resource depletion

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Jos Elkink
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resource depletion

Postby Jos Elkink » Thu Jan 29, 2009 10:15 am

We have been talking about how the world is getting too large, and this needs a solution. People are spreading out too much, reducing the quality of roleplay and gameplay. It should be possible to live in quieter locations, but it should not be *this* common. Being a town leader means very little in this game, with a few exceptions, because usually people just claim a really quiet area for themselves. This has nothing to do with the social organisation and cooperation that this game should be all about. Elections, political feuds, campaigns, newspapers, banks, insurances, etc. are all still remarkably rare - they were all imagined by design ;) - and I think this is one of the main causes, that people are too much spread over different locations.

The idea that the world is too big has been discussed many times, among which here, here, and here. Especially that last one is a really extensive thread on the issue and I can't get myself to read it all now ;-) ... We should try to make a list of all things suggested to reduce world size - so if somebody is rather bored ... ;).

There are many things you can think about in terms of reducing the world size - make animals more aggressive, introduce natural disasters, etc. - but one of the ones that seems least aggressive and might be helpful is resource depletion. I.e. locations should run out of their resources over time. This is a very basic idea, suggested several times (like here, here, and here). The main argument - about the requirement of scarcity - is made here by Jur.

This summarizes in what context I argue for this now:
formerly known as hf wrote:Although, the major pitfall of that is what happens once resources are gone. It would kill many areas. But I's have seen that as something good - Cantrians need incentives to up sticks and move (as Jos pondered upon before...)


The implementation I would suggest would be really very simple:
- for every resource location we store the amount that is present there
- for natural resources (stone, hematite, etc.) once it is gone, it is gone, the resource simply disappears from that location
- for agricultural products (foods, etc.) it will be reset to the original amount every year or so, so it is basically a cap on production per year, not forever
- the caps will differ entirely per location
- resources can also be added by the RD to emulate the discovery of new resources
- if a resource gets depleted midway a project, the resources that were gathered so far should end up as project result - this is the only part of the suggestion that takes more than an hour to implement ;)

When we placed resources, we always kept in mind that every language area should have a somewhat reasonable chance to set up a society. So every really important resource can be found in every language area and on every major island. But once societies are somewhat developed and sailing has become common, this is actually a pity. It would become much more interesting if resources have to be brought in from far. So the distribution of resources that makes the game fun and interesting is different for less and more developed areas. If we have a depletion system like this, we can basically manually adjust, to keep gameplay interesting.

If some common resources are harder to find, this should really encourage trade, and more trade should really encourage more travelling to key trading locations, i.e. cities. Isn't an important reason for the existence of cities that that is where the markets are? This is something I would really like to see more in Cantr - bigger cities providing the markets and services for larger areas, which attract people for all city-like jobs.

Although I am suggesting this now, I am not at all 100% convinced this is actually the best solution to the problem. I.e. will it help city formation or not? Will it increase scarcity? We definitely really need more scarcity, because this is what generates conflict and cooperation.

And Jur is absolutely right in his assessment, which is a big problem: we have always been convinced that more scarcity would improve the game. So we implemented repairs / deterioration, we implemented resource slots, we implemented animals (to make remote locations harder to live), etc., but always after serious player protests, we reduced the seriousness of each (animals less aggressive, more resource slots, slow deterioration) so that the effect was practically zero, while it still adds unnecessary complications to the game. We need to find a solution that does not lead to that result ;) ...

Some quotes and minor points:

Doug R wrote:The current caps are too high to be effective. They used to be lower, but massive complaining by the players caused them to be neutered.


I see suggestions regarding recycling and complicated mechanisms, but one thing to keep in mind is that we should keep it simple. The above is a simple suggestion. This is a really fair point:

Tiamo wrote:How realistic and complex do we want the Cantr world to be?


We should not aim for too much realism, albeit still some, because we only complicate the game without having much positive effect on the gameplay in the end. I think this is what we've done too much over the past few years. Along the same lines:

Racetyme wrote:Every change that is made just for the sake of making the game more realistic is a bad one. This is a game. If we don't remember that, we will continue to lose players.
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Postby Tiamo » Thu Jan 29, 2009 10:57 am

I like resource depletion, and finding possible new sources (search project?).

But what would be the effect? Wouldn't the most used resource locations, the ones near big cities, deplete considerably faster, while remote locations stay relatively untouched?
The effect could well be that the Cantr population is spread over the world even more, in search of the much wanted key resources. This would hamper the social evolution even more.

If you want to concentrate the population (which would automatically lead to more social interaction) there has to be a good in-game reason to do so. Life alone, or in very small groups, should be pretty hard (but not impossible), while cooperation should make life a lot easier. Maybe increasing the output of projects while cooperating on it could be increased (1 worker outputs 1/day, 2 output 2.5/day, 3 output 4/day, etc.)? This will certainly result in a lot more cooperation!
I think ...
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Postby Idriveayugo » Thu Jan 29, 2009 12:07 pm

I say an even easier idea would be just to implement all things in the game rotting, even roads.

A mountain town with 2 people should not have an expressway. This is not realistic. A town with one person should not have 15 buildings all brand new and 5 vehicles.

To repair things such as the roads, a project such as "tarring" the road would be required and would require oil, stone, and sand. To repair a building would require more wood, stone, mud or whatever the building it made out of and to repair a vehicle would require resources like iron/steel/rubber.

One big problem with having big towns though is the noise. It is quite annoying scrolling through loads of clutter to see if a person is talking to you.

In addition, I think another big thing hindering progress of nations is the fact that towns can't easily communicate with one another, we have to allow radio speakers to be placed outside.

Furthermore, another problem I think that hinders progress of nations is the fact that working inside a building is BORING. As much as people may object to this, I still fail to see any reason why a person shouldn't be allowed to build a window to hear and see what is going on outside the building. It sucks going inside a building to smelt iron/manufacture something, nothing goes on with the character at all.
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Postby The Latter » Thu Jan 29, 2009 1:35 pm

I think this is a brilliant suggestion.

I like the resource depletion, but it would be nice to have something like a search project, like Tiamo suggested. Like, when, say stone, is depleted from location X a search project to find stone will become something you can do and then you'll have a Y% chances of finding some more stone. The % would be different for each location, but the chances would improve __slightly__ when the initiator of the project would get assistance. Two is always better than one.
i.e. Stone is depleted. X1 (guy 1) starts searching for more stone. He has to go through the whole town so the searching will take long. X2 will help him and it won't neccessarily speed up the project, but it'll give them the possibility to look more closely and so giving them better chances at finding more stone. Say it increases the chances by 5%.

And also, if it's possible I'd like to see that things that really rot would rot, but then things like stone wouldn't (at least as fast as potatoes and stuff) when left on the ground.
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Postby lordcooper » Thu Jan 29, 2009 1:53 pm

Idriveayugo: Completely in support of this idea.
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Postby BZR » Thu Jan 29, 2009 2:17 pm

lordcooper: I completly support your idea of upporting Idrive*'s idea
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Postby lordcooper » Thu Jan 29, 2009 2:23 pm

BZR: I completely support you in completely supporting me in completely supporting Idriveayugo's idea.
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Postby Idriveayugo » Thu Jan 29, 2009 2:32 pm

I completely support lord cooper's idea of supporting BZR's idea of supporting lord coopers idea of supporting my idea.
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Postby joo » Thu Jan 29, 2009 3:16 pm

:roll: I give my complete and utter support to Idriveayugo, lordcooper and BZR in their fervour to support each other, however I will not elaborate further for fear of spamming the thread.

Tiamo raises a good point - that it might encourage a nomadic "slash and burn" style of living among small groups of people, or (more likely) individuals. However these problems may be overcome by careful management of the available resources.

As Jos said, food resources would be renewable, but only, I assume after a very large amount of minerals like stone has been dug up would they run out. A community can survive while importing materials from other towns, as long as they have something of their own to trade.

As far as I can see, the game isn't going to be any better off not implementing this - and it might just provide that stimulus that Cantr needs to fix some of its problems.
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Postby Doug R. » Thu Jan 29, 2009 4:01 pm

I see the consequences of Jos' suggestion playing out differently.

I don't believe that this suggestion will lead to trade, but rather lead to hoarding and a further dilution of characters. If I'm a town leader with an exhaustible, valuable resource, I'm not going to trade it away lightly. I might only have enough to last a few years, so I'm going to hoard it and if I do part with it, charge exorbitant sums for it. This will lead to wide-spread war and further character death, depleting the population further.

Also, we need to consider that any depletion system put into effect that would have a noticeable impact on the current character-depleted locations would render more populated locations (i.e. successful ones) nonviable, leading to the nomadism mentioned earlier. Resource depletion makes exploration a necessity rather than a fad, spreading characters out even more. Resource depletion will have exactly the opposite of the intended effect.

Jos intended Cantr to be a modern society, but I honestly don't think that's possible for several reasons:

1) Modern societies operate on trust. Trust of government. Trust in currency. Trust that the trains will run on time. There is no trust in Cantr, as Cantr characters are inherently unreliable. Any single character could be dead tomorrow, or are sleeping and may as well be dead (do to player fickleness and neglect), so any institutions of society that rely on other people (i.e. pretty much all of them) are doomed to failure. This has inevitably lead to a culture of individualism.

2) People are motivated by fulfillment of their basic needs: Food, Shelter, Procreation. In Cantr, food is very easy to find. You can eat it out of the ground. While it is still a need, it's importance is but a shadow of its importance in real life. In Cantr, shelter is unnecessary, eliminating it as a need. In Cantr, procreation doesn't exist and characters are immortal, eliminating it as a need. Cantr, by design, has eliminated and marginalized the very basic human drives that have propelled us from cavemen - enabling Cantr characters to do whatever they feel like, with no consequence. This strengthens the inevitable culture of individualism.

3) In Cantr, people will not do anything to survive. In fact, most will do nothing. Cantr characters, being an extension of their player's personality, would almost always choose death rather than behave in a fashion not in keeping with their player's values. Character death is relatively meaningless for a player. Yes, it puts and end to any fun they were having with that character, but odds are, if they just chose death over life, the fun had already ended. They can make a new character. Conversely, the effect of character death on other characters, especially of established, well-played characters, is severe. This disconnect is what makes players leave the game rather than "tough out" controversial changes. Any negative feelings invoked in a player make them pause and consider how much time they spend on Cantr, and if they want to continue.

The goal is to bring people together and have stable, functioning economies and government. This means that there needs to be a benefit to people grouping. Resource depletion discourages this, so it should not be considered as a solution to this problem.

Why do people group?

-For protection
-For opportunity
-For support

Any changes made to the game to increase clustering should play on these basic points.

Oh, and leaving the introduction of new resources to unpaid staff with better things to do with their time is just asking for problems. Such things should be automated. If locations can have resource limits, it shouldn't be to hard to give entire islands core resources, and then pair that data with an exploration project. If everyone sees things my way, it's a moot point, but I thought I should make it in case not.
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Postby Piscator » Thu Jan 29, 2009 4:58 pm

I have to agree with Doug (and with Idriveayugo's first points).

Resource depletion will lead to even more ghost towns and will hinder the developement of a stable society immensely. I've compared Cantr's economy with a bathtub with a blocked drain before and blocking the tab also will only make the contents of the tub more stagnant. Especially if there's no way of reusing the contents of the tub.

And the idea of letting new resources spontanely pop up in some locations is just horrible. If it's handled by a routine, it will most likely suffer from the same issues as animals do (too much, too little, unfairly positioned and so on) and if new resources are placed by RD we will give the players even more fuel for complaints against staff ("he didn't give our town a new deposit of hematite because I killed one of his characters").
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Postby Marian » Thu Jan 29, 2009 9:42 pm

My two cents:

Resoueces could be generated in two ways - one is just what a location starts with, and when gathered by hand or with simple tools it eventually runs out. The other is like the current system, they're endless and just sort of magically appear...but only when gathered using high-level machinery. (to simulate drilling deeper into a mountain or whatever)

The catch is that of course machinery (and houses and vehicles and everything else already for God's sake, it looked like we were heading in this direction when I quit and I come back to find that nothing's really changed :( ) needs to be kept up to keep it running.

My personal preference in this, like in pretty much everything is for there to be options no matter what the technology level. (or 'realism' seriously screw realism it should never even be a consideration unless it's possible to squeeze it in there without effecting the fun) Have repairs be possible with say several underpaid unskilled [s]slaves[/s] workers using their time alone, or let one person be able to do it themselves more easily with tools and oil.


As for forcing people together, YES this needs to be done but with the way drastic changes usually happen I'm afraid it would be half broken and/or just piss everyone off and make them leave the game.

My first idea would be to literally shrink the world - freeze the game a few days, take most of the locations with no people in it and just delete them, then sort of scrunch the islands up closer together...I know it sounds crazy and might be impossible as far as programming goes but that's the only idea I can think of that won't hurt anyone's characters, just make them more likely to bump into each other and roleplay from then on.
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Postby Marian » Thu Jan 29, 2009 10:25 pm

Doublepost and I don't know if it's related to the topic but I agree with the person who said we need windows. Even without them it's retarded enough that an entire town could be butchered and a person sitting inside sewing wouldn't have a clue, and the same goes for a prisoner screaming and banging on the walls who might as well be in another dimension because of the magic of a room within a room....I've always wanted to see buildings used more but it seems like they'll never be good for anything but storage (and I guess sex :P) when you're always aware that ANYTHING could be going on outside while you're sitting there bored out of your skull stuck working at a machine. This is even worse with someone like a leader who's actually important to the town, they basically have to live outside so they can keep up with what's going on...all it takes is for one person to die and drop a weapon or keys for all hell to break loose.

So please please please give us windows...but please please please don't REQUIRE all of them to have glass, this is something that would be a huge benefit to every town (sitting silently alone working on a project for days is just like treavelling alone, it causes heart attacks because the player gets used to not checking that character because they only light up when they eat) so something that benefits roleplay and keeps people interested in the game shouldn't be limited to just the developed places.

A window could bve as simple as a hole knocked into a wall with a hammer, maybe with the option of a slightly more complicatged wooden shutter over it to close when you don't want to see/hear everything that's going on or want some privacy. (this might also lead to more curtains and things to decorate your house with, yay!...especially if they had descriptions like clothes)
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Postby Piscator » Thu Jan 29, 2009 10:28 pm

Marian wrote:My first idea would be to literally shrink the world - freeze the game a few days, take most of the locations with no people in it and just delete them, then sort of scrunch the islands up closer together...I know it sounds crazy and might be impossible as far as programming goes but that's the only idea I can think of that won't hurt anyone's characters, just make them more likely to bump into each other and roleplay from then on.


You said it yourself:

I'm afraid it would be half broken and/or just piss everyone off and make them leave the game.


It would piss me off for sure. I like my wide uninhabited wastes...

Seriously, that would totally mess up the continuity of the game and would do more damage than uninhabited locations. If there were a factor that encourages cooperation people would cluster by themselves.
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Postby toon » Thu Jan 29, 2009 10:45 pm

Well, you could just pull some kind of crap and sink a continent like it's atlantis or some crap, but I imagine that would make some people a little mad. You could also try some alien attack and it destroys entire cites... but again... I don't think a lot of people would like that very much.

One Idea that probably wouldn't really fit the game or anything seeing that this is really alot of roleplaying amungst eachother is that you could give game mods characters that kinda "spawn" in a deserted town with good weapons and everything and kinda push people back. That way it would be safer to be in a centralized location where you have more of a defense. But I know this isn't a great suggestion. I been away too long and gotta get back to this thought level again. :P I think the resoutce depletion sounds good too tho.

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