More complex farming

Out-of-character discussion forum for players of Cantr II to discuss new ideas for the development of the Cantr II game.

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Kleimar
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More complex farming

Postby Kleimar » Fri Mar 31, 2006 5:59 pm

Consider that in real live farming usually takes quite some time an goes through some stages. Would it not be intersting if for certain kinds of food this would also be the case. Hence you cannot start harvesting food as soon as you arrive in a town. But you first have to plow the fields and the like.

That would mean that you will only get your food after a year or so of work.
This could possibly be extended to include things like seasons and the likes.

It would probably be hard to program. But I think it will be more interesting.

Pro:
Farming becomes more interesting. You will have times when you really need some extra hands.

It would make travelers more dependent on the towns they visit for food which will encourage trade.

Will create some interesting situations as people will try to harvest foods that the did not grow. (Towns will have to deal with it.)

Con:
Will bring new players in a hard position to get food.
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T-shirt
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Postby T-shirt » Fri Mar 31, 2006 6:15 pm

Good idea. If gathering food will be able too.

Something like:

gather potatoes: 200 grams per day (400 grams with a stick)
farm for potatoes: 32000 grams per year (minimum project size 32000) (64000 grams per year with a dung-fork)
harvest potatoes: 160000 grams per year (minumum project size 160000) (requires a potatoe harvester and 10 grams of potatoes per 1000 grams of the project)
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Kleimar
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Postby Kleimar » Fri Mar 31, 2006 7:03 pm

That would be a good in between solution. What I actually had in mind was something like this:

Projects:

Plow fields.
Sow seeds.
Some waiting period.
Harvest food.

As soon as the plow field projected is started one of the resource slots of the town is taken untill the field is harvested.
Each project requires different tools.
If seasons gets implemented one could require that each step is completed in a certain season.
In the end this should of course be more effective than simply gathering the food.
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Hellzon
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Re: More complex farming

Postby Hellzon » Fri Mar 31, 2006 7:15 pm

Kleimar wrote:Con:
Will bring new players in a hard position to get food.

This breaks it for me. We already have towns with hundreds of corpses/burial projects, in towns with no food. Do we really want this to happen in towns with avaliable food as well?
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Pie
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Postby Pie » Fri Mar 31, 2006 8:12 pm

actually, I would like to make a post.

You shold reject this and accept that one a bout gardens and planting things in it. and once you implument that, you should make gathering projects for food harder, unless you have a garden/feald.

That ^ or, this V

Either that, or you can either plant your food, and get a return of about.. say... 9000 carrots in a year apposed to the 100-200 you
would get without a feild and the planting and such.
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Agar
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Postby Agar » Fri Mar 31, 2006 11:58 pm

Hell, if we're going to make people starve too, why name make breathing a voluntary action? If you don't click your characters before the breathing tick hits, they suffocate and die.

Food is already being degraded in favor of more efficent prepared food, why add insult to injury?
Reality was never my strong point.
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Sho
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Postby Sho » Sat Apr 01, 2006 2:16 am

Putting a minimum length on farming projects has been suggested before: http://www.cantr.net/forum/viewtopic.php?p=22552#22552. But I don't support it (yes, I am a flip-flopper).
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wichita
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Postby wichita » Sun Apr 02, 2006 4:16 pm

Farming is something that will not be made more complicated. If we get around to implementing at all, we will be adding the cultivation of non-native foods that are imported to a location.
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