Granger wrote: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.
Definitely true in some ways. But I was thinking that wine would/could have multiple effects, some affected by aging in various locations and some affected by quality. Ancient wines produced from the early world could have some amazing aged effects, but not quality-related effects.
Still being vague on specific effects because the system is apparently due for a change anyway, but an example for the current system would be that quality affects the rate of normal satiation bonuses we see in wine (since this is the primary use already) but aging in a tower basement could give addition bonuses to other satiations (maybe at the expense of said normal satiation bonus present in the baseline wine). Or maybe travel weariness reduction bonus with months of aging. Temporary effects. FEP gains.
With worlds lasting longer, these type of mechanics could be really fun, and take a very long time to explore.