Planting Plants
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Turcqi2Kii
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Planting Plants
What if you had enough of a plant, you could move it to a place where that plant didn't originally grow, and plant all of those into the ground there, allowing that place to be able to grow that plant. Depending on the place is how much that plant can grow. If you move a foreign plant to a different place it would either have no effect OR it would allow that place to grow the plant a certain percentage below 51 a day. does that make sense?
Example:
You have the max grams you can of potatoes.
You can grow 800 grams of potatoes at your current location.
You travel for a long time (since weight is maxed) to a new location where tators don't grow.
You plant all the potatoes at that location.
The place is OK with potatoes, so you can plant, let's say, 25% (200 g) of what you can grow at your past location.
This is just another crazy idea I had that everyone will hate.
Example:
You have the max grams you can of potatoes.
You can grow 800 grams of potatoes at your current location.
You travel for a long time (since weight is maxed) to a new location where tators don't grow.
You plant all the potatoes at that location.
The place is OK with potatoes, so you can plant, let's say, 25% (200 g) of what you can grow at your past location.
This is just another crazy idea I had that everyone will hate.
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David
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- Spectrus_Wolfus
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maybe if each location ws given a "growth percentage" so that seaside area's with nice climate and plenty of water could be 100% where as desert's would be really bad for growing anything so they'd get like 5% or so and the growth percentage would indicate how much could be harvested of the transplanted plant. so potatoe's in a desert wouldn't viable whereas in the other location they'd flourish
- Ecilope
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I just thought of something- Sometimes the only thing you can offer people for rare commodities is food. Because Hematite might be found in a place where no food grows, so yeah, they have the Hematite, but the mere farmer can trade carrots. That's just an example. If everyone had easy access to food, the balance of power would be even more out of whack, and it would be even worse for the poor.
- Becky
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- new.vogue.nightmare
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David
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- new.vogue.nightmare
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David
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- new.vogue.nightmare
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That's why you need a greenhouse. ^_^ And you'd have to import <NEW RESOURCE> fertile soil to grow stuff in one too. And there'd be a chance of the cultivation attempt failing. And then you'd have to start all over again u_u
Sicofonte wrote:SLURP, SLURP, SLURP...
<Kimidori> esperanto is sooooo sexy^^^^
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David
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- Spectrus_Wolfus
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- Anthony Roberts
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Here's how I see it working:
1) Get the Greenhouse building. (Say, maybe, 50 glass, 200 steel, 500 iron, 15000 stone, 12 days, trowel, hammer, and screwdriver needed)
2) Implement the ability to make "Soil" from dirt (Say, 500 dirt, 1.5 days, no tools needed)
3) The greenhouse building can hold two crops total.
4) You can plant 100 grams maximum of a crop within the greenhouse. The equilivent amount of soil must be within the greenhouse already, on the ground perhaps, or placed in a "container" which would be the area the crop would grow. Over time, out will pop ten times the amount placed in (Which could be harvested normally, just, after the amount has been removed, you need to plant again - So, putting in 100 tomatos will give you 1000 tomatos in return)
5) A greenhouse can only be placed on parts of land where the map would be "green" (For grassy, vegetable life, areas)
If it were this way, it would keep the economy part balanced (Since, there's not an unlimited amount of food coming out. And you need SOME of it, in order to make more).
Does it seem like a more reasonable suggestion now? I'm open to comments or changes on this proposal.
1) Get the Greenhouse building. (Say, maybe, 50 glass, 200 steel, 500 iron, 15000 stone, 12 days, trowel, hammer, and screwdriver needed)
2) Implement the ability to make "Soil" from dirt (Say, 500 dirt, 1.5 days, no tools needed)
3) The greenhouse building can hold two crops total.
4) You can plant 100 grams maximum of a crop within the greenhouse. The equilivent amount of soil must be within the greenhouse already, on the ground perhaps, or placed in a "container" which would be the area the crop would grow. Over time, out will pop ten times the amount placed in (Which could be harvested normally, just, after the amount has been removed, you need to plant again - So, putting in 100 tomatos will give you 1000 tomatos in return)
5) A greenhouse can only be placed on parts of land where the map would be "green" (For grassy, vegetable life, areas)
If it were this way, it would keep the economy part balanced (Since, there's not an unlimited amount of food coming out. And you need SOME of it, in order to make more).
Does it seem like a more reasonable suggestion now? I'm open to comments or changes on this proposal.
-- Anthony Roberts
- new.vogue.nightmare
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First, most greenhouses are mostly glass or other transparent material, with a framework. So stone wouldn't be very important at all. Also, they can be built anywhere, as they are a self-contained environment.
I was thinking that planting something would make it appear in the location area inside that greenhouse. That's why there'd be a chance to fail, and also why it would be inside a building, so that only those wealthy enough to afford a greenhouse would do this, instead of the whole location changing. Perhaps there could be something like a project, "water plants" that is necessary for them to continue growing that must be done every so often, or the resource water could simply be dropped there, and would deplete rather quickly, and after it's all gone, certain plants would disappear from the location page at intervals until there was either nothing left or the water was replenished.
I was thinking that planting something would make it appear in the location area inside that greenhouse. That's why there'd be a chance to fail, and also why it would be inside a building, so that only those wealthy enough to afford a greenhouse would do this, instead of the whole location changing. Perhaps there could be something like a project, "water plants" that is necessary for them to continue growing that must be done every so often, or the resource water could simply be dropped there, and would deplete rather quickly, and after it's all gone, certain plants would disappear from the location page at intervals until there was either nothing left or the water was replenished.
Sicofonte wrote:SLURP, SLURP, SLURP...
<Kimidori> esperanto is sooooo sexy^^^^
- Anthony Roberts
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True, but where are you going to find 10000 grams of glass? Really?
As well, self contained? I think not. You can't grow potatoes, wheat, barley, etc in a pot or container - It needs the ground to be planted in. The greenhouse would have no floor, therefore, it would have to be in a green type area.
Then again, Cantr never followed any type of concrete logic, lol. So I guess either way it dosn't matter.
As well, self contained? I think not. You can't grow potatoes, wheat, barley, etc in a pot or container - It needs the ground to be planted in. The greenhouse would have no floor, therefore, it would have to be in a green type area.
Then again, Cantr never followed any type of concrete logic, lol. So I guess either way it dosn't matter.
-- Anthony Roberts
- new.vogue.nightmare
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Right, the greenhouse would have no floor. That's why it would require fertile soil to plant something. And glass isn't all that hard to come by...greenhouses aren't supposed to be common, maybe somewhat less difficult than cars to obtain.
Sicofonte wrote:SLURP, SLURP, SLURP...
<Kimidori> esperanto is sooooo sexy^^^^
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