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Author Topic: MyWorld: Kingdoms  (Read 24276 times)

Nirur Torir

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Re: MyWorld: Kingdoms
« Reply #480 on: March 27, 2010, 08:49:45 pm »

Actually, I didn't immediately fix the problem. Now I can't find what's wrong; please tell me where I messed up.

Spoiler: Turn 61 (click to show/hide)

Matis farms. Jack and Jane hunt for food. Trand, Faueger, Wanji and Mattis build.
Building plan for a Trade Depot
~~~~~
.....
.....
00000
00000
00
000
00000
00000

1 farm, 2 hunt, 4 build.
I changed it to 1 farm, 3 hunt, 3 build, so the new immigrant would have a meal.
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KineseN

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Re: MyWorld: Kingdoms
« Reply #481 on: March 27, 2010, 09:08:10 pm »

As I can see, you have made my farmer do nothing while a builder gather food.

I began the turn with 1 unit of food and had 4 turns left for a harvest just like you.
So I sent 2 hunters for a total of 7 units of food, I should have a farmer turning it down to 3 turns and 4 builders.
With the new immigrant you changed it to 3 hunters for a total of 10 units of food, my farmer made no progress and 3 builders.
 
So, I should have 2 units of food, the farm should be harvested in 3 turns and I should have the building turn out like:
00000
00000
00
000
00000
00000


Edit: Just remembered that a new immigrant don't start working upon arrival. So everything is right but the farm. It should be 3 turns left. Correcting my other post.
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Nirur Torir

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Re: MyWorld: Kingdoms
« Reply #482 on: March 29, 2010, 02:33:39 pm »

Nirur Torir Says:
Trading takes very little time, and does not require labor assigned.
Traders are greedy, and will always round off gold value to the nearest whole number in their favor.
Certain events will increase Notoriety, which increases population growth and bad random events, such as thieves or invasions. Invasions will not come until Low Notoriety is attained.
Very Low Notoriety increases growth as much as 2 population.

Gaining 10 gold increases economy to Very Low. The gold may then be traded away without causing a loss of economy.
Very Low economy enables Very Low taxation. Tables need to be created, but it will reduce morale proportionately to the economy level.
I'm considering something along the lines of: -50% morale at full taxation, and +20% morale with full bribery, which costs as much as full taxation gives.
Military personnel will take 1 gold per turn in upkeep.
Taxes will be collected every half a day if they are on.

I'm contemplating a change of mechanics. Please vote on whether or not the weather should have a slight chance each turn to increase or decrease crop yields. I'm thinking 1D10, with a 1 decreasing yield and a 10 increasing it. Change would probably be +/- 1D5 per farm.

Day Twenty-Two - Afternoon Results







Day Twenty-Two - Afternoon and Night Events

Cheddarius
5 turns remain before wooden barrel begins to decay.
2 farmers will finish growing 120 food in 5 turns.
A new migrant has arrived!
Not enough food for the new worker: 1 wood cutter shifted to hunting.
Morale error detected.
Compensation paid: Good weather has increased the yield of the current crop by 20%.
A thief steals 2 food in the night.

KineseN
1 farmer will finish growing 60 food in 2 turns.
Morale error detected.
Compensation paid: Good weather has increased the yield of the current crop by 20%.
A thief steals 2 food in the night.

LeoLeonardoIII
1 farmer has finished growing 50 food.

Mephansteras
1 farmer will grow 50 food in 10 turns.
A new migrant has arrived!

Nirur Torir
1 farmer will finish growing 50 food in 2 turns.

Webadict
A caravan has arrived!
3 turns until caravan departs.
They have appraised the value of your Wood Trinkets.
Notoriety increased to Very Low.
4 turns remain before wooden barrel begins to decay.
1 farmer will finish growing 50 food in 10 turns.
A new migrant has arrived!

Goods stored:
Webadict
8x Wood Trinket: 1.2 gold each
1x -Wood Trinket-: 1.5 gold each
Total value: 11.1 gold



Spoiler: Nirur Torir's Turn (click to show/hide)
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Mephansteras

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Re: MyWorld: Kingdoms
« Reply #483 on: March 29, 2010, 02:44:00 pm »


  More dispossessed join us as the days passed. Another young male this time, by the name of Juku Roth. I have set him to harvesting more wood.



Avos works on the building
Rodi is farming.
Tela works on the building
Yedeth works on the building
Sketi gathers food.
Atu gathers Wood.
Isha gathers Wood.
Juku gathers Wood.


= - Planned
= - Building
= - Built

.........................
.........................
..===D======....==D===D==
..|++++|+B+|....|+++|+++|
..|+B++|+++|....|+++|+++|
..|====|+++|....|+B+|+B+|
..|B|++|+++|....|========
..=D==D==D==....|+B+|+B+|
................|+++|+++|
................|+++|+++|
..~~~~~.........==D===D==
..~~~~~..................
..~~~~~..................
..~~~~~..................
..~~~~~..................
.........................


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KineseN

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Re: MyWorld: Kingdoms
« Reply #484 on: March 29, 2010, 03:37:07 pm »

Spoiler: Turn 64 (click to show/hide)

Matis farms.
Jack hunt for food.
Jane hunt for food.
Trand builds.
Faueger builds.
Wanji builds.
Pahdil hunt for food.
Tekif builds.
Building plan for a Trade Depot
~~~~~
.....
.....
00000
00000
00000
00000
0
0000

Building plan for a Masonry and Simple House
.............
..o---o......
..|+++o-o-o..
..D+M+|B|B|..
..|+++|+|+|..
..oo--oDoDo..
...|++|......


+1 vote for weather changing crop yield. That way you can't be sure to survive on farming only.

Edit: How many furnitures, say tables or coffins, can you create with one Mason in one turn?
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Nirur Torir

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Re: MyWorld: Kingdoms
« Reply #485 on: March 29, 2010, 03:56:15 pm »

Edit: How many furnitures, say tables or coffins, can you create with one Mason in one turn?
One or three. One receives bonuses to quality chances. This isn't really worth it for trinkets made out of a cheap material like stone, but may potentially be worth it for furniture or when working with rarer materials.
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webadict

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Re: MyWorld: Kingdoms
« Reply #486 on: March 29, 2010, 04:07:28 pm »

4 People make wooden trinkets.
2 People gather food.
1 Person tends farms.

And do the farm thing, if you want.
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LeoLeonardoIII

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Re: MyWorld: Kingdoms
« Reply #487 on: March 29, 2010, 05:10:12 pm »

Day 23A

2 Farm (So now our farms are all synced)
3 Build (Fill in the northern building's nine floor spaces with "+" floors)
2 Gather Wood

I'm against weather affecting farming. Not just because I'm obviously farming a lot, but because in the long run it doesn't actually do anything to yields, and it's an extra roll you do when determining turn outcomes.

In addition, the weather over the course of the groth cycle should matter, not just on harvest day. So if the yield will be bad, we should have a couple days' notice so we can compensate by putting extra people on hunting/gathering. So if you do this, I hope you actually roll at least 2 full turns (1 day) before harvest and tell us the outcome then.

Also I'm completely against climate affecting farming or hunting, just because we didn't really get to fine-tune our choice of climate in the first place. I certainly wouldn't have chosen a Cold area with an Herbivore species, for example.
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Cheddarius

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Re: MyWorld: Kingdoms
« Reply #488 on: March 29, 2010, 05:55:47 pm »

Er, how much food is eaten per person per morning? 3?
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Nirur Torir

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Re: MyWorld: Kingdoms
« Reply #489 on: March 29, 2010, 06:26:15 pm »

4 People make wooden trinkets.
2 People gather food.
1 Person tends farms.

And do the farm thing, if you want.
I'd like to point out that only one person may work each workshop per turn.

Also I'm completely against climate affecting farming or hunting, just because we didn't really get to fine-tune our choice of climate in the first place. I certainly wouldn't have chosen a Cold area with an Herbivore species, for example.
I am too, if only for balance reasons. Since the combat system has not been created yet, I have yet to decide if it will change battles, however.

Er, how much food is eaten per person per morning? 3?
Each person eats one food per turn. New migrants eat a food on the turn they arrive, but do nothing. If you do not have a food when they arrive, somebody else will gather a food for them.
You also had the bad luck of getting the extra 2 food stolen in the night, which I stated.
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Cheddarius

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Re: MyWorld: Kingdoms
« Reply #490 on: March 29, 2010, 06:50:01 pm »

I thought they ate 2 food per morning?
Anyway,
3 gather food
1 gather wood
2 farm
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Nirur Torir

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Re: MyWorld: Kingdoms
« Reply #491 on: March 29, 2010, 07:00:05 pm »

It was 2 food per morning, but I changed it to 1 food per turn. It ends up the same, and I didn't see why they would take their dinner out of the granary in the morning.
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Cheddarius

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Re: MyWorld: Kingdoms
« Reply #492 on: March 29, 2010, 07:42:54 pm »

Drat. There goes my theft-proof just-in-time production system.
Also, I had a granary; shouldn't that have stopped the theft?
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Nirur Torir

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Re: MyWorld: Kingdoms
« Reply #493 on: March 29, 2010, 07:48:03 pm »

Granaries reduce the chances of theft, but don't remove it entirely.

For those who are worried: Amount stolen increases with Notoriety. At none, you're limited to local fauna scavanging around, which won't take more then 4 with a bad roll.
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LeoLeonardoIII

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Re: MyWorld: Kingdoms
« Reply #494 on: March 29, 2010, 09:06:24 pm »

Poor Local Fauna. Always hungry. Just trying to catch an even break!
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