Pipstickz Posted May 27, 2018 Report Share Posted May 27, 2018 I think resources should keep generating after they hit their cap, we'll use an example of 10/10: Resource is left at 10/10, replenishment takes it into Untended Status: 11, 12...15/10 being Overgrown Status Then when replenishment hits the Overgrown resource, it drops to 3/10 In other words, +1 every day (or maybe +10% would work better, because with a flat +1 scenes like DQ would probably never reach Overgrown status) it's left Untended until it hits 1.5xCap, then it drops to 1/3xCap This way ignored resources will suffer. Messy room messy mind, afterall. I'm hoping a feature like this would urge citizens to work together to properly tend their respective lands and prompt them to educate eachother on the nature of resources I would imagine Fenths being exempt for obvious reasons, I did think of water being an issue, but I don't really think it is afterall. Dhyone 1 Quote Link to comment Share on other sites More sharing options...
MaGoHi Posted May 27, 2018 Report Share Posted May 27, 2018 well idk about a steady overgrow like you said it, but since water overgrows after rain i could imagine plants also to overgrow after rain, but idk about other resources Quote Link to comment Share on other sites More sharing options...
Pipstickz Posted May 27, 2018 Author Report Share Posted May 27, 2018 24 minutes ago, MaGoHi said: well idk about a steady overgrow like you said it, but since water overgrows after rain i could imagine plants also to overgrow after rain, but idk about other resources I would imagine they would multiply through the same methods they replenish normally. How do 20/30 ore turn to 30/30, and why couldn't that same process apply when going from 30/30 -> 31/30? Quote Link to comment Share on other sites More sharing options...
Ivorak Posted May 30, 2018 Report Share Posted May 30, 2018 I don't think the drop in resources once they become too overgrown makes much sense in many cases (from a "why" standpoint). What if overgrowth increased AP requirements (like viscosity does) instead? Maybe some other effects too (though this is far more complicated) depending on the resource: bones -> plague infection; water -> flooding and crop failure, mitigation through development of waterworks; stone -> avalanche resulting in road blockage; herbs -> all herbs in scene turn to weeds; lumber -> deadfall, small chance of dying when passing through; etcetera). Pipstickz and Dhyone 2 Quote Link to comment Share on other sites More sharing options...
Root Admin Chewett Posted May 31, 2018 Root Admin Report Share Posted May 31, 2018 On 5/27/2018 at 9:48 PM, MaGoHi said: well idk about a steady overgrow like you said it, but since water overgrows after rain i could imagine plants also to overgrow after rain, but idk about other resources Water can flood easily, have you ever seen plants suddenly sprout and flower after rain? Quote Link to comment Share on other sites More sharing options...
Ledah Posted May 31, 2018 Report Share Posted May 31, 2018 45 minutes ago, Chewett said: Water can flood easily, have you ever seen plants suddenly sprout and flower after rain? They seem to have done just that this weekend... damn weeds. Quote Link to comment Share on other sites More sharing options...
Root Admin Chewett Posted May 31, 2018 Root Admin Report Share Posted May 31, 2018 51 minutes ago, Ledah said: They seem to have done just that this weekend... damn weeds. You want weeds in the game then? Quote Link to comment Share on other sites More sharing options...
Ledah Posted May 31, 2018 Report Share Posted May 31, 2018 14 minutes ago, Chewett said: You want weeds in the game then? Depends what kind Ungod and Pipstickz 2 Quote Link to comment Share on other sites More sharing options...
Dhyone Posted July 24, 2018 Report Share Posted July 24, 2018 On 5/31/2018 at 6:13 PM, Chewett said: You want weeds in the game then? For sure! Some herbs are considered weeds and grow fast. ???? Ivorak 1 Quote Link to comment Share on other sites More sharing options...
Fang Archbane Posted July 25, 2018 Report Share Posted July 25, 2018 I rather like pips idea, and not taking sides here but, ivoraks very detailed suggestion seems quite fitting as well. Personally I'd be rather happy with either being implemented (too many herbs would equal weeds overtaking the land and pushing out most other farmable plants if memory serves, too many ore could indeed lead to giant chunks falling into the ocean and becoming lost forever, but ivoraks suggestion makes just as much sense) however Pips idea seems (and I could be wrong here, I'm no coder) easier to implement. Quote Link to comment Share on other sites More sharing options...
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