No-till farming, and rural affairs

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

No-till farming, and rural affairs

Postby Ferinex » Fri Apr 26, 2019 5:51 am

Suggestion: no-till sowing mechanic, with greater seed requirements or other balances.

Topic of discussion: There is room for depth in the farming mechanics. Soil quality should degrade over time when tilling is employed, and when the same crops are grown in the same location. Soil fertility should be variable and mutable by player actions. Yield per tile should be variable, and serve as a second dimension alongside crop quality. These are the fun parts of farming! Nitrogen! Cover crops! Soil health!

as it currently stands, RIP hearthlands topsoil :cry:
i guess they never miss huh
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Re: No-till farming, and rural affairs

Postby jorb » Fri Apr 26, 2019 6:41 am

Tempted to agree! My man Gabe Brown has the story.
"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."

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Re: No-till farming, and rural affairs

Postby julian12it » Fri Apr 26, 2019 7:34 am

We don't need realism in Haven. This game is already cancerous enough in the aspects of consistent time wasting mechanics such as having to walk every where you go. Don't want another Salem 2.0 farming system implemented into Haven, reasons why didn't stay playing Salem. Farming is just fine.
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Re: No-till farming, and rural affairs

Postby JeanTheDigger » Fri Apr 26, 2019 11:08 am

julian12it wrote:We don't need realism in Haven. This game is already cancerous enough in the aspects of consistent time wasting mechanics such as having to walk every where you go. Don't want another Salem 2.0 farming system implemented into Haven, reasons why didn't stay playing Salem. Farming is just fine.


>Doesn't like games where you have to walk around
>Plays HnH
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Re: No-till farming, and rural affairs

Postby Lunarius_Haberdash » Fri Apr 26, 2019 1:34 pm

Definitely want to see grass regrow even on fields that have been bordered by stone. Nitrogen and the like is a definite bonus, and manure from the farm animals would be optimal as a source. Apatite is also a fine source of fertilizer. Crop rotation? Yes please!
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Re: No-till farming, and rural affairs

Postby shubla » Fri Apr 26, 2019 1:58 pm

Farming is not tedious enough! Adding at least crop rotation, weeds and fertilization are a good start to making it more fun!!
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Re: No-till farming, and rural affairs

Postby terechgracz » Fri Apr 26, 2019 2:15 pm

It at least should have beatifull UI and visual cues so you're actually satisfied and proud when you grow your crops on best possible soil. Growing on bad soil should give bland ill looking crops. If not that would be another unfun thing, which would be seen only as a bummer.
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Re: No-till farming, and rural affairs

Postby Alitis » Fri Apr 26, 2019 2:55 pm

Go for realism ! Irrigation, fertilization, etc!
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Re: No-till farming, and rural affairs

Postby stya » Fri Apr 26, 2019 3:22 pm

Ok but only if we can make fertilizer from ores, insects should eat your crops, birds too, we need to fence off birds and kill insects via convoluted strategies.

And we need more pain, don't implement just a bit of tedium, go full cancer on us.

Also sacrificing your farmer and letting his corpse rot would help with fertilization, we could make alt farms great again!
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Re: No-till farming, and rural affairs

Postby MagicManICT » Fri Apr 26, 2019 3:28 pm

Not sure if anyone here is being serious or sarcastic...

Either way, if anyone is being sarcastic, don't be surprised when this shows up in game and half the players farmers rage quit. I loved the "idea" of crop rotation in Salem, but the reality was... it was a mess. Some concepts just need to be left as an abstraction. A game from the 90s, "Lords of the Realm" left this concept as "fallow fields" and gave a yield boost to other crops in a county when a portion of the fields were left fallow.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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