How would you make cheese regional?burgingham wrote:I wrote some stuff about regionalization in general on the IP. The gyst is I want more of it, but it has to be dealt with carefully. Basically anything mandatory to advance properly shouldn't be regional (or there should be real alternatives for each region).
High end commodities need to be regionalized though to encourage trade. Regional cheese, high end curios and that kind of stuff. Making ores regional for example was kind of dumb too, because if you don't build on iron you are fucked. Resource nodes are the worst though, either you are close to that nice clay spot or you are not and then you are fucked again...
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overtyped
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Re: Early game suggestion: Barley
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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_Gunnar
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Re: Early game suggestion: Barley
Interesting and as usual wish I had access to all that discussion, seems like this thread was not worth my time to typeburgingham wrote:I wrote some stuff about regionalization in general on the IP. The gyst is I want more of it, but it has to be dealt with carefully. Basically anything mandatory to advance properly shouldn't be regional (or there should be real alternatives for each region).
High end commodities need to be regionalized though to encourage trade. Regional cheese, high end curios and that kind of stuff. Making ores regional for example was kind of dumb too, because if you don't build on iron you are fucked. Resource nodes are the worst though, either you are close to that nice clay spot or you are not and then you are fucked again...
Are ores regional? hadnt noticed that, but we did build on iron... :/
I agree strongly with this: "Basically anything mandatory to advance properly shouldn't be regional (or there should be real alternatives for each region). " which was why I posted this thread, essentially

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pedorlee
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Re: Early game suggestion: Barley
Right. I got barley from trading after one million WWW pickups. Anyway I think this should be worst. I bet, as others have sayd before, in regional tradings. So yes, barley should be a popular and easy thing to get, while other more biome dependant seeds should be directly dependant on the area._Gunnar wrote:Could you make it so that Barley WWW spawn everywhere? The regional thing is quite nice, since it requires you to travel and explore or trade, but I think for barley it is a little too frustrating, since it is so important, and I see a lot of people very confused by this.
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burgingham
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Re: Early game suggestion: Barley
It would probably require a more macro region based map generator. I meant to write something on that too. Jorb has taken first steps towards this but the regions are still completely random in a sense and patchworky. Instead we would really need the cold north, mild regions in the south and that kind of stuff. Then you could base the cheese outcomes on the region you live in. Maybe wine and other things too.overtyped wrote:How would you make cheese regional?burgingham wrote:I wrote some stuff about regionalization in general on the IP. The gyst is I want more of it, but it has to be dealt with carefully. Basically anything mandatory to advance properly shouldn't be regional (or there should be real alternatives for each region).
High end commodities need to be regionalized though to encourage trade. Regional cheese, high end curios and that kind of stuff. Making ores regional for example was kind of dumb too, because if you don't build on iron you are fucked. Resource nodes are the worst though, either you are close to that nice clay spot or you are not and then you are fucked again...
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Ethan
- Posts: 163
- Joined: Sat Apr 03, 2010 11:14 am
Re: Early game suggestion: Barley
Beers... Lagers in the north, Summer ales in the south.burgingham wrote:It would probably require a more macro region based map generator. I meant to write something on that too. Jorb has taken first steps towards this but the regions are still completely random in a sense and patchworky. Instead we would really need the cold north, mild regions in the south and that kind of stuff. Then you could base the cheese outcomes on the region you live in. Maybe wine and other things too.overtyped wrote:How would you make cheese regional?burgingham wrote:I wrote some stuff about regionalization in general on the IP. The gyst is I want more of it, but it has to be dealt with carefully. Basically anything mandatory to advance properly shouldn't be regional (or there should be real alternatives for each region).
High end commodities need to be regionalized though to encourage trade. Regional cheese, high end curios and that kind of stuff. Making ores regional for example was kind of dumb too, because if you don't build on iron you are fucked. Resource nodes are the worst though, either you are close to that nice clay spot or you are not and then you are fucked again...
A beer after a hard days work. Stamina regen with no hunger penalty.