Reduction of food yields

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grayjaket
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Postby grayjaket » Tue Feb 17, 2004 2:59 am

Yeah sure...sounds good. It could even be a fake resource. Just like, "food" or something. That way they wouldn't have something not from their region.
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Postby new.vogue.nightmare » Tue Feb 17, 2004 4:27 am

capability of living off their fat for a day? :)
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Postby kroner » Tue Feb 17, 2004 5:22 am

The Industriallist and I discussed new spawns starting with food before and came to the conclusion that it might lead to people killing off new spawns for the food. The may be a problem if food is made harder to get. Maybe new spawns just wouldn't need to eat for a year? Or they could have a special food that disappeared when they died (essentially the same thing).
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Postby Meh » Tue Feb 17, 2004 5:26 am

They can already go for days without eating.

50 days...2.5 cantr years.

Just food for thought.
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Postby The Industriallist » Tue Feb 17, 2004 5:33 am

But their productivity drops every day. Also, if a year of farming was required to get a harvest, it would then take 2 years to fully recover.

Nightmare, you don't have to recap the entire topic in every post. The whole point of it is to promote tool use and specialization.

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Postby new.vogue.nightmare » Tue Feb 17, 2004 7:54 am

I keep restating my points because it appears that nobody seems to understand them.

ONCE AGAIN. There already are wild foods in the game that can be gathered. As they aren't farmed crops, they would stay about the same as they are now, and provide those down on their luck with some form of sustenance until they can either get some kind of employment, or gather enough food on their own to be able to do other things, like set up a small farm (untooled subsistence farm would be slightly more efficient than gathering berries and the like) or start producing some goods or services that would allow him to earn his sustenance.

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Postby The Industriallist » Tue Feb 17, 2004 1:42 pm

Oooh... I guess you are right, I didn't understand that.

By wild foods, do you mean most healing foods, meat, and fish? Because those are pretty rare, really. A lot less common than potatos, at least.
Also, you get less than two days of sustinence out of one day of collecting those (at least mushrooms). That seems a little harsh if someone will need to have a year's supply to get through a farming season.

If you are including the staples, like carrots, as 'wild foods' then leaving them alone would defeat the purpose.
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Postby new.vogue.nightmare » Tue Feb 17, 2004 2:46 pm

Well, pretty much what this would bring about is, as most wild foods can keep you healthy for 1-2 days, it means that hopefully people will then be smart enough not to try getting their own food...basically a major effect of this is that newspawns won't all be farming. Instead people who have been able to invest in farming equipment, and loners who decide to build a remote little homestead are the only people who could gain from farming.

If some newspawns are truly bent on farming, then they can always forage for a while until they have enough food.. it may take years however. An added bonus to this would be, if and when new lands are developed, it will have to follow a slower development curve, causing (hopefully) some kind of societal structure to form, rather than a bunch of people hunting for iron because they spent a couple days farming.

Finally, when someone spwns and says they need a job, my lazier chars won't be able to laugh at them for not trusting their own abilities--they'll be too busy actually making a living.
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watermelonnose
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Postby watermelonnose » Tue Feb 17, 2004 9:21 pm

How about when foraging for food you would be able to get your supply in two game hours, but only be able to gather once each day similar to the one hit per day rule. The remaining six hours of the day you could work on something else.
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Postby new.vogue.nightmare » Tue Feb 17, 2004 10:43 pm

Except that hunting and foraging for survival is often a full-time job. That's why most ancient civilizations adopted an agricultural nature as soon as they discovered its advantages...although there are rumors that the egyptians just started it so thy could make beer... :lol:
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Postby The Industriallist » Wed Feb 18, 2004 12:57 am

new.vogue.nightmare wrote:Rather than starting with a year's food, how about having more wild foods available for forage? Possibly a wild variation of everything even. Then you could either forage for wild foods (similar to the farming and gathering currently in effect, and you get no more than 2 or 3 days of food for a day of foraging) Or farm the same thing (which would take the time of sowing, raising, and harvesting)

there could be two options for these then: the gather food button, and the farm food button. Some foods of course would be noncultivatible perhaps (like seaweed)


I missed this part somehow. Maybe because it was 1 AM. This I like a lot. Tools shouldn't help with foraging in most cases.
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Postby new.vogue.nightmare » Wed Feb 18, 2004 1:28 am

Some tools might increase yield, like the mighty stick.. but simple things, that make life slightly easier but not by much.



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