Change in plowed land decay.

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Ziabatsu
Posts: 2
Joined: Tue Jul 20, 2010 8:55 pm

Change in plowed land decay.

Post by Ziabatsu »

I like farming, but I hate having to go through and replow the little 1-2 squares of plowed land that decay in my plots. I propose that the chance of a square of plowed land decaying be influenced by the number of plowed squares around it. A square surrounded by plowed land would be less likely to decay than a single plowed square surrounded by the wild.

I'm not going to argue from realism here. I'm supporting this because I feel it would remove some of the tedium of plowing. (carry plow to single square, plow single square, carry plow to next single square). If it works like how I think it does, for the most parts plots will be absorbed by the wilderness around them as opposed to disappearing piecemeal.

I don't know how I would fit paved squares in this, as they don't decay.
axcelady
Posts: 12
Joined: Mon Jul 19, 2010 12:02 pm

Re: Change in plowed land decay.

Post by axcelady »

i agree it sucks to plow 50 squares and notice 2~3 squares decayed ;x
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Granger
Posts: 9255
Joined: Mon Mar 22, 2010 2:00 pm

Re: Change in plowed land decay.

Post by Granger »

Would make sense, because that would lead to fields decaying from corners to center mainly.
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Nanothnir
Posts: 315
Joined: Wed Jan 20, 2010 3:38 am

Re: Change in plowed land decay.

Post by Nanothnir »

Some much YES on this...
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johnsmith
Posts: 133
Joined: Fri Apr 02, 2010 5:00 am

Re: Change in plowed land decay.

Post by johnsmith »

That's why you have the ability to plow by hand or use a metal plow, they are fast moving.

This one will get nowhere.
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ViciousGamer04
Posts: 530
Joined: Sat Feb 20, 2010 8:47 am

Re: Change in plowed land decay.

Post by ViciousGamer04 »

Ziabatsu wrote:I like farming, but I hate having to go through and replow the little 1-2 squares of plowed land that decay in my plots. I propose that the chance of a square of plowed land decaying be influenced by the number of plowed squares around it. A square surrounded by plowed land would be less likely to decay than a single plowed square surrounded by the wild.

I'm not going to argue from realism here. I'm supporting this because I feel it would remove some of the tedium of plowing. (carry plow to single square, plow single square, carry plow to next single square). If it works like how I think it does, for the most parts plots will be absorbed by the wilderness around them as opposed to disappearing piecemeal.

I don't know how I would fit paved squares in this, as they don't decay.
Metal plow, plx. It's much easier. Try to trade for one and enough spare metals to repair it for months.
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Danno
Posts: 429
Joined: Tue Jul 13, 2010 12:21 am
Location: Canada

Re: Change in plowed land decay.

Post by Danno »

johnsmith wrote:That's why you have the ability to plow by hand or use a metal plow, they are fast moving.

This one will get nowhere.
You can only plow by hand, like, twice before needing to sit in a chair, though... It's only good for "emergencies" or if you happen to have a lot of stamina and you happen to come across one such patch. If there are a few patches, it would be better to grab a plow instead, but it's annoying to carry a plow to all those spots (especially if you've boxed in different crops with stone tiles). A metal plow would surely be nice, but not all of us have access to those resources or to villages that would be willing/able to trade, and I don't think it makes this suggestion any worse. Having the decay work its way in from the edges sounds win-win to me. You'd still have to plow, just it would be less tedious. Is there really any reason to make things more tedious than they need to be without contributing to the gameplay?
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