Varied quantities of resources

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Pirog
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Varied quantities of resources

Postby Pirog » Mon Mar 08, 2004 2:30 pm

It would be interesting and a bit more realistic if the resources varied in size between different places.

For example, you can probably find stones for a making a crude stone hammer almost everywhere...but if you are going to build great stone structures you need a big quarry.

By letting the amount of resources you can harvest vary between different places I think trade would be greatly stimulated, while other places wouldn't be quite so deserted...since at least small amounts of wood, stone and etc. would be found to make at least simple tools.

What do you think?
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Spectrus_Wolfus
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Postby Spectrus_Wolfus » Mon Mar 08, 2004 2:36 pm

if everybody had everything right there in front of them nobody would have to leave an area and i think interaction between area's is incouraged
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Pirog
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Postby Pirog » Mon Mar 08, 2004 11:51 pm

I'm not saying that every resource should be everywhere...I'm just saying that for example a mine in a certain place could be richer than others, and thus having a higher chance of becoming a flourishing mining community.

I think it would have fun RP effects...some areas could have real gold rushes, where people travel far and face dangers to mine at the points where you could win real fortunes.
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nitefyre
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Postby nitefyre » Mon Mar 08, 2004 11:58 pm

In theory it is good.

In practicality it would most likely be not so good. Too complex, and again, discouraging journey's for materials.
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Postby Meh » Tue Mar 09, 2004 1:18 am

Actaully I think it would encourage trade.

The problem with trade today is if you bring something people do not want to pay for the distance it was brought, the risk of it not being worth anything, the risk of harm.

It's not trade as much as it is sending your village over to the neighboring village and getting stuff there. Does anyone make a living off of trade without being at one end or the other?

If things we're avaialable at 1/8 or less of the amount of normal then there would at least be an established cost of the material.

It would be good to combine a wider availablity of wood and stone in this limited fashion with a reduction of vegatable nutrion. So people would start eating meat. Meat has got to be more worthless than sand to most characters.
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berserk9779
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Postby berserk9779 » Tue Mar 09, 2004 1:33 am

The problem of meat being worthless could be easily resolved.
Just make it an "overhealing" food. Like, you eat meat when you are injured and you will get your energy back. Eat meat (like an healing food) when you are not injured and you recover health over 100% up to 125%.
this would affect your attack strengh too, and you would be losing 5% of the extra energy a day + 2% if you do not have any food to eat automatically.

Or this idea could be used for alcool.
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The Hunter
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Postby The Hunter » Tue Mar 09, 2004 1:34 am

But then, wood is pretty valuable and a waste to use on food preperation if food is around already. Unless you're a traveller, meat is pretty uselss...
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Sho
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Postby Sho » Tue Mar 09, 2004 2:45 am

Back on topic: I wouldn't like it because it would make fair trading rates harder to agree on, but that's probably a good thing, and the benefits outweigh the disadvantages. But how would it be implemented? If you mess with the existing resources, people are going to kick and scream just like they did with hematite.
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Pirog
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Postby Pirog » Tue Mar 09, 2004 11:48 am

Sho>

People kick and scream for pretty much every change, don't they? :)
I don't think it will be hard to implement...
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Junesun
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Postby Junesun » Tue Mar 09, 2004 1:38 pm

I don't think that making food more rare in favour of meat would be a good idea, at least not in the underdeveloped foreign language areas. Already Romov was a ghost town when I visited it, probably because there was no other food but wheat (and nothing to process wheat) and another of my French characters is stuck in a place where he can gather just enough healing food per day in order to compensate for the strength lost through starvation. I don't think that's a good start for communities over there.

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T-shirt
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Postby T-shirt » Wed Sep 27, 2006 9:52 pm

Good suggestion. Please do implement it.

More diversity in resource richness between locations would be good for the game.

This suggestion will positively enhance and improve trade.

I know the yield of gathering projects varies by -20 to +20 percent per project.

This suggestion is different though. I suggest that no fixed gathering rate is given for resources. All resources keep their old gathering rate or new rates (to keep players from knowing the average rate), and every location where that resource can be gathered is poor or rich in that resources; the gathering rate for a specific resource can vary by -75 to +100 percent from the (secret) gathering rate for that resource.

With this suggestion wood is not gathered at 300 grams a day without tools. It might be gathered at 253 grams a day at some location and 516 grams a day at another location. The rate at which it can be gathered on that location will be visible on the location tab.

Ideally, make most resources available in many more locations, but at very different gathering rates. For example, it would be great if gold was available at a gathering rate of 1 to 2 grams per day in almost any town and only in a few towns in an abundance of 10 grams per day.
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viktor
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Postby viktor » Wed Sep 27, 2006 10:35 pm

hmmm, if we did this we would need machines that increas gathering rates to instead of being on a set amount to be based on a multiplier instead, same with tools etcetera if they aren't already programmed that way. mountains of course would be increased for thier stone richness and wood? well it should be based on forest depth primarily judged via map graphic, sand should be more abundant in the coastal locations that have it than inland locations with it (beaches even if a place isn't called a beach) and most abundant in deserts(obviously)
list goes on but you get the idea, just a thought neways, i'm happy with things as they are but w/e :lol:
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El_Skwidd
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Postby El_Skwidd » Thu Sep 28, 2006 1:46 am

I dunno, I tend to agree with nitefyre. It sounds great, but instead of trading, people would go the DIY route and it would just slow things down.
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Postby Nosajimiki » Thu Sep 28, 2006 2:12 am

places are already limited by resource slots ie: some places may have hemitite, but only 3-4 slot so that it never becomes a major mining company. I would personally like to see individual reasource types having slots for more realizm (ei: a forest might have 3 wood slots, 1 timber slot ,and 2 ruber slots instead of say 4 or 5 any slots) This way diversified economies would be encouraged and the same effect (with less rewriting or obnoxiousness) could be achieved forcing certain sources of revenune to be avalible but limited. Only thing in emplimenting is to be careful not to ruin any economies by takeing a place like Alenz Hills for example (a fairly large mining and stealworks company) and spling it's 8 resource slots to only give 2-3 hemitite slots in favor of 6-7 rice slots and try to make it a farming economy when it isn't already. I wouldn't add reasources anywhere either. I just prepose this to make resource slots more plausable.
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