You want some? Come on then. Let's settle this in a pointlessly brutal fashion...Nick wrote:Lumin wrote:I've always thought the way food is handled now makes life way too easy, as well as keeping trade and specialized occupations from developing.
I will smack he who disagrees with this.
Well, that would be okay. But I've been arguing for balancing for ages, to no avail. I dpn't mind greater processing, but if it means I end up with vastly less food than I used to... that isn't good.Nick wrote:Like any new addition, you need to balance it first! This the key point that makes new, even wanted additions, unwelcome and unappreciated. When tiredness was added, productivity should have increased to make up for it, and the once-a-day hit limit should have been removed. If you're going to increase the amount of work to be done on food, then you should be able to gather more of the raw stuff.
There are too possible repercussions from this:
1) Food production becomes a viable industry. We get professional farmers, and this would stimulate trade with others who trade in other areas and create a more rounded economy.
2) Trade stops. Due to the now pointlessly low food production rates, traders spend all their time on food production and repairs. As a result, trade dies away, leaving Cantr in an even worse position than before the supposedly positive change.
Unfortunately, Option 2 is the current trend in Cantr. Hopefully this proposal would follow option 1. But I won't hold my breath...

