Maximum number of resource gatherers

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Jos Elkink
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Postby Jos Elkink » Sun Jul 24, 2005 4:16 pm

The Surly Cantrian wrote:I think this is a good idea. I really would prefer individual values for individual resources though...


But that would really leave out any 'organisation' ... then it's just a matter of gathering as much as you can. Now groups have to decide what has priority ...
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Surly
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Postby Surly » Sun Jul 24, 2005 4:18 pm

Well, it depends what the priority is.

If the priority is to force new and competant governments, fine.

But if the aim is to simulate trade and multi-location organisation, then it should be individual resources. And cheaper vehicles.
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Postby Snake_byte » Sun Jul 24, 2005 4:26 pm

Awsome I understand. I don't think they're small values anyway. I've tried starting projects with two of my charries is rather populated areas where there is a fair amount of resource gathering going on and had no problems... It might not even need any adjustment. :D That might be a first lol
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Jos Elkink
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Postby Jos Elkink » Sun Jul 24, 2005 4:31 pm

The Surly Cantrian wrote:But if the aim is to simulate trade and multi-location organisation, then it should be individual resources.


I fail to see that. Can you explain?

The Surly Cantrian wrote:And cheaper vehicles.


I agree with that one.
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Surly
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Postby Surly » Sun Jul 24, 2005 4:38 pm

Yes, I can.

People trade for two reasons:
1) For items they don't have
2) When it is more efficient to trade for items than make/gather them yourself.

Okay? Now, limiting the overall number of resource gatherers creates a problem for governments. And yes, this should lead to greater organisation in some areas. However, this won't affect trade particularly... if you set individual rates (or even better, different gathering rates) then it may become more efficient to tade for the excess required.

As for multi-location organisation, I'lkl explain that later... I'm all explained out for now... :wink:
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Jos Elkink
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Postby Jos Elkink » Sun Jul 24, 2005 4:57 pm

The Surly Cantrian wrote:Okay? Now, limiting the overall number of resource gatherers creates a problem for governments. And yes, this should lead to greater organisation in some areas. However, this won't affect trade particularly... if you set individual rates (or even better, different gathering rates) then it may become more efficient to tade for the excess required.


If you can't travel to a town, gather the resources, and go back, because there are limits on gathering, you're forced to trade with someone who is/was able to gather ... so why should this change not stimulate trade?

Differentiation of gathering rates is in the making, but is unrelated to this change :) ... That is about creating differentiation (yes, to stimulate trade), while this is about creating scarcity.

The Surly Cantrian wrote:As for multi-location organisation, I'lkl explain that later... I'm all explained out for now... :wink:


Ok, I'll wait impatiently :)
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Postby julie2 » Sun Jul 24, 2005 7:52 pm

Jos Elkink wrote:[
If you can't travel to a town, gather the resources, and go back, because there are limits on gathering, you're forced to trade with someone who is/was able to gather ... so why should this change not stimulate trade?


I agee, this makes life just about impossible for the traditional Cantrian resource-runner and trading might well become the only viable alternative in many places. On the other hand, it will also mean less surplus availble for trade,and that surplus is likely to be controlled by the local authorites so trading will also become more difficult in that: a) the trade goods will be more scarce; and b) you won't have the option of trading with independant individuals- or at least not so much as you used to, but will have to trade via those in power instead.

I rather dread it. One of my characters already has great difficultygetting stone, because the community leader of the nearest mountain town has created an artificial shortage by simply not bothering to quarry it (they do alright by trading hematite, so there's no need, I guess)and at the same time discouraging independant resource gathering. It's now come to the point where it's infinitely more practical to go much further afield for the stuff, because trading expeditions to the place too oftn turn out to be a waste of time, even after reluctantly agreeing to pay double the previous price. I expect that's a fairly uncommon scenario, at present, but I can see it being repeated all over the place, what with the new limitations.
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Postby Cookie » Sun Jul 24, 2005 8:06 pm

Snake_byte wrote:
Cookie Monster wrote:I think it's the worst thing to have been implemented in the whole of my time playing Cantr. ...nuff said.


That's what I said about tiredness, and extra objects to make weapons but they turned out fine.


Tiredness never turned out fine. Tiredness is now a pointless bit of nonsense no noe ever pays attention to.

Stand by for more silly rules from petty litle governments like 'dont mine at all or you will die' nice! My characters are going to become unactive some time soon me thinks.
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Postby Snake_byte » Sun Jul 24, 2005 8:22 pm

Cookie Monster wrote:
Snake_byte wrote:
Cookie Monster wrote:I think it's the worst thing to have been implemented in the whole of my time playing Cantr. ...nuff said.


That's what I said about tiredness, and extra objects to make weapons but they turned out fine.


Tiredness never turned out fine. Tiredness is now a pointless bit of nonsense no noe ever pays attention to.

Stand by for more silly rules from petty litle governments like 'dont mine at all or you will die' nice! My characters are going to become unactive some time soon me thinks.


If you don't think tiredness does somthing then try to attack a few people in a row... You can't go around and hurt EVERYONE in one town anymore.
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Postby Cookie » Sun Jul 24, 2005 8:27 pm

You couldn't do it before either, because people usualy attacked you back, which had the same effect.
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Postby PRUT » Sun Jul 24, 2005 9:26 pm

And what about unemployment?

If in town live 50 people, and only 20 can gather resources and next 10 may use machines or bury dead bodies. What about the rest 20? Will they only have to write a notes or to travel? Or wander around doing nothing?

Is this limit depended of city population number or not?
If not, some cities my collapse and some may my rise in power.
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Surly
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Postby Surly » Sun Jul 24, 2005 9:31 pm

That's what I was talking about when I brought up the limiting of population...

I don't like that element of it.
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Postby formerly known as hf » Sun Jul 24, 2005 9:49 pm

I don't want to make a decision yet - but I'm getting a headache just thinking about how this will need to be organised from the point of view of town leaders and rulers...

I like to concept of land scarcity - and this seems like a good way to introduce that effect - and, if harvesters aren't included - that should mean a developed town will have no trouble with needing to trade for food...

I want to see how this plays out once the projects that are continuing finish, and the limit kicks in - but I'm looking forward to it, as an effect on Cantr - but dreading it from the point of view of one of my charries... Logistical nightmare galore...
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Postby Lumin » Sun Jul 24, 2005 9:52 pm

The other twenty can always turn the resources into finished products, cook meat, repair tools, etc. In most cases that would be a lot more useful to a town than yet another potato gatherer.
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Postby KVZ » Mon Jul 25, 2005 12:47 am

I noticed one odd thing. Now if someone will start resource gathering project, it will not start automaticly, but someone must go to activity page and click on "P" button. This is not good because of three reasons:
1. this will make live harder for newbie players.
2. more bandwidth usage - every project will make one open of activity page.
3. it will make that newspawns will less often left something after they die, because they will not know to how to start gather something... :evil:
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