deep mine shaft

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viktor
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deep mine shaft

Postby viktor » Mon Sep 04, 2006 1:24 am

basically a deep mine shaft should be able to be built indoors or outdoors.
once built you can acess stone inside of it even in towns without stone on the surface, and possibly any other suprise the cantr gods choose to put down there too.
this of course would be an expensive project
it would require a shovel, pickaxe, hammer, trowel,
large rope 10000 grams
wood 20000 grams
stone 50000 grams
iron 5000 grams
and likely take 50 days to complete and should be lockable.

this is good for people hoping the town they are at has some suprise underneath (ps, all mineshafts built in the same town lead to the same stuff)
or for someone who feels they be damned if they hafta keep going to or sending someone to another (even neighbouring) town to get stone
should we be able to build machines? i think so, since we can't allow it to have very many resource slots (3 tops) we should be allowed to build a stone quarry in it, limestone too if that is available in the shaft, or even an oil derrick if we get oil, and drills if we are blessed with metals as well. but primarily it is for stone, anything else is just a bonus.

other option, make it such that there are no resource slots and the only way to collect anything in there is to have the appropriate machine for each resource available that you want. though i am predominantly thinking stone, it would be a bonus if in some towns there was something extra, but the only way to tell is by having one built
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Mykey
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Postby Mykey » Mon Sep 04, 2006 1:45 am

Someone got waaaaaaaaaaay to bored today, must say I love the ideas...
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Postby Nosajimiki » Mon Sep 04, 2006 3:31 am

dido... I personally like the idea in that it would be nice to have one of these things, but on the same tolken, it might ruin the cantrian economy. The thing that makes this game so unique is that no city can claim to be entirely self suficent. Even towns with the nicest resource sets eventually have to send people out to trade for something. I think if you could discover buried depostis of minerals it should have to be something that can be found not very far off, so if you're 7 towns away from the nearest copper, your not gonna just get lucky and find the stuff since it's not a native matterial, but I might dig into a buried section of that limestone vien that is exposed next town over.
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N-Aldwitch
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Postby N-Aldwitch » Mon Sep 04, 2006 12:55 pm

This is a really good idea. Think about it! We could have it incorporated with discovering skeletons, as suggested before.

Also, it should take one day to half a day to get in or out, and, it should be able to collapse, slowly, so you could make a dramatic escape while people on the surface look in wondering what the hell's happenning and are they going to make it? :P
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wichita
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Postby wichita » Tue Sep 05, 2006 2:34 pm

No. This is quite far from a good idea. A magic machine to give you whatever you are too lazy to travel for in the first place? No.
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BZR
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Postby BZR » Tue Sep 05, 2006 7:09 pm

sounds like a joke

edit:

I've read it once more and... joke, yes?
Last edited by BZR on Tue Sep 05, 2006 7:11 pm, edited 1 time in total.
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Mykey
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Postby Mykey » Tue Sep 05, 2006 7:11 pm

building a mine shaft, traveling. They both require time and resources...
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Nosajimiki
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Postby Nosajimiki » Tue Sep 05, 2006 7:38 pm

building a mine shaft, traveling. They both require time and resources...


It's not just about time and resources, it's about economic principles of suply and demand. Harvesting machines are okay in that they take what resources you have and improve gathering effeciency, they improve trade by allowing you to easilly mass produce an exportable good, a mining shaft detracts from trade by giving you a reason to not go elsewhere looking for things that other people need to be able to trade to survive. Now if mining shafts were machines just like hemitite drills for say mining gold/silver/copper faster, I'd say go ahead and add them, if there are machines to improve mining some metals then there should be machines for others

More I think about them assugested here, the more I have to side with wichita and BZR on this one and say they are a bad idea.
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Mykey
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Postby Mykey » Tue Sep 05, 2006 7:45 pm

Nosajimiki wrote:
building a mine shaft, traveling. They both require time and resources...


It's not just about time and resources, it's about economic principles of suply and demand. Harvesting machines are okay in that they take what resources you have and improve gathering effeciency, they improve trade by allowing you to easilly mass produce an exportable good, a mining shaft detracts from trade by giving you a reason to not go elsewhere looking for things that other people need to be able to trade to survive. Now if mining shafts were machines just like hemitite drills for say mining gold/silver/copper faster, I'd say go ahead and add them, if there are machines to improve mining some metals then there should be machines for others

More I think about them assugested here, the more I have to side with wichita and BZR on this one and say they are a bad idea.


Well I dont think giving everyone access to stone would destroy the non-existant economy, the treasures maybe, but not if kept to very small amounts...... To the contrary, more people having access to more resources, equals more economy. I agree with the rest of your statement though, and I go farther..... I think all medals should have uses as weapons, and the whole damage parameters should be adjusted.

I know I`m alone but I would like to see, a variation of every weapon using every metal, (and armor for that matter) after that we can move on to variables of everything else, than to quality. I dream.... I know.
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wichita
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Postby wichita » Tue Sep 05, 2006 11:19 pm

Actually, there is a nice market for stone in several towns I play in because it is only one town away and people bring it in with relatively little frequency. The answer IS NOT to build a machine that "digs down until you hit bedrock". :|


I am just going to move this as it is completely against some very fundamental concepts of the game, namely the effects of resource availability, trade, and cooperation on societal development.
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Postby Phalynx » Sat Sep 09, 2006 2:33 pm

Boo!!
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