Economy breaking structures in 1.7
#23

Quote:
On 6/20/2017 at 10:29 AM, Jonathan Ford said:




The pens should require some sort of input of food. Maybe grain. As you couldn't possibly feed the animals on such a tiny block of land. 




 



Quote:
On 6/21/2017 at 9:26 AM, stiles said:




te fodder and perfume use water like craxy now. there is also more leather products by EB. i agree these pens can be overused.i only use them in like a fort setting where it is limited for space. thatch has different options coming in the next update.i would like to see RED expand the fodder to a dairy barn to produce milk and fertilizer.i think a combination of thatch and fodder and mayb a grain might be a good option for  a future fodder field mod.i do know at the moment RED has his hands full with the <abbr title="New Medieval Town">NMT</abbr> upgrade.




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I'm going to answer this for both <a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/17650-jonathan-ford/&do=hovercard" data-mentionid="17650" href="<___base_url___>/index.php?/profile/17650-jonathan-ford/">@Jonathan Ford</a> & <a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/8298-stiles/&do=hovercard" data-mentionid="8298" href="<___base_url___>/index.php?/profile/8298-stiles/">@stiles</a>/Brads ("i agree these pens can be overused"), I've answered with my thoughts previously, but want to throw them back out here again.




In my NSHO, no, for these specific pens, no, adding additional requirements isn't going to game balance, if anything, it would feel more like a penalty, when you add the maths, it can take a bit to get started, especially if you don't have a resource rich starting map that has a lot of Domesticated Animals and grains for planting.




Working on the basis of no Domesticated Animals & no grains (which I normally get stuck with - occasionally wheat or corn, normally beans and cabbage, and no I don't use a <abbr title="Colonial Charter">CC</abbr> start, so no DA's).




Build trading post;

build the right stable; (often times more than 1 until matching the stable with the first available grain that comes);

wait for the right trader to come along;

trade 4000 (or x Value the trader brings it in on) on the right seed  and/or;

trade (200*4)*6= 4800 of the correct grain type + additional for 'missing' grain, if inedible mods aren't installed;


That's not taking into consideration the deeper costs:  the food for each of:  traders & farmers; then their tools & clothing etc




I know on the surface these small pens seem extremely overpowered (to some), I don't think they are, it can take a huge amount of time and effort to getting 2 running, let alone 2 of each up and running.  Last time I used a <abbr title="Colonial Charter">CC</abbr> start, I ended up with only 3 DAs and I cleared 1/4 map, it was going to be faster to build a trader.




As for the comment about the size, I can keep a sheep on a small backyard piece of land and she gives me a lovely lush (albeit tatty, haha) fleece every year, and our neighbours keep an abundance of chickens, sheep & goats in a small area, not tiny - but certainly small, and it's all legal.  




 



Quote:
4 hours ago, Ketchup said:




i was joking Stiles [img]<fileStore.core_Emoticons>/emoticons/smile.png[/img]/emoticons/smile@2x.png 2x" title=":)" width="20" /> it was not for breaking apart <abbr title="Colonial Charter">CC</abbr> ! it was about to integrate some of the products recipes in the already existent buildings ^^




This idea I could get behind.




Introduce (merge perhaps, into) a new production chain where both the <abbr title="Colonial Charter">CC</abbr>/<abbr title="MegaMod">MM</abbr> elements are used with <a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/3183-ketchup/&do=hovercard" data-mentionid="3183" href="<___base_url___>/index.php?/profile/3183-ketchup/">@Ketchup</a> (& possibly <a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/11115-bartender/&do=hovercard" data-mentionid="11115" href="<___base_url___>/index.php?/profile/11115-bartender/">@Bartender</a>'s grass, where they eventually meet into the middle, and Red is then able to progress the food chain perhaps) to create an animal pen situation - using the ideas that <abbr title="Colonial Charter">CC</abbr> have (with them letting Red use the code as a base), and he build a new building that uses his existing production chain - so, essentially taking the 2 different chains (possibly 3 from Bartender's), and making a new one.




It would be far more balanced, and easier to use straight away on a new map, without having to wait for years for a trader OR for the right crop, and not run as a deficit to food growth in the interim.


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Messages In This Thread
Economy breaking structures in 1.7 - by Henslykg - 02-04-2017, 08:40 PM
Economy breaking structures in 1.7 - by stiles - 02-04-2017, 09:20 PM
Economy breaking structures in 1.7 - by Henslykg - 02-05-2017, 04:48 AM
Economy breaking structures in 1.7 - by estherhb - 02-05-2017, 07:53 AM
Economy breaking structures in 1.7 - by stiles - 02-05-2017, 10:42 AM
Economy breaking structures in 1.7 - by estherhb - 02-05-2017, 11:17 AM
Economy breaking structures in 1.7 - by Paeng - 02-05-2017, 01:28 PM
Economy breaking structures in 1.7 - by stiles - 02-05-2017, 04:22 PM
Economy breaking structures in 1.7 - by elemental - 06-19-2017, 06:01 PM
Economy breaking structures in 1.7 - by stiles - 06-20-2017, 04:26 PM
Economy breaking structures in 1.7 - by elemental - 06-21-2017, 07:51 PM
Economy breaking structures in 1.7 - by Ketchup - 06-22-2017, 02:32 AM
Economy breaking structures in 1.7 - by stiles - 06-23-2017, 01:54 PM
Economy breaking structures in 1.7 - by Ketchup - 06-23-2017, 02:10 PM
Economy breaking structures in 1.7 - by QueryEverything - 06-23-2017, 07:12 PM
Economy breaking structures in 1.7 - by Ketchup - 06-25-2017, 05:46 AM
Economy breaking structures in 1.7 - by estherhb - 06-25-2017, 12:29 PM
Economy breaking structures in 1.7 - by stiles - 06-25-2017, 08:25 PM
Economy breaking structures in 1.7 - by estherhb - 06-25-2017, 09:17 PM
Economy breaking structures in 1.7 - by stiles - 06-25-2017, 10:01 PM
Economy breaking structures in 1.7 - by estherhb - 06-26-2017, 09:49 AM
Economy breaking structures in 1.7 - by stiles - 06-26-2017, 05:35 PM
Economy breaking structures in 1.7 - by Freedom - 06-27-2017, 03:44 PM
Economy breaking structures in 1.7 - by stiles - 06-27-2017, 05:59 PM
Economy breaking structures in 1.7 - by Freedom - 06-28-2017, 07:31 AM
Economy breaking structures in 1.7 - by Ruhly - 07-01-2017, 07:07 PM