farmings additions

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

farmings additions

Postby humanalien » Wed Dec 23, 2009 7:09 pm

chapter 1
wet plowed tile = by using a watering can on a plowed tile uses 0.1litres of water
by water tile in landscaping or by irrigation cannals (see chapter 2)
this boosts the output of your crops by 50%

fertilized ground = using ash/slag on plowed tiles
by fertilize ground in landscape menu
output boosted by 50%

these can be combined so you will get a double harvest at the end, a good reward for hard working farmers.

chapter 2:
irrigation:
rivers naturaly provide some tiles of wet soil when you plow them.
this could be extended by the use of irrigation cannals and the screw of archimedes able to spread irrigation to far beyond the rivers.
around rivers the wet soil should extend to about max 30 tiles.
irrigation canals should provide around 15 tiles of wet soil.
disadvantage of irrigation:
carts possibly cant cros it (up to players to decide)
screw need to be operatered several times to rewet to soil after the harvest.
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Re: farmings additions

Postby Chakravanti » Wed Dec 23, 2009 7:18 pm

Because farming isn't difficult and/or grindy enough.
Well what is this that I can't see
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
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Re: farmings additions

Postby stickman » Wed Dec 23, 2009 7:32 pm

only thing i can think of is maybe fertilizing potted plants like trees? that might be okay to boost its quality.

What yoru proposing though sounds like way more work then actually farming... by the time you watered all the ground and fertilized you could have harvested and replanted 3 more fields...
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Re: farmings additions

Postby martinuzz » Wed Dec 23, 2009 7:41 pm

This idea would indeed cost more than it yields.

It would be worthwile however, if watering and fertilizing affected quality, not quantity.

Also, 30 tiles of wet ground around a river? That makes it way too easy. I'd say only 1 or 2 tiles, so you would have to dig a lot of irrigation channels
Last edited by martinuzz on Wed Dec 23, 2009 7:42 pm, edited 1 time in total.
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Re: farmings additions

Postby humanalien » Wed Dec 23, 2009 7:41 pm

irrigation canals spread irrigation when they are filled with water by the screw, the soils will stay then wet for one ingame day. so that not much work when your cannals are digged and your screw is placed along a river. fertilize will take some time unles jorb/loftar can inplement a tool that works like a plow but fertilizes plowed ground at a fast rate.
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Re: farmings additions

Postby martinuzz » Wed Dec 23, 2009 7:43 pm

Power it using a waterwheel. :)
When properly setup, only one pulling of a lever per day is required to wet the ground.
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Re: farmings additions

Postby humanalien » Wed Dec 23, 2009 7:48 pm

martinuzz wrote:Power it using a waterwheel. :)
When properly setup, only one pulling of a lever per day is required to wet the ground.


good idea havent thought of that myself :)
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Re: farmings additions

Postby Chakravanti » Wed Dec 23, 2009 9:10 pm

Water should affect quality? That woudl only nerf crops AND add work. Unless the affect was not relevant to the water quality and the process only increased the variability in which case it would only be useful those few times you go and dump another two or three mil into farming.

Neat idea. Fail mechanics.
Well what is this that I can't see
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
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