Depletion of natural resources?

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formerly known as hf
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Depletion of natural resources?

Postby formerly known as hf » Thu Aug 05, 2004 12:35 pm

This probably applies most to plants - food/wood/rubber etc. Currenlty as many paople as want to can harvest as much as they want of these materials, for as long as they want. The resources are infinite.

How about introducing a 'sustainable yield'?

For examples, there are potatoes available. To start with there is 10,000g of potatoes, which, if left unharvested, will grow to add an extra, say, 1000g a day. If more than 1000g a day is harvested, than the total will decrease, to the extent that there are no potatoes anymore, and they will have to be left to grow before they can be harvested.

The 'sustainable yield' could be something like enough growth to allow say 4 people with the tools or harvesters to continually harvest.

This would mean that working as a farmer would be a much more porfitable and important job, and in highly populated areas, farming would have to be regulated to make sure that the area does not run out of food...

It's just a thought...
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TheTheorist
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Postby TheTheorist » Thu Aug 05, 2004 1:04 pm

Yeah I agree. I thought things were gonna run out eventually anyway though?

And I think there's a line missing from your sig...

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The Industriallist
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Postby The Industriallist » Thu Aug 05, 2004 2:31 pm

This is maybe a bit of an oversimplification of the system I would reccomend.
But a bigger question is whether depleting resources should be included at all. It's been argued before, but so far there is no such depletion.
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Appleide
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Postby Appleide » Fri Aug 06, 2004 7:55 am

But if depletion of resources like potatoes going down and up, then you need to introduce planting seeds, say planting carrots in a location with out carrots, then that place would grow carrots, but each place should be different in the probability that the seeds grow, and if it does, it should start wih only like 10 grams. And it grows 10 percent per day.

If its say minerals.... minerals form over thousands of years, so may be 0.1 percent every 10 years? Or not.


P.S I was thinking of posting the exact same thing when I saw this. What a coincidence....
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Pirog
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Postby Pirog » Fri Aug 06, 2004 8:33 am

If a grid system is introduced you could simply arrange the locations into squares of different types of resources.

Empty squares could be used to either build houses on or plant resources, and if you gather the resources at a too high rate the square would go back to being empty again.

That would mean that you could actually alter the terrain eventually.
Forests can be cut down and create a new landscape, either a barren one like many of the Greek islands...or you could plant food on the fields that stand after them. In dense forests you would be forced to cut down trees to have places for buildings etc.

Just an idea...
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ArcticCandle
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Resources..growing/expanding

Postby ArcticCandle » Mon Aug 16, 2004 9:29 am

I believe the idea is good.

I would think the problem with having to clear areas for other things would be the constant programming needed to change the environment.

I think 10% growth rate could happen or you could set up projects such as farming to help increase the growth rate. Say 1 person could spend 5 days a year to increase it by 1 percent.

Or once you have weather put int hat would change growing seasons. Maybe say ever 10 days the growth rate would change depending on the weather. If it is too dry most plants will not produce, or lessen production.

If a plant gets harvested all the way, it should take 1-4 years for it to come back slowly. Naturally some seed would fall and blow away in the wind and such to provide this.
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viktor
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Postby viktor » Mon Aug 23, 2004 9:52 pm

well if such a thing as depleted resources comes into play it would add a lot of realism, heck some of the all potatoe areas would end up with a "potatoe famine" because some of those places have nearly 100 people living there eating the potatoes. of course to make it truly realistic, characters would need a way to tend the crops to raise production or even have the ability to grow a garden inside of buildings of course this would mean they would need to attain mud and water as well as seeds (or just toss in a few of the plant and have a "plant" option). otherwise the whole world would inevitably starve to death.
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Spectrus_Wolfus
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Postby Spectrus_Wolfus » Tue Aug 24, 2004 5:58 am

i beleive the grid system is possibly what will happen with cantr version 2 from what jos said a few months back.after that prospecting and similiar things plus a more realistic crop planting could be introduced into the game as a whole.

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