which all equals a great big major headache for Cantrian traders (Cantrian governemnts have already got a headache from having to enforce rules regarding who can gather resources)

I like it (really - I do)
Whoever you vote for.

The government wins.
julie2
Posts: 338
Joined: Thu Jan 06, 2005 9:10 pm

Postby julie2 » Mon Sep 12, 2005 11:15 pm

I understand the maths, Kinvoya, and I don't like it at all. But I already said that, and gave my reasons. There's noithing in the maths to make me change my mind.

Now, I've been meaning to come back some points Jur made earlier in this thread (sorry for the delay, Jur. There are just too many issues coming up all at once, and I'm finding it hard to keep up)

Jur Schagen wrote:Now, what do all these figures tell us? First, the excess pop figure is flattered - obviously, not all outdoors pop actually *wants* to gather, and never has been. They might be manufacturing stone hammers, building houses and roads, asleep and starving, crowbarring a boat, be roleplaying a sex scene, whatever. But even then, there's only 587 chars in towns where they cannot start a gathering project right now (besides, about 140 of those are in just three towns. I have reason to believe that this was temporary pop anyway). That's less than 10% of the total chars.


The question of how many chars it actually affects right now ispretty irrelevant. If Cantr continues to expand it's going to affect more and more chars. Somebody made the point that many towns that are currently undeveloped won't get the chance to develop as far as , say, Siom (which benefitted, presumably from the one-off adjustment )That's a pretty important consideration, in my view
Jur Schagen wrote:Most of the excess pop is located in big cities, with 40+ pop. These are hubs of the economy, with smelting and clothing industries, lots of buildings, machinery, boats, and vehicles, vast storage rooms controlled by powerfull people, etcetera. As someone said, you cannot farm for carrots if you spawn in New York City... so if you want to be a farmer, you have to move out. Same for Cantr... if you want to be a gatherer, go find yourself a slot, there are plenty of them. If you want to stay where you spawn, you should probably become an industry or construction worker, a trader, a cook, a clerk... The choice is yours, and you do have the choice.


Ummm...Cantrian cities are far from analogous to real-life cities. The "City " effectively includes all the surrounding countryside.
There is actually nowhere else to go and farm except to another town. What actually happens is that farming people are attracted to the fertiilefarmland in places like Siom and they form the basis of the "City "population. Industry then springs up in that place due to the ready availabilty of food there (which leaves the people more free to pursue other objects tan mere survival) Surrounding woodlands and mountains(where you couldn't go and farm, anyway) remain underpoulated largely because they depend on the "big cities" for their food supplies (virtually the inverse to the IRL stuation). As we all know, Cantrians largely prefer to be independant--quite rightly too. One glitch in supplies (not an infrequebnt occuirence in Cantr) and many of the townsfolk can starve.

If the progD seriouslywants people to farm somewhere other than in the "Big Cities ", then the only logical thing to do about that is to seperate the farmland from the towns, in much the same way as IRL. Big Cities IRL do tend to be surrounded by fertile farmland which supports the population of the city. I pictured it much the sanme in Cantr, except there's no practical way to distinguidsh the countryfolk from the towsfolk. They all share the same bit of cyberspace. Hardly their fault, it's just the way the game was designed.


Jur wrote:
Julie wrote:...It beats me why the Prog Dept atre trying to cap the poulation of large towns, just as we're beginning to attain the requisuisite density in some places.


We are not capping them, we are capping their gatherers. We hope the chars will understand this and become industry workers, for industry is seriously underdeveloped in Cantr. You have no idea of the horrible relation between current existing stocks of raw materials (hematite, carrots) versus industrial output goods (i.e. iron, propane, cooked meat, etc.)


Capping the gatherers does effectively cap the population, especially where food=gathering is concened. However many chars switch to industry, there has to come a point when the poulation is too big to be supported by the available resources. OK maybe most town are nowhere near that maximum, but there surely is a maximum, and when you consider food-production and the fact that the town might well be supprt ing the entire region with food (as well as supplying other important resources) They might well be much closer to that maximum than would seem at first sight.

Anyway, I think there are many other reasons for that imbalance than over-gathering. I should think the biggest problem lies in the difficulty of moving resources from the location they're gatherered in to the location they're required in. Don't forget that Canrian trade is ectremely slow-moving. The process of identifying a maket for your raw materials and actually transporting them there can easily take years. In the meabntime, industry can languish for lack of those raw materials.

One of my chars runs a steelworks and is pertually trying to build up surplus stocks of the big three essential resources, so that production isn't forced to halt due to a glitch in supplies (a frequent occurence). It isn't easy at all. In process , it's become evident to me that you need a degree of over-gathering to occurjust to keep things running smoothly. And of course any failure in supply of one of those resources is going to look like gross-overgathering of the other two, as they pile up uselessly.
Jur wrote:
Julie wrote:Yeah, but Cantr has certain peculariies which don't occur IRL. At a rough estimate, I'd say those towns cover something like 30,000 square kilometers on average (judging by the walking distance betwen towns) not 20 acres, so youd expect them o hold a lot more people- and you need them to hold a lot more people if we're going to seriously develop.


You shouldn't think like that... if we're talking 70 citizens right now, we say "big city"... IRL, this would be a mere one-street-town. In my view, in economic terms, each char represent thousands of people.


That logic works for games like "civilization". It doesn't work for Cantr. The crucial difference is that characters in Cantr have a lot more individuality. In "Civilization" they're just robots and as such they can be masde to represent the average behaviour of people en masse. Are you seriously proposing that when my char awkwardly makes a hammer, he represents a thousand people awkwardly making a thousand hammers, and when he loans it to a mate, who falls asleep holding it, the very same thing happens to every hammer in his neighbourhood? etcetera? Think about it. No way can the behaviour of a dozen (often highly idiosynchratic ) individuals simulate the behaviour iof 1200 robots, or even1200 people, economically or otherwise.


Well, that's the major points covered, I think I've run out of steam now , you'll bre glad to hear :D Thanks again for your detailed reponses, Jur.
User avatar
Racetyme
Posts: 1151
Joined: Sun Sep 11, 2005 6:21 am
Location: The Internets

Postby Racetyme » Tue Sep 13, 2005 2:55 am

Well, being a lazy american I read the first post and the last page, and the first thing that strikes me is that what people want about cantr is not to gather food. Frankly, it's boring. The fun part of cantr is doing things you can't do in real life, like toppling and constructing governments, I sure as hell don't want to have to spend all my time making food, there are claymore's to be made and wielded!
User avatar
Jos Elkink
Founder Emeritus
Posts: 5711
Joined: Mon Jul 14, 2003 1:17 pm
Location: Dublin, Ireland
Contact:

Postby Jos Elkink » Tue Sep 13, 2005 8:09 am

julie2 wrote:Big Cities IRL do tend to be surrounded by fertile farmland which supports the population of the city. I pictured it much the sanme in Cantr, except there's no practical way to distinguidsh the countryfolk from the towsfolk. They all share the same bit of cyberspace. Hardly their fault, it's just the way the game was designed.


I think this is only the case because people tend to be rather strict in saying that one location is one settlement is one state. When I created Cantr, I always envisaged groups of regions to be part of one 'country', much like for example the Lad. Empire. So for me, the countryfolk are those people living in sparsely populated areas, and the townsfolk are for example the inhabitants of Siom.

And yes, the countryside should deliver the food to the cities, while the cities contain the industries and trading centres. Sometime in the future, buildings should also take from the land scarcity - Jur and I are already talking about possible ways of doing this - and then you get more of that effect. But even without that, you would expect that cities are already useful as markets - you shouldn't have to travel to all surrounding locations to find a place to sell your goods, but people should organise central trading centres. Cities should grow at the crossroads of trading routes, on coasts with harbours, etc., while more inland you have the farmers producing the goods for the cities. Cities can organise regular transport lines from the city to its hinterland.

Julie wrote:there has to come a point when the poulation is too big to be supported by the available resources.


Not with proper supply lines. Already sailing is becoming a very frequent occurance and I really fail to see why cities cannot import enough food. See for example big towns like Seatown Forest, which are entirely dependent on imported food.

Julie wrote:The process of identifying a maket for your raw materials and actually transporting them there can easily take years.


Totally true. But this can be improved also given the current design of the game. Just institutionalise better trading markets. Why does Siom not have a central goods exchange market, for example?

Racetyme wrote:The fun part of cantr is doing things you can't do in real life, like toppling and constructing governments, I sure as hell don't want to have to spend all my time making food, there are claymore's to be made and wielded!


I totally agree. But there has to be something to fight over as well :) ... If almost any char can be a king by just setting up their own settlement, what is the point in toppling regimes? Or fighting for power? If, however, being a leader means controlling a certain piece of land (or in Cantr abstraction, a certain number of slots), then it actually becomes valuable. Now Siom has a serious interest in controlling or at least maintaining good trading relations with surrounding towns, because it depends on their food and resources (this is an example, I'm not sure it's accurate in the case of Siom), so there is much more incentive for Siom to be powerful and for people to be powerful in Siom.
julie2
Posts: 338
Joined: Thu Jan 06, 2005 9:10 pm

Postby julie2 » Tue Sep 13, 2005 1:30 pm

Jos Elkink wrote:
julie2 wrote:Big Cities IRL do tend to be surrounded by fertile farmland which supports the population of the city. I pictured it much the same in Cantr, except there's no practical way to distinguish the countryfolk from the towsfolk. They all share the same bit of cyberspace. Hardly their fault, it's just the way the game was designed.


I think this is only the case because people tend to be rather strict in saying that one location is one settlement is one state. When I created Cantr, I always envisaged groups of regions to be part of one 'country', much like for example the Lad. Empire.


Again that has a lot to do with the basic game design, imo. You have vast distances between settlements and no means of instantaneous communication, so, naturally, settlements are much more insular than they are IRL. It must be about one year's march from one end of the Lad Empire to the other- and it's only a little cluster of roundabout half-a-dozen settlements. Seems to me that Cantrians respond to these conditions in much the same way real people would- if the same conditions were to be found IRL. Unless you shorten the distances considerably, you're trying to squeeze blood out of a stone, asking Cantrian's to organise themselves into effective"states"

Jos wrote:So for me, the countryfolk are those people living in sparsely populated areas, and the townsfolk are for example the inhabitants of Siom.

And yes, the countryside should deliver the food to the cities, while the cities contain the industries and trading centres.


But---Siom is only food producing Town in a vast region, mostly comprised of woodland. Lad is in a similar position, so are most "Cities". That's precicesely they they grew big and powererful. Seatown Forest is a rare exception. There's no way you can force Siom's neighbours to supply food to Siom instead of vice-versa, because Siom's neighbours quite simply don't have any food to export. . Food is, in fact ,the only resource Siom has that has any serious ecomnomic sinificance. They import practically everything else.

Think again about the distances between towns in Cantr. What happens in Cantr is precisely what happens IRL. Settlements spring up IRL near sources of water and food, and food-producing regions become much more densely populated than non-food producing regions. Same in Cantr. The densely populated regions of the world (such as England) ) tend to be the fastest to develop industrially, and these tend to become the Empire bullders. English cities sprung up in the fertile plainlands, not in barren mountainous regions, and remain there to this day, even with modern transport enabling us to fly food in from across the globe. They remain there because its simply a whole lot more convenient. What's more , the millions of buildings in those cities are still not enough to blot out the surrounding countryside and eliminate our local food suppies. We don't actually need to transport our food across the globe. Why should Cantr function so differently? Why should the development of a single city in the fertile plains affect the availabity of food rightacross across a region the size of England?

A town like Siom, together with its satellite woodland towns represents an area approximately the size of England, to judge by travelling times. How far would you expect English farmers to travel just to take their goods to market? As far as Siom Forest North (Unusually - in Cantr- less than two day's trave from Siom) would be the maximum, I guess, IRL This already happens, and more. Siom supplies food to almost every town within a ten-day radius, except Jakara
,(which has it's own food--inconveniently for Siom ,since Jakara supplies Siom with limestone. Siom's industrialists therefore have quite a bit of running around to to do, in order to get hold of goods which Jakara actually needs), but you want Siom to focus near-enough exclusively on industy instead of farminng since it's a "Big City " in your view. Not a big fertile plain containing just one big city, which looks to me like the only logical way of viewing it) , or else move it's industry away from the fertille plains into the woodlands.No way would that happen IRL. Even if the woodlands have some vital resource, like coal, you get a small mining village springing up there, and nearly all the major industry which deprends on that coal remains in the plains, just the same as IRL. Or do you want towns like Siom to import their food from other fertile plains (tantamount to exporting them from right across the globe, given Cantrian distances) as the following quote suggests
Jos wrote:Sometime in the future, buildings should also take from the land scarcity - Jur and I are already talking about possible ways of doing this - and then you get more of that effect. But even without that, you would expect that cities are already useful as markets - you shouldn't have to travel to all surrounding locations to find a place to sell your goods, but people should organise central trading centres. Cities should grow at the crossroads of trading routes, on coasts with harbours, etc., while more inland you have the farmers producing the goods for the cities. Cities can organise regular transport lines from the city to its hinterland.


So Siom somehow has has to discover a "fertile hinterland" does it? And so must Lad? And so must the Lad Empire's only other major City, Naron? (which has also grown to faily sizable proportions, by dint of the fact that it also produces it's own food). So must Brunoi? And Lake Village? And Blojt? And...

As the game's designer, I guess you should know better than me. But still, I always thought that those locations included an intrinsic fertile hinterland, and --given those vast inter-location distances, and given the distribution of resources-- I'm at a total loss for finding some other way of viewing it. Seems to me, if we all have to travel for a year or more to find some undeveloped farmland to serve as our hinterland, we might as well stay where we land and set up shop over there, with a nice convenient food supply. But then again , as soon as we start to develop any serious industry the ProgD will be wanting to move us on.

Jos wrote:
Julie wrote:there has to come a point when the poulation is too big to be supported by the available resources.


I really fail to see why cities cannot import enough food.

I say again, because most cities don't need to import food. Most Cities supply food instead. That's how they came to be cities. And if you must squeeze the City's food supply, then you squeeze their hinterland's food supply too (if you define the hinterland as the surrounding towns, which usually don't producce food) And then food transportation will begin to involve such huge distances and such a large degree of organisation, that
I can see most players simply giving up.That won't be anything like IRL food supply chains, but more like a perpetual famine-relief operation. At least give us aircraft, first, before imposing that kind of situation.

Jos wrote:
Julie wrote:The process of identifying a maket for your raw materials and actually transporting them there can easily take years.


Totally true. But this can be improved also given the current design of the game. Just institutionalise better trading markets. Why does Siom not have a central goods exchange market, for example?


It's not lack of markets that's the problem. It's the distances you have to travel before you can even befgin to communicate with your neighbour. And the unique Cantrian uncertainties imposed by people suddely dropping off to sleep for long periods, or even dropping dead with distressing frequency (Worse still, the long wait to see if the former turns into the latter) Also, all kinds of social and economic changes can occur between one trip and the next, because they take so darned long. To a large extent Cantrian's just have to "play it by ear" and hope for the best. Trading trips may well fail. for any number of reasons, however carefully planned. If you want Cantr to develop economically, and form efficient, unified , statesyou have to shorten those distances. That's the only thing which will seriously help to facilitate all that.

To an extent, we can shorten those distances ourselves, by building vehicles and improving roads. But that takes years, under the best of circumstances( the best circumstances being that you already have good vehicles and good roads) Actually motorised vehicles currently represent the summit of Cantrian achievement, don't they? So you bound to be without them all the time you're struggling to reach that summit (after ten years of struggling to build up the local steel industry, my charavcter is pleased to have finally produced all the tandems she needs. Now a van is a serious possibilty, at last. It will still take years, but after that it's plain sailing...probably. However if Siom has to choose betwen producing food and producing steel, that creates a whole new fundamental problem for her. Fortunately the current implementation doesn't actually enforce that kind of choice. The current implementation encourages excess gatherers to get a job and move indoors. But if that process of building up industry then forces the gatherers out, as seems to be the plan, well then that's when the Sh** rteally hits the fan. There's no reason on Cantr for locating that industry in Siom except for the proximity to food supplies.Alter that, and the whole thing becomes one giant folly, and people of Siom will have to hope to Jos, that you give them some way of dismantling their buildings, so they can all go back to being farmers. Food trade is the cornerstone of Siom's economy. Take that away, and it's going to becomea ghost town. I'm sure the same can be said for many other similar towns)

Jos wrote: Now Siom has a serious interest in controlling or at least maintaining good trading relations with surrounding towns, because it depends on their food and resources (this is an example, I'm not sure it's accurate in the case of Siom), so there is much more incentive for Siom to be powerful and for people to be powerful in Siom.


Nope. Siom has a serious interest in controlling or at least maintaining good trading relations with surrounding towns, because it depends on them for everything but food. My character amongst others has spent tent ten years developing good trading relations for that very reason. It ain't broke. Don't fix it. Siom's only major problems with trade are the distances involved, as mentoned, and the sleepiness of some of the surrounding communities. My character was forced to send people down from Siom to populate one of the surrounding towns., to fix that. Another important town for trade is already pretty well populated, biut the town leader keeps suffering from sleeping sickness, and won't appoint a deputy...a much trickier situation to fix. Despite sitting on top of a mountain, they apparently don't need Som's food nor anything else enough to wake up and trade when deliveries arrive. None of these suggestions look set to fix that one, they just look set to lay waste all the efforts Siom's people have already put in towards developing local trade relations and industry. I'm convinced those efforts have only born fruit at all, because Siom possesses a food supply, and hence possesses a pretty large poulation to draw upon. When some key character falls asleepholding some crucial bunch of keys, that it isn't quite such a large scale disaster for Siom as it for smaller places. They can weather that kind of thing that much more easily. And, of course. if the worst comes to the worst, and whole town loses access to it's food stores(as happens almost everywhere on occasions) they can always dig up more while it's sorted out.
User avatar
Nick
Posts: 3606
Joined: Tue Jul 15, 2003 8:27 pm
Location: Halifax, Canada

Postby Nick » Tue Sep 13, 2005 3:35 pm

I don't see why people complain about toughness of trade due to distance of travelling, or any other reason.
If you can't get some good trades, then you're not trying hard enough.
My character has gotten rich in iron, steel; every concievable resource he could want. But he has never gathered hematite, stone, coal... all they gather is... limestone. The local resource that's of value to a local market; Siom (character in question lives in Jakara).

Now I don't think I'm ripping anyone off; my character has quite low rates, yet still in the ease he can get limestone, it really pays itself off. I bet Siom is making a lot of profit off of my character as well, it certainly is a mutually beneficial trade deal.

Getting tons of hematite, coal, and whatever I need imported for one resource. Now that's an ideal economy. I have also had some other successful traders in a lot easier to use and more practical medium; ocean trading. Build a boat, gather a resource that's valuable in other towns. You're not going to get much for hematite in a town that has it. But, gather it, and sail five towns away, and you will get a lot of whatever they might have valuable, like food. They might consider it nearly worthless, and consider you a fool to trade your iron ore for carrots. But then go back to a hematite forest with your food, and get tons more hematite! I have two current ocean traders; each has gotten well rich from it.
julie2
Posts: 338
Joined: Thu Jan 06, 2005 9:10 pm

Postby julie2 » Tue Sep 13, 2005 6:45 pm

Hold on there, Nick. You're experience doesn't contradict what I'm saying at all. If your character can effortlessly rake in profits in Jakara, that's largely due to the huge efforts the people of Siom put in to developing trade routes, and building the transport to service those trade routes. Also, it's relatively easy for a single character to get riich. That's not really what this discussion is about. This thread is anbout developing a balanced economy. I think Siom is relatively successful in those terms, and a lot of the surrounding town reap the benefits of Siom's success in various ways -as your example pointed out--but that's not to say that Siom's success came easy; that's not to say that Siom has developed to it's maximum potential (far from it); and. more importantly, that's not to say that Siom's success isn't under threat due to new initiatives from the ProgD, which aim at forcing towns like Siom to concentrate on industry, and trade for their food istead of farming it.( Who with?Jakara? C'mon. You're just not equipped to produce foosd for the entire region as well as limestone. And without their big surplus of potatoes, Siom couldn't trade with RM for the hematite it brings you. Without potatoes, Siom wouldn't have anything much except iron to trade with anyone in fact. And since the hematite and limestone producing towns already make their own iron, and don't need Siom's iron, then Siom's iron supply would also rapidly dry up. I reckon the whole district would plummet back into the stone age, in fact, if the plug got pulled on potato harvesting in Siom.)
User avatar
Nick
Posts: 3606
Joined: Tue Jul 15, 2003 8:27 pm
Location: Halifax, Canada

Postby Nick » Tue Sep 13, 2005 7:01 pm

Regardless, as you say, their economy is good.
Other bad economies are due to IC social situations, not game mechanics.
Obviously they're not identical to real life. Never will be.
But anyone should be able to deal with it.
And my character isn't solo, he has a couple people gathering limestone and such. And Siom makes its money in trading. I trade with Siom for hematite, even though they can't gather it. Because they have the economic strength to perform large scale trades, I trade with them. That's their economic oomph, not potatoes. Although your initial point was indeed correct; most major towns have developped around food.

Then again, most towns have developped around old-system spawning locations. Blaman and Cantr City being the exceptions, I guess.

edit: oh and of course the biggest exception; Dhung

Return to “General Discussion”

Who is online

Users browsing this forum: No registered users and 1 guest