a multiplayer game of parenting and civilization building
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Why not plant berry, carrot next to pen and wheat next to kitchen? (Pen would be adjacent to kitchen). That solves most of the trouble.
It seems innocent enough....
Fits with the current game tech....
RIGHT???
I think kerosene is better used on engine to make water than on a car....horse carts pretty much does the job anyway.
Also, to counter food mechanic, maybe a new food update can do it. I would like pizza, cheese....etc. I like making food.
As for radio, I haven't gotten a chance to learn how to make it. I agree it is very helpful as a translation device!
If biome access is readily available, people would just rely on it than trade. That is conflicting with specialized family update.
So perhaps, the cold/hot times are special? The normal season would take up most of the time. Normal lasts 1 hour, cold/hot lasts 30 min.
It would be like hot. Normal. Cold. Normal. Hot. Etc
I like the idea too. Especially the biome access part. Maybe there are only three seasons. Hot, normal, and cold. Each season lasts an hour.
It is an interesting idea.
Islands could be used in a way to separate things and people. Maybe different islands have different biomes/plants/set up. They produce different goods and they each have their own value. This could make trading work because each island is its own world, already set up. For ex, one island has mangos, but no rose madders. If they want that dye, people are forced to trade.
Immediate problems are that if that happens, people will just randomly cross bridges, carrying seeds whatever and spread them and they lose their value. If some islands are not developed enough, players from other islands can just take over the island, this kills trading.
But let's say there are two developed islands, side by side. I feel like the end result is all-out war because the natural boundary (permanent) can encourage nationalism to one's island. Or people feel bored because it's the last two islands and they just want reset. LOL
This game is very team-work based so I would rather work with others than go all-out wars.
So...
Let's say one island has a lot of iron mines, but not a lot of tarry spots and the other one has a lot of Tarry Spots, but no abundance of iron mines. The islands can only continue living through trading. The remaining people will just scavenge until the last resources.
It doesn't have to be islands.
Different amounts of resources can be scattered across a large map life the rift. It's more interesting when it comes to finite resources.
Maybe the cluster of iron mines will become a war zone. A large powerful group might take over it.
Sadly, this might not be satisfying to players who prefer eve runs because it's hard for eves to go up against a very developed civilization.
But Jason is looking for a future with war and trading. I think clusters of resources can change the dynamics.
What are your thoughts on aqueducts? You can connect several water sources to one line and this line would lead to the town on one spot. Players should be able to move the aqueduct line where ever they want. The aqueduct would work like a normal well, except it has the water of few wells at once. This would solve the problem with towns that are built in places with few water sources but are relatively rich in other areas. This might not work well with the game mechanics as of right now, but I think it's a cool idea.
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