I definitely like the idea that the older the wine, the "better" it could be, though the aging benefits would need to have some sort of diminishing returns eventually. Or diminishing returns on some aspect of the wine.
Similar to cheese, aging in a particular location could result in the wine accruing different bonuses (and/or negative effects! ). Unlike cheese it wouldn't have to be a discrete change though, like from abbaye to zamorano, instead the wine would have whatever effects it had already gained from aging, and then start gaining new effects based on the new location it had been moved to. If the wine has +X to {thing} and the new aging location has the reverse effect, it would slowly remove that previously gained effect.
I'm being vague in what the wine actually would gain or lose because the FEP/satiation system is supposedly not liked right now, and it's more about the overall mechanics I'm suggesting. Maybe it would gain buffs/debuffs for different satiations. Maybe even FEPs. Maybe wound treatment. Maybe travel weariness.
Now that we're seeing new drinks, it could be a good time to revisit wine aging. I think a system similar to cheese would be appropriate. Different locations provide different bonuses per unit time they are aged there. The likely bonus would be to raise/lower the satiation % change per gulp. Example:
Cave: Cheese Satiation %++ Fruit Satiation %- Creepy Crawlies %+
Cabin: Cheese Satiation %- Fruit Satiation %++ Sausage %+
Cellar: Cheese Satiation %+ Fruit Satiation %+ Offal %+
Other than just changing the current potential satiation %'s, I also added a %+ to a new category for each location, just for fun.
Other points: -Wine would have to be in bottles, in wine racks. Gigantic casks would be realistic, but probably make mass producing fancy wine too easy. -Aged wine removed from it's bottle would not be able to be aged further. -Wine racks cannot be lifted when in use. -Wine rack quality doesn't fuggin' matter. -Diminishing returns with aging of course, calm down. -Bottle shows age on tooltip, could be styled as a label.
I think this would be a fun mechanic, and ancient bottles of wine could be very valuable. But "modern" wine would be higher quality since it was made more recently with better grapes and equipment, and still just as needed.
Last edited by Dakkan on Mon May 20, 2019 8:36 pm, edited 1 time in total.
Maybe wine should operate in a similar way to gold/silver and have no actual quality. Or have a quality that begins at a base value and scales upwards over time. The issue with aging wine is that we also have crops increasing in quality. So unless q10 aged wine is somehow better than q100 new wine then the idea is a bust. That hurdle has to be overcome. Could be argued that certain trelli plants should not require replanting, grapes being one of them. They need a unique way to increase in quality, and so does the wine. Or maybe aged wine should scale in multiple ways. Age could give certain buffs, and quality could just affect satiation's and recipes its used in.
Fierce_Deity wrote:Or maybe aged wine should scale in multiple ways. Age could give certain buffs, and quality could just affect satiation's and recipes its used in.
That's what I was thinking too, buffs from aging could be unrelated to buffs from quality.
synaris wrote:what i dont understand is why wine is now aged in demijohns instead of barrels....
well i could go for wine becoming aged wine if left in a barrel for say, a real life month.
id rather that wine wasnt like cheese, its enough of a hassle to sort and remember all of the cheeses locations and times.
I guess the idea is becoming less and less like cheese as I think about it. I wouldn't want discrete stages and intervals like cheese, just a continuous function of "Barrel/rack of wine is sitting in [location], wine gains [location specific buffs/debuffs] over time." It'd never spontaneously change to something else.
And yeah, I'd want really long aging intervals, especially if worlds are going to be lasting longer and longer.
synaris wrote:what i dont understand is why wine is now aged in demijohns instead of barrels....
well i could go for wine becoming aged wine if left in a barrel for say, a real life month.
id rather that wine wasnt like cheese, its enough of a hassle to sort and remember all of the cheeses locations and times.
I guess the idea is becoming less and less like cheese as I think about it. I wouldn't want discrete stages and intervals like cheese, just a continuous function of "Barrel/rack of wine is sitting in [location], wine gains [location specific buffs/debuffs] over time." It'd never spontaneously change to something else.
And yeah, I'd want really long aging intervals, especially if worlds are going to be lasting longer and longer.
I agree, long aging intervals is a must.
Total misplay.
jorb wrote:Hitting a "Ghejejiiwlonk" with your "Umappawoozle" for eightyfifteen points of "Sharmakookel", simply makes no sense.
W7: Semi-Hermit W8: Semi-Hermit W9-15: Lawspeaker of villages of myself-4 people. W16: Hermit
synaris wrote:what i dont understand is why wine is now aged in demijohns instead of barrels....
Because of the game's general logic that demijohns transform, while barrels are stable.
Don't want to touch drinks until they work better, but wine aging would be nice.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
Having demijohns to turn the sugar in the grapejuice into alcohol makes sense (a sealed barrel would explode from the carbondioxide generated by the chemistry involved) but the result is somewhat bland - thus aging in a barrel comes into the picture, to get something not only useable for cooking (preferably into Branntwein, where the taste dosn't matter as the goal of the ones drinking that stuff is usually just to get wasted cheaply).
As the downside of wine getting better with time would be to set an incentive for producing as early and as much as possible... I'm not sure that it would be a good mechanic.
Granger wrote:Having demijohns to turn the sugar in the grapejuice into alcohol makes sense (a sealed barrel would explode from the carbondioxide generated by the chemistry involved) but the result is somewhat bland - thus aging in a barrel comes into the picture, to get something not only useable for cooking (preferably into Branntwein, where the taste dosn't matter as the goal of the ones drinking that stuff is usually just to get wasted cheaply).
As the downside of wine getting better with time would be to set an incentive for producing as early and as much as possible... I'm not sure that it would be a good mechanic.
hold up, i had always heard sunlight ruins the process that turns grapefuice into wine. and these demijohns are made of glass, and i age my villages wine outside.
and while i heard that the people that age wine in barrels change barrels now and then while trying to reduce the wines exposure to oxygen as much as possible, iv never heard of any explosions.