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PeezMachine

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  1. I think dams overflow at .65, not .5. Whenever I let water into a dammed up section of river, it levels out at .65.
  2. Love the idea of floods because it puts an emphasis on flow rate and overflow contingency, two things that don't a lot of attention in the loop of reservoir expansion that dominates the game. That said, I would appreciate a heads-up like we get for droughts.
  3. I originally misread the description for books and thought "Knowledge +" meant that they produced more science, so count me as being on board for your learning initiatives. If we want to tie universities to science, I would suggest that they represent a new tier of science, be either literally (they produce Advanced Research points that are needed to super-advanced unlocks) or figuratively (they produce research so much faster than inventors that it's the only practical way to get those big unlocks). Perhaps receding rivers reveal strange trinkets that can be collected from the riverbeds
  4. I would even take something as simple as a Shift Bell, be it at the district hall or as a standalone building, that switches between two or more activation lists. By default, new buildings are added to both/all shifts. Ding ding, time to hop on the hamster wheels!
  5. The priority setting doesn't change which tasks the farmers can do, just which one they will do first. For example, setting the priority to "planting" (which I find is usually the way to go unless you need to speed-harvest a dying crop) just means that the farmers will work the empty fields before they do any harvesting. If there's nothing that needs planting, then they will harvest a tile, immediately replant it, and then move on to the next tile that needs harvesting. Keep in mind that multiple farmhouses can work the same fields, so if you see a lot of unharvested crops, just build another
  6. Agreed! I also wouldn't mind some sort of notation in the at-glance-info box that tells me if the empty slots are because the jobs are unfilled or because I've turned the buildings off. Either a little symbol or colored highlighting to tell me one way or the other would be nice.
  7. Well said, I think I agree across the board. A lot of the early game rigidity feels tied up in a few factors: 1) The resource circle. As was mentioned in another thread about planks; there's a circular dependency on trees, planks, and more trees (forester and stairs) that leaves very little wiggle room in early game setups. 2) Tight starting resources. Not the stuff that starts in storage, but the stuff you can harvest. There's no choice about when to invest in carrots (and turn labor into the Nutrition bonus) or forestry because you need to do both of them right now or you are
  8. Apples-to-apples comparisons of the foods is only valuable when talking about staving off hunger entirely. The real value in potatoes is that beavers living that starch life can carry twice as much cargo, which is a huge boon to logistics and construction. I've had plenty of finish-that-levee-before-the-drought-or-everyone-dies moments, and waiting nearly twice as long for construction would have definitely gone poorly for everyone involved. However, I would appreciate a little more clarity on how nutrition and hunger are related. Does a beaver eating two types of food only eat half as mu
  9. The need to chew is alluded to in the description for Carrots, the consumption of which grants the Nutrition I buff of longer lifespan.
  10. It could be a vertical conveyor loop of platforms so beavers can just hop on and off en masse. An issue with having it draw power is that it means the lift just won't work before and after work shifts during a drought, so you wouldn't be able to replace any existing infrastructure with a lift.
  11. (Edit via the three dots at the upper right of your post) Anyways, I too have some notes on the indeed provocatively named Breeding Pods. 1) Gimme more info! How long does a birth take? (This in turn tells me the berry and water consumption rate, assuming it's 5 of each per birth). How many pods does it take to sustain a population of X beavers? I find it very hard to tune my pod amounts because I need to predict the relative birth and death rates in my colony, and I don't have any of that data. I could just follow my current employment stats (more pods if I have empty jobs, fewer po
  12. The Forester is currently stuck between long term planning and immediate necessity. I agree with battlefrog that the circular dependencies of the early-game resource chain are completely bonkers; leave that complexity for a later part of the game and make the process of acquiring the single most fundamental unit of construction a much simpler process. Forester --> trees --> logs If you want to get fancier with it, add an early-game Forester Flag that is free but very slow at planting. Then once you get your first planks (which are needed WAY too early right now because of st
  13. I certainly think there's a slight reckoning due on (the current lack of) the relationship between the size of a body of water and how much arable land it can support. Short of actually consuming water per tile irrigated, there will always be a bit of gaminess around irrigation towers and the micro-irrigation stuff in the original post. That said, there's already a surface area-dependent implementation of evaporation, so a similar model for percolation isn't completely impractical. If the data model supports it, each tile could even have its own moisture amount, such that tiles that have been
  14. Throw a floodgate on that bad boy and you're good to go! If I'm making a reservoir upstream, I put a single floodgate alongside the line of dams. That way I can pop the gate if I need water now (or if it's a drought and there's no water coming over the top), but the dams allow overflow runoff even I forget to open the gate during the wet season.
  15. 100% agree with all of this. If you factor in the space and manpower needed to field 72 maples (some of which are getting burned for no gain) per engine, you're better off just fielding 3 extra beavers for power wheels. Improve the energy-per-log efficiency and at the very least stop burning logs in empty/paused engines, and then we'll talk. If you want to run REALLY wild with it, make engine output scale to unmet power demand and match the burn rate accordingly.
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