by saltyfish » Thu Jan 19, 2023 5:32 am
I am thinking water q system could be reworked for the better game play. It is a bit paradigm change, but briefly:
* Sort of reverse water quality scale and meaning: water quality map points to how bad water is (rather how good; now)
* Let us clean water and make it as good as possible: for example, use distillation (copper) and filtration (coal, sand). Quality of those materials defines yield: increasing quality better volume recovery. For example we could start from 1-5%. Each distillation/filtration cycles makes improves water by ~60%
* Increasingly cleaning water and making it better, we reduce water q impact on fodder, food, etc. Ideally the best water has no impurities and things we make - like food or fodder - depends only on our effort. That means everybody could access better quality animals, bones, food, etc.
* Sea water, is same thing. But sea water distillation creates salt, additionally. Salt is purely a spice. Quality of salt is location/node based and it is learned *only* after the distillation is done.