Crop Rotation

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Crop Rotation

Postby TNTlife » Thu Mar 19, 2020 2:29 am

Instead of the "Random [-5/+5] quality" you do whenever farming, I think replanting crops in the same area over and over should reduce the quality of it over time, while boosting the quality of other crops should they be planted instead.

Example: After harvesting Wheat at q10, the next time it is planted and harvested, it is q9.5 . Again, it lowers to q9. However, should turnips be planted at q10, they would be harvested at q11, since the wheat was reduced by 1q, therefore a different crop would get boosted 1q.

I think this can only really work if plant data is tracked per tile (which might be problematic...)

Now to categorize which crops affect which, I propose 2 ways.

1) Rock-paper-scissors: All crops are categorized into groups (Wheat, Barley, and Millet. Carrots and Beetroots. etc.) Each group decreases itself and boosts another group when used.

2) Advanced Rock-paper-scissors: Each crop affects multiple crops at various levels. Example: Wheat negatively affects Wheat (-.5q), Barley (-.3q), and Millet (-.1q), but positively affects Carrots (+.3q) and Turnips (+.5q).
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Re: Crop Rotation

Postby Burinn » Thu Mar 19, 2020 2:36 am

Just thinking about this hurts my ass.
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Re: Crop Rotation

Postby waga » Thu Mar 19, 2020 2:49 am

Must be Shubia's alt account...
Also it's not +/- 5
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Re: Crop Rotation

Postby SnuggleSnail » Thu Mar 19, 2020 2:49 am

Hey. You stop that right now, mister
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Re: Crop Rotation

Postby kmarad » Thu Mar 19, 2020 2:53 am

Maybe give tiles a growth power. When they are used, their power affects plants quality, lowering their power. And when they aren't being used, they slowly get power overtime.
I like your idea sir. Realistic, interesting for farmers, and complex for botters.

Also I'd put in fertilizers. Like animals could leave some of their shit on the ground, and you could use it to fertilize your fields.
That or burn fires on tiles to make carbon.
And then be able to put mulch on your fields to fertilize them and keep the water from evaporating.
That and maybe dropping worms on farm tiles to raise the ground quality. So that if you don't have a nice soil node you can work on it and make it better.
Last edited by kmarad on Thu Mar 19, 2020 3:00 am, edited 1 time in total.
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Re: Crop Rotation

Postby waga » Thu Mar 19, 2020 2:59 am

kmarad wrote:, interesting for farmers, and complex for botters.
.

lol
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Re: Crop Rotation

Postby LadyV » Thu Mar 19, 2020 3:00 am

No there is a point where realism must stop. People roared over constant farming in Legacy. Moving crops around only achieves to irritate people sense of patterns.
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Re: Crop Rotation

Postby kmarad » Thu Mar 19, 2020 3:17 am

LadyV wrote:No there is a point where realism must stop. People roared over constant farming in Legacy. Moving crops around only achieves to irritate people sense of patterns.


I don't see how making concepts like farming more complex is a pain for people. Actually it's what makes it interesting for non-bot players.
Farming was a pain earlier because you had to select one crop at a time, and clearly that was just great for bots.
Something like an intelligent crop rotation system would clearly profit real players. Sorry if that messes with your personal interests though. HF coding crop rotation :D
That's definitely a +1 for me.
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Re: Crop Rotation

Postby sabinati » Thu Mar 19, 2020 3:58 am

how much farming have you done in this game? do you think that this would actually be an improvement to farming somehow?
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Re: Crop Rotation

Postby xdragonlord18 » Thu Mar 19, 2020 4:48 am

kmarad wrote:complex for botters.


Oh yes! However will my bots keep track of such a complex and tedious state? Oh wait! That's the exact thing bots are made for! All sarcasm aside, I cannot even begin to explain to you how trivial it would be to bot that.
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