I'm thinking to myself, "I should be doing something productive!" So I grab a water skin and take a walk along the river near my claim looking for some decent Q soil and water. I was alternating dig and filling my water flask as I went along, 1 mini-map between each but so that I was checking each 1/2 screen once for water, the next for soil. Is that too often?
If I run into some Q12 soil can I follow that to better stuff or to the source to get better stuff? I know that I have Q12 soil on my farm, but if I check even 20 tiles south, it's only Q10. If I check north same thing. Is there something I am missing or don't know about that is making the soil I have planted on better than the surrounding area?
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Badger_Bishop
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So here I was walking in the forest...
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Potjeh
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Re: So here I was walking in the forest...
When you run into a resource above q10 you should check more densely to find the highest q spot. Check every tile on one axis (N-S or E-W) till you find the highest q point on it, then check the opposite axis starting from that tile.
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Badger_Bishop
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Re: So here I was walking in the forest...
So I should:
1: Start at where I know there is Q11
2: Step one tile in a direction check Q
3: Repeat step 2 till it gets lower
4: Do it again on the next row closest to the spots that produce the Q11
If the spot is 11 or 12 will it go much higher? How localized are these spots? I know you pretty much told me that 1 tile will be the best, but what if I paved over it? I'd have to plow my who claim to check wouldn't I? I am totally willing to do this if that is what it takes and it could pay off though. Even Q15-20 would be nice to give me a small bump to my trees when I work on my next rotation.
I think I am understanding this, I want to cut it into quadrants with my first sweep, and use that to determine a likely location that will have the best to narrow it down. Then work that area to confirm it's better, constantly homing in on the hot spot.
1: Start at where I know there is Q11
2: Step one tile in a direction check Q
3: Repeat step 2 till it gets lower
4: Do it again on the next row closest to the spots that produce the Q11
If the spot is 11 or 12 will it go much higher? How localized are these spots? I know you pretty much told me that 1 tile will be the best, but what if I paved over it? I'd have to plow my who claim to check wouldn't I? I am totally willing to do this if that is what it takes and it could pay off though. Even Q15-20 would be nice to give me a small bump to my trees when I work on my next rotation.
I think I am understanding this, I want to cut it into quadrants with my first sweep, and use that to determine a likely location that will have the best to narrow it down. Then work that area to confirm it's better, constantly homing in on the hot spot.
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Ripley member of Odditown
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Bishop Lawspeaker of Hatchet Flats
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Potjeh
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Re: So here I was walking in the forest...
Quality spots are circles. In the centre of the circle is the best q point, and as you move away from the centre it drops till it reaches q10. So, the closer a point is to the centre, the higher it's q (though it can go several tiles without changing q, since it comes in discrete steps). Now, if you draw a line across the circle, this line's closest point to the centre and the centre will define a line that's perpendicular to the bisection line. What this means in practice is that once you've found the best point on N-S axis you no longer need to check N-S, just E-W. So no, you don't move a row over and repeat the procedure - you first do a row, and then a column.
Anyway, the highest point could be anything, you can't tell till you find it. As for it's size, I think it's like 2-3 tiles of radius per point of q.
Anyway, the highest point could be anything, you can't tell till you find it. As for it's size, I think it's like 2-3 tiles of radius per point of q.
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Badger_Bishop
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Re: So here I was walking in the forest...
So since my Timber House is withing 15 squares of where I found the first spot of better than Q10, I could have built on the best spot. I am gonna hope this isn't the case, and use it to build further from the river if it is the case.
Your second explanation was exactly what I was picturing in my head, but I lacked the words to describe it. The only problem could be is the best Q soil was in 2-5 tiles then I would have to check each of those columns. But that would still be better than wandering around hoping to find a spot that MIGHT be better than 10 in my area.
Appreciate the help on the soil. Do you know if water on rivers is always Q10? I have seen wells produce Q18 water, but never anything better than base from a river.
Your second explanation was exactly what I was picturing in my head, but I lacked the words to describe it. The only problem could be is the best Q soil was in 2-5 tiles then I would have to check each of those columns. But that would still be better than wandering around hoping to find a spot that MIGHT be better than 10 in my area.
Appreciate the help on the soil. Do you know if water on rivers is always Q10? I have seen wells produce Q18 water, but never anything better than base from a river.
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Potjeh
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Re: So here I was walking in the forest...
Water and clay work the same. The only problem is that the hotspot will often be imaginary, ie it'll fall outside the appropriate terrain and thus be inaccessible.
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Badger_Bishop
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Re: So here I was walking in the forest...
I know you can terraform to change terrain types to: grasslands, broad-leaf forest, and coniferous forest.Potjeh wrote:Water and clay work the same. The only problem is that the hotspot will often be imaginary, ie it'll fall outside the appropriate terrain and thus be inaccessible.
Can you plow around a mudflat and have the mudflat expand onto the plowed land? This could be useful to get to those "imaginary" hotspots if it works.
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Potjeh
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Re: So here I was walking in the forest...
Mudflats don't expand, AFAIK. Fodderless cows convert grass into terrain that looks like mudflat, but it's not and you can't dig on it.