Brad Wardell's site for talking about the customization of Windows.

Farming

I'm not liking the farming mechanic.  It seemed like a good idea on paper but in practice, it's just tedious and exploitive.  Here's how I'd like to see it work:

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Some planets would have a Arable land tile including all starting planets.  Building on these tiles produces food.

The tech tree would have a path for players who want to get the most out of those resources to get a lot of food.  The arable land resource be destructable -- you can destroy it (like you can any resource btw) to put something else there.   This would make food take its rightful place as an important strategic resource rather than one that is simply produced by min/maxing.

What are your thoughts?


Comments (Page 2)
on Feb 13, 2018

I'm of two minds. First, I'm fine with the system as is. However the AI doesn't handle it well and I often trade them food tech just to see if they'll put it to use.

City building is a two step process and the first step brings you no value at all so I think that stalls the AI. I can build a semi-circle of farms around a tile in preparation for the city I'll then be able to build within them and get the pop cap bonus from having farms around the city. This is backwards to how other hubs work.

I think the only thing having specific tiles for food will do is make the AI incapable of building anything else there, so they'll be forced to build for food. This could also be done by making the AI think of city placement first and be inflexible in that decision. Pick a tile either with a population bonus and/or a lot of surrounding tiles (consider future terraforming if there's not good options) and decide this WILL be a city and god damn any improvement that gets in its way! Then either build farms around the tile or use some isolated tiles for farms. The AI may have an easier time with food if it ignores the fact that it is empire wide and assumes a planet will need its own supply rather than waiting for somewhere else to produce it.

on Feb 13, 2018

marigoldran

I don't understand the food mechanics at all so I just play synthetic.  

Like when I build farms my population still won't grow past 3.  Does food do anything at all? 
Did you really think the answer was going to be "no, food doesn't do anything"?

on Feb 13, 2018

Ok i understand the food mechanic. I think it makes it unfair to be organic. I even liked it better in 3 classic where farms increased population with a little bit of food per turn. I stopped playing the krynn over this. I basically play the slyne. Needing to mine promethium over a period of turns is a lot easier than flat food. I dont like the ops suggestion of not fixing this by making food a resource. I think that a farm producing 0.1 per turn at least puts this on par with 0.1 promethium per turn with the starbase concept. Having to build a constructor for this is minor. 

on Feb 13, 2018

Today I'm unfortunately too ill to contribute much more since I have to go to bed now.

Only one thing: Food should not directly be dependent on planet class. Normally a planet is more or less suited to grow food according to it's type (snow ball not as good as gaia world), so it should have a base factor for food production that is multipled with the effects of all food improvements that you chose to build on tiles. There can still be special resources that provide more food on a single tile if used in that way, but that should not be the only places you can grow food.

One step further you could say that for every race the "ideal" conditions to grow food are different, but I fear that would lead to too much effort to implement.

Apart from that, I like the idea to carry around resources like in Distant Worlds since to would have to build up a working logistics chain to supply a big empire, but here also I fear that won't ever be implemented because it's too much effort (and would make another type of game out of GC III).

on Feb 13, 2018

I think the supply chain has to remain abstract unless we want to return to constructor spam days lol.

But you can represent it in small ways... For example a siege mechanic for planets that lowers or servers their connections to the empire etc.

on Feb 13, 2018

I don't think I like the idea of a special food resource tile. It's not like you're digging food like ore out of one specific restricted location on a planet. The current system of building farms for food makes more sense and personally I don't really find it any more tedious than building factories for production.

on Feb 13, 2018

Allow every planet with oceans one or more tiles of water developable uniquely for fishing or fish farming based upon the size of the planet. The AI would only have one choice with the development of the tile- Food.

 

You could name the improvement a Fishery, it Stocks the worlds oceans with Fish.

 

The solution also brings a little more realism into the game considering the amount of reliance Earth has upon her oceans for food.

on Feb 13, 2018

Well the Issue is a currency used to build population which in turn rewards the player or ai with production. 

 

I hate to ask but how did we do population and production in GC II? Can this mechanic be simplified yet still offer the player another lever to pull to get results in game?

on Feb 13, 2018

How about you get a minimal amount of food with the capital.  Each tile has a certain amount of food capability which would work as a multiplier for whatever food building you put on it.  Some tiles are real low or zero (desert or similar) and some are high (good farmland).  As you build food capable buildings on it, you get more but based on the original food capability.  So a desert planet will have few tiles that can make food and each one does not have a high capability.  Gaia planets would have mostly farmable tiles and each one would have a high capability.  You might even have some planets with no food capability beyond the capital itself.  Here you might could build very special buildings that gave some food or add the ability to grow food as part of the economic space stations.  You can build other buildings on the farmland but you get no food, only whatever the building is made to create such as production.  If you destroy the building, you could go back to farming on the land maybe at a reduced level since you may have messed it up giving it a reduced food capability from the original amount.  You could even have technology that improves this food capability over time.

on Feb 13, 2018

iRedEarth


Quoting marigoldran,

I don't understand the food mechanics at all so I just play synthetic.  

Like when I build farms my population still won't grow past 3.  Does food do anything at all? 

Did you really think the answer was going to be "no, food doesn't do anything"?

 

Well yeah.  I'm actually an AI so the concept of food confuses me.  

on Feb 13, 2018

I don't think i like the OP idea because of how random the game makes those type of resources and how you can become crippled if someone comes by and destroys it. I do not mind how food is made atm but do see other problems with it.

1. There needs to be a penalty for going below 0 global food. This would stop you from destroying your own farms after you finished building all the cities you needed and also discourage putting all your food in one farm planet (if that planet got captured you would be crippled until you got it back or rebuilt.) Maybe add a bonus for having extra food so it doesnt become useless once you have all you need.

2. I play some games where resources are a non factor because of how common they are and other games where i cannot build things because the resource just doesn't exist- like advanced farms. All resources need to be built into the map builder based on the number of players in the game or the number of planets depending on how the resource is used (a slider to make them rare or common would be cool). You'd have to make it factor in the races used too on second thought since different races use different resources.

on Feb 13, 2018

ForesterSOF

You could also add a module on space stations so they could at lest be self sustaining when it comes to food.

Similar to Ganymede Station, from SyFy's The Expanse. They used giant orbital mirrors to grow crops on the planet. To make it easier on the AI, what if the "mirrors" were an actual type of starbase, such as economic, military, cultural or agricultural.

They would be destructible, fragile and essential to protect. Agricultural starbases would be another way to target and cripple a planet. If destroyed or damaged, the population would begin to starve and die.

on Feb 13, 2018

It really should be called Surplus food instead of just food tbh.

on Feb 13, 2018

Gauntlet03

I think the supply chain has to remain abstract unless we want to return to constructor spam days lol.

But you can represent it in small ways... For example a siege mechanic for planets that lowers or servers their connections to the empire etc.

That's a much simpler - and therefore easier to implement - way of doing what I'm suggesting. Simply give Seige as an order for a particular type of ship (obviously it should be armed, it can hardly enforce the Seige by shouting "You shall not pass!" loudly) and population growth, production, wealth, morale etc on that planet goes down by a certain degree. Alternatively, or as well, give Attack Food Ships as an order for an attack ship that creates a civilization-wide downward slide on those four things.

The UI tells you "Your food ships from (whatever planet the eneny ship doing the "Attack Food Ship" order is near) are being destroyed" - to save the hassle of having to spend ages trying to find the enemy ship/planet being attacked in question, that'd get very annoying very quickly.

And make AFS an option you only get when you've spied on your enemies to a level where you know what's on their planets so - logically - you know which ship in which sector should be doing that? Too complicated?

 

 

on Feb 13, 2018

Place holder.  (I have an idea,  but am on my phone)