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Mumie

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Tiro

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  1. I think food supply is symbolized by 'population'. Thats why you need houses etc...
  2. Hi, I am new to this forum and reading this thread was very interesting. So please allow me to add my thoughts! Actually a farm is a converter, it converts wood to food over time by a specific factor. Having unlimited farms means reducing this factor to zero, in the long term. But it requires other ressources, too. One is 'management efforts' in form of regular rebuilding. Unlimited farms render this cost aspect to zero, too. Setting both to zero seems to be unbalanced. It is necessary to distinguish whether you are trying to lower the conversion factor or the management efforts. My proposal is to do only the latter: The farm rebuilds itself from time to time. Hence the management effort becomes zero, while the conversion factor remains untouched. This behavior is quite realistic and intuitive: The farm is operated autonomously by the farmer, but from time to time he requires some ressources to accomplish his job. Repairing the plow, fixing the barn floor.. stuff like that. Of course the player should be able to toggle that behaviour, for example during a wood shortage: An auto-rebuild-button is needed. Researching doesn't change that principle, but its parameters: The speed of converting wood to food (conversion per time) and the ratio between wood and food (conversion factor). What do you think?
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