Gathering limit based on Resource Scarcity

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

Moderators: Public Relations Department, Players Department, Programming Department, Game Mechanics (RD)

rklenseth
Posts: 4736
Joined: Fri Aug 22, 2003 12:46 am

Gathering limit based on Resource Scarcity

Postby rklenseth » Mon Sep 05, 2005 5:46 pm

I like now that resources are more limited by limiting how many people can gather resources in a given area but a more realistic and better way to wokr this is through resource scarcity.

This can be programmed by allowing Resources or Programming to say how much of a given resource is in an area.

For example;
The location of Gerolbe (doesn't actually exist) has potatoes, corn, stone, and wood.

So there is 120,000 grams of potatoes, 50,000 grams of corn, 50,000,000 grams of stone, and 200,000 grams of wood placed on the territory. Once all of that resource is gathered it is gone. But lets say every Cantr year or so some of the resources gradually replace itself like 20,000 grams of potatoes, 10,000 grams of corn, and 5,000 grams of wood replace itself every Cantr year or so (that is 20 days real world). This is just an example. Obviously rates and resource scarcity would have to be talked in depth more than me making up number for an example.

This would be more realistic toward the society with an actual scarcity of resource which means resources will have value. Even with the gatherer's limit, resource value is a little tricky to pin down. Because you can still effectivily produce an infinite amount of anything.

Such a plan can also lead towards a better and more complicated farming, mining, and land conservation system that would add in a whole lot more depth to the game.

Later plants can both wildly reproduce or be planted by people. So replenishable resources can be moved from one location to another and more controlled system of farming. So every year, depending on climate as well, the people of Gerolbe plant 4,000 grams of corn, 20,000 grams of potatoes, and imported seeds of carrots to plant 3,000 grams of those. So then the location is in a wet, mild climate thus combine with wildly grown plants the location produces 40,000 grams of corn, 160,000 grams of potatoes, and 3,000 grams of carrots. In a less hospitable locations, like deserts and mountains, less resources will grow and some crops may altogether fail. So lets say the people of Gerolbe move into the mountain range they live next to and plant 30,000 grams of potatoes and 5,000 grams of corn. After the year is over, only 15,000 grams of potatoes succeed in growing and the corn crop fails alltogether.

I think this system work best in that people can still gather resources wildly thus not having the problems of starvation in large populated areas that can't gather enough food right off the bat. Instead, these large populated areas will have several Cantr years to plan and plant crops.

Does everyone understand what I'm talking about?
User avatar
SekoETC
Posts: 15526
Joined: Wed May 05, 2004 11:07 am
Location: Finland
Contact:

Postby SekoETC » Mon Sep 05, 2005 6:12 pm

Yes, and ooooh, if there would be a mountain and it would have 99999999999 g of stone and if you'd mine most of it then the place would change into hills and then it would become plains and then a hole in the ground!
Not-so-sad panda
User avatar
Surly
Posts: 4087
Joined: Tue Oct 14, 2003 7:33 pm
Location: London, England

Postby Surly » Mon Sep 05, 2005 6:39 pm

No.

I don't like this... what is the point? I don't think it will have any of the advantages you predict, and it will cause other problems. Leave Cantr as it is...

I also don't think this should be considered anywhere near a priority even if others agree. The bugs and unbalanced elements of Cantr need to be dealt with first.
Formerly known as "The Surly Cantrian"
Former CD chair, former MD chair, former RD member, former Personnel Officer, former GAB member.
User avatar
colonel
Posts: 1354
Joined: Fri Sep 24, 2004 6:16 am

Postby colonel » Mon Sep 05, 2005 7:07 pm

SekoETC wrote:Yes, and ooooh, if there would be a mountain and it would have 99999999999 g of stone and if you'd mine most of it then the place would change into hills and then it would become plains and then a hole in the ground!

There is a place here in my home province that is called Nut Mountain. Well they do not have any mountains, (Never have) They do have t-shirts though that say, 'The mountains are gone but the nuts are still here!' Or something like that. lol

Anyways, I think that it is a neat idea. I have a few characters that are suffering because of it but it makes trading a lot easier now. :D
Schme
Posts: 2067
Joined: Thu Nov 25, 2004 10:21 pm
Location: Canada

Postby Schme » Mon Sep 05, 2005 7:29 pm

Like hell it does.

I don't like this idea at all.
"One death is a tragedy, a million is just statistics."
Joseph Stalin
User avatar
Nick
Posts: 3606
Joined: Tue Jul 15, 2003 8:27 pm
Location: Halifax, Canada

Postby Nick » Mon Sep 05, 2005 9:00 pm

*See kinvoyas thread for opinion on new implementations


To the lazy who won't check.... it's not a favorable opinion
rklenseth
Posts: 4736
Joined: Fri Aug 22, 2003 12:46 am

Postby rklenseth » Mon Sep 05, 2005 11:26 pm

The Surly Cantrian wrote:No.

I don't like this... what is the point? I don't think it will have any of the advantages you predict, and it will cause other problems. Leave Cantr as it is...

I also don't think this should be considered anywhere near a priority even if others agree. The bugs and unbalanced elements of Cantr need to be dealt with first.


The point is to replace gathering limit with resource scarcity instead which would solve a lot of the problem currently due to the gathering limit but would still have the same effect as the gathering limit in limiting resources.

And what problems will it cause? You cry every time a change is made. Get over it!
rklenseth
Posts: 4736
Joined: Fri Aug 22, 2003 12:46 am

Postby rklenseth » Mon Sep 05, 2005 11:28 pm

Schme wrote:Like hell it does.

I don't like this idea at all.


What don't you like about the idea? You guys are just stomping on everyone's ideas because you feel changes are bad. Once again, Get Over It!
User avatar
Jos Elkink
Founder Emeritus
Posts: 5711
Joined: Mon Jul 14, 2003 1:17 pm
Location: Dublin, Ireland
Contact:

Postby Jos Elkink » Thu Sep 08, 2005 9:28 pm

I like the idea of resources that run out, but only when simultanuously a system is implemented for resources to randomly pop up / being discovered. It shouldn't be to final :) ... I have plans in this direction, but they are very, very longterm ;) ...

I totally disagree with this idea as a replacement of the resource gathering limit. The limit has to do with land scarcity, land management by political systems, scarcity to fight over, etc. etc. - your proposal does not help much with that at all, it will, I think, have practically no serious effect on gameplay, which is what we're after.
User avatar
Bubba
Posts: 51
Joined: Mon Dec 20, 2004 8:52 pm
Location: FLA USA

Postby Bubba » Fri Sep 09, 2005 1:38 am

I can see some possiblities for this.
Each town could have x number of slots for resources. Periodicly this could increase or decrease, say every y number of years there is a random chance that a town could lose or gain a slot but it could stay within a range of slots.
Each slot would be filled with random resource of say 10000 to 100000 grams . Once the resource is gone another random resource would take its place. Based on the type of land there would be a greater chance of some resources being there. i.e Montains would have a good chance for stone and plains a good chance for wheat, etc.
User avatar
Jos Elkink
Founder Emeritus
Posts: 5711
Joined: Mon Jul 14, 2003 1:17 pm
Location: Dublin, Ireland
Contact:

Postby Jos Elkink » Fri Sep 09, 2005 2:00 pm

That goes back to having specific resources for specific slots ... to see why I disagree with that, check out earlier discussions on the resource gathering limit ;) ...
User avatar
melbi
Posts: 44
Joined: Thu May 26, 2005 2:56 pm
Location: Loco Citato
Contact:

Postby melbi » Fri Sep 09, 2005 4:09 pm

If the point of the scarcity proposals is to keep people from just standing around gathering, why not introduce limits to the characters, rather than the places?

Say, for instance, that no one could gather more than 5000 g of any resource. Once they hit that, their project ends and is deleted. This would take care of some of the 99-repeat projects.

It would also make it possible for hungry characters to gather their own food, rather than become beggars from birth or rely on socialism or charity. (Even if socialism and charity are both fine things.)


And please don't dismiss complaints on this topic as resistance to change.
Hal Abelson wrote:If I have not seen as far as others, it is because giants were standing on my shoulders.
User avatar
Jos Elkink
Founder Emeritus
Posts: 5711
Joined: Mon Jul 14, 2003 1:17 pm
Location: Dublin, Ireland
Contact:

Postby Jos Elkink » Fri Sep 09, 2005 7:02 pm

melbi wrote:If the point of the scarcity proposals is to keep people from just standing around gathering, why not introduce limits to the characters, rather than the places?


This is only one of several reasons and not the most important one, as pointed out in all other discussions on the subject ...
User avatar
melbi
Posts: 44
Joined: Thu May 26, 2005 2:56 pm
Location: Loco Citato
Contact:

Postby melbi » Fri Sep 09, 2005 7:56 pm

Yes, I'm painfully aware of that. It's just so frustrating to see the same bad idea keep popping up in a new way, and have objections brushed off and laughed at.

I was trying to be constructive; to take the focus off the part that manifestly doesn't work (scarcity of resources).

We've been through this whole discussion, haven't we? Do we have to go through it all again just because there is a new wrinkle on making resources scarce? It's just the same pasta in a different shape.
User avatar
Pie
Posts: 3256
Joined: Sun Jun 19, 2005 3:30 am
Location: the headquarters of P.I.E.

Postby Pie » Fri Sep 09, 2005 10:29 pm

I personally like this idea. I mean, in the real world, when the iron runs out, just like it probably will in cantr, then you either have to dig deeper for the iron, or find somthing that will work in the place of iron. And so, what i am saying is that we should take a smalltiny tinyhint from real life, becous real life ACTUALLY WORKS! And this could work, but i would rather like to see this.

iron runs out on the top of the sirfice,, you have to build a MINE. This would give some people a chanse to prepare for the "worst" and build a mine before all of the iron is gon, and have some sistem so that caracters can see how much iron is left on the ground.
Pnumerical Intuitiong Engyn
Paranormal Investigation Exorsism
Porcupine Interspecies Extra_poison
Pick In Enter

... The headquarters of P.I.E.!!!

Return to “Suggestions”

Who is online

Users browsing this forum: No registered users and 1 guest