LunarArchon wrote:Maybe some of these issues can be mitigated by removing crop Quality capping and focusing on highly variable regional growth speed and yield.
Example:
Region A has flax that grows in 1-2 days while Region B has flax that takes 6-7. Farmers in A will have plenty of high Q flax while farmers in B will lag behind. The real estate in Region A would be valuable but this is mitigated by Region A having other crops that take 9 days to grow.
Players get to grow any high Q crops that they have either traded or cultivated. Trade is encouraged but not required as long as you are patient / can deal with slow Q growth. Random farm palisades seem a lot less desirable if your village/faction always has competitive hemp Q that you can trade for another factions high Q crops. Hermits and nabs can participate in trade or just offer their highest Q crops as tribute instead of getting harassed.
People would simply be forced to have two bases, one in Region A and one in Region B. "Forced" part may be argued but that would be the optimal strategy.