The basic idea is this:
Clay, particularly ball clay in rivers, is near impossible to secure, and acre clay is really easy to grief away entirely, just pave or grass the entire mudflat.
So, there needs to be a way to secure river/lake clay, and recover acre clay.
Thus, my suggestion is this:
Clay pits.
It would be a large structure (I am thinking 11x11) That would need to be built in the radios of the q point on any terrain. It would:
- Only be build-able in the overland level, clay pits in caves are just silly.
- Lock out anyone from digging the clay point it is affiliated with, by just digging. They would have to right click the clay pit and select 'dig clay.'
- Completely drain the q point when it is built.
- Completely drain the q point when it was destroyed.
- Like a mine, require higher end components to build, and ideally, be harder to build.
- Use the max q of the q point, perhaps with a q bonus based on the clay pit q.
- Possibly require being built on village authority, to prevent griefing or random q point claiming.
- Perhaps have it have a chance of producing grey clay when digging up ball clay.
(Oh, it should be obvious that it produces clay based on what type you built it on)
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Grog
- Posts: 2747
- Joined: Mon Feb 08, 2010 11:42 pm
- Location: Germany
Re: Clay Pit
i was thinking of claypits, though more of an addition/improvement to the clayspot, so you get +20clay if you are in a claypit
i would prefer to have it not that bad, but to have the clayq of the clayspot maybe drain only 2/3rd compared to usual. i would also let the pitq make beloning to the clayspots its made on (that is peak=peak, low=low)- Completely drain the q point when it is built.
isnt griefing much easier this way? 10k tiles paving is hard work. also why should it drain the q point this way, whats the reason about this?- Completely drain the q point when it was destroyed.
if your still able to get clay the usual way, hey, why not- Like a mine, require higher end components to build, and ideally, be harder to build.
so badville builds a pit an the total edge of goodville and gets full clayq?- Use the max q of the q point, perhaps with a q bonus based on the clay pit q.
might be an idea. though you can still make a dummyvillage, as ist common use already- Possibly require being built on village authority, to prevent griefing or random q point claiming.
Favourite thread: viewtopic.php?f=9&t=3388
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dra6o0n
- Posts: 481
- Joined: Tue Aug 24, 2010 3:11 am
Re: Clay Pit
You mean like some sort of Clay Quarry that "averages out" the tiles its covered upon but enables you to get a limited number of clays in those spots?
Say there's a q30 clay spot on acre, and there's only like 5 of em, its surrounded by q25ish to q30.
If you make a quarry there, you'll average out the quality AND increase the quantity of higher quality clay if you carefully place it well enough.
This mean you gotta check every tile beforehand and make sure that it's the right area to drop and average out the clays.
Maybe the quality of the construction enables you to withheld the quality of the clays, so using crappy materials to build it, will result in lowering the average quality more, while higher quality materials will likely increase the higher average quality level closer to the max quality of the clay spots.
In this case, using Q40 and Q50 materials might make the quality of the clays drop less when averaging out, and you'll likely retain up to Q29 or so instead of using q10 materials and see it drop to q25.
It won't help if you ended up putting the structure over a 3x3 area with some of the clay spots being q10 and some being q30.
Say there's a q30 clay spot on acre, and there's only like 5 of em, its surrounded by q25ish to q30.
If you make a quarry there, you'll average out the quality AND increase the quantity of higher quality clay if you carefully place it well enough.
This mean you gotta check every tile beforehand and make sure that it's the right area to drop and average out the clays.
Maybe the quality of the construction enables you to withheld the quality of the clays, so using crappy materials to build it, will result in lowering the average quality more, while higher quality materials will likely increase the higher average quality level closer to the max quality of the clay spots.
In this case, using Q40 and Q50 materials might make the quality of the clays drop less when averaging out, and you'll likely retain up to Q29 or so instead of using q10 materials and see it drop to q25.
It won't help if you ended up putting the structure over a 3x3 area with some of the clay spots being q10 and some being q30.
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OvShit
- Posts: 390
- Joined: Wed Feb 10, 2010 1:39 pm
Re: Clay Pit
By the way, having to build something to use resources makes sense. For example, it`s incredibly easy to grief clay/soil spots atm;and, while soil can`t be protected by any means other than claims(and still those won`t help), clay pits`re neat solution to this.
Also, if we could build stone quarries on mountains and get boulders out of them(marble!) which then are used for building top village stuff...
Also, if we could build stone quarries on mountains and get boulders out of them(marble!) which then are used for building top village stuff...