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Author Topic: Growth clearing zone  (Read 221 times)

jipehog

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Growth clearing zone
« on: January 17, 2023, 03:01:54 am »

Problem: Growth encroachment management for aesthetic, cultivation, or security reasons is micro hell.

For example, any top side construction will require to annually waste time on checking and weeding out trees around your walls to prevent enemies laddering in the most inconvenient of times. The only solution to this repetitive mindless task is the cheat-y use of factious road construction (or ramps) to give you a buffer a zone.

Solution: Add a 'growth clearing zone' where citizens will come to get rid of saplings in the selected area.

This will reduce the micro-hell involved without cheat-y means. The use of labor is realistic, later game resource sink, leaves room for fun to still creep in poorly handled forts, and maintains the challenge of handling the natural phenomenon of plant encroachment.

EDIT:
* btw does animals stump tree samplings like dwarfs in high traffic areas?
* Bonus, if you replace gathering zone with a more general zone that allow to 'gather fruits', 'chop mature trees', and/or 'vegetation clearing' 
« Last Edit: January 17, 2023, 03:14:55 am by jipehog »
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