I generally like the location based aging mechanic though I think cheese goes a bit overboard in it's complex usage of the mechanic. Any game mechanic can be abused but in principle this is a good one, it's rather original, is simple to use, it has a localizing effect on industry, it takes weight off ingredients and it makes for a more holistic process then a kind of Alchemy. I really like the idea of multiple products being created from the same source materials.
Also with respect to wine, I think most of the difference in wine comes from particular grape varieties interacting with climate, while that would be interesting to model I don't think the terrain/climate model is really sophisticated enough for that yet. Also I've never heard of fermenting temperature being a significant factor but I could be wrong. The main distinction in wine is if its white or red so making that split first would be most appropriate. Simplest way I can see is having a wine press produce 'white grape juice' from grapes, if the white grape juice is fermented it makes white wine. But if the white grape juice is left in the wine press for say ~5 minutes it becomes 'red grape juice' which becomes red wine.
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Onionfighter
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jlt314
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Re: Generic Brewing
suggest two different grape varieties instead, red grapes and white grapes. they have different FEPs and, if processed, give red grape juice and white grape juice. those of course ferment to red and white wine and then to red and white vinegar
"Если не я за себя - то кто за меня? Но если я лишь за себя - то что я? И когда, если не сейчас?" Хиллель Старший.
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ImpalerWrG
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Re: Generic Brewing
You know that's not how actual wine making works right? All grape juice is initially white but soaking the crushed skins in the juice makes the juice pick up color and flavor from the skins.
http://wine.about.com/od/redwines/a/redwinebasics.htm
http://en.wikipedia.org/wiki/Maceration_%28wine%29
Having two kinds of grapes is exactly the kind of thing I'm against. Your proposing to increase end product variates by just a brute-force incresse in raw material variety, a profoundly stupid way to do it as you've now added 2 'things' to the game just to get one usable thing. We want to create as many useful 'things' with as few moving parts as possible.
http://wine.about.com/od/redwines/a/redwinebasics.htm
http://en.wikipedia.org/wiki/Maceration_%28wine%29
Having two kinds of grapes is exactly the kind of thing I'm against. Your proposing to increase end product variates by just a brute-force incresse in raw material variety, a profoundly stupid way to do it as you've now added 2 'things' to the game just to get one usable thing. We want to create as many useful 'things' with as few moving parts as possible.
Last edited by ImpalerWrG on Thu Mar 18, 2010 12:58 pm, edited 1 time in total.
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Haba
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Re: Generic Brewing
I'd really love to see some more variety in the potential effects that different digestibles would have.
I mean, it's great to have 10 different types of beer, but in the end everyone would just make one type that is commonly perceived as "the best".
Maybe make different beers give different buffs, for example? Better fishing luck, faster foraging/harvesting, faster mining etc.
I mean, it's great to have 10 different types of beer, but in the end everyone would just make one type that is commonly perceived as "the best".
Maybe make different beers give different buffs, for example? Better fishing luck, faster foraging/harvesting, faster mining etc.
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Thijssnl
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Re: Generic Brewing
There are blue grapes though.ImpalerWrG wrote:You know that's not how actual wine making works right? All grape juice is initially white but soaking the crushed skins in the juice makes the juice pick up color and flavor from the skins.
http://wine.about.com/od/redwines/a/redwinebasics.htm
Having two kinds of grapes is exactly the kind of thing I'm against. Your proposing to increase end product variates by just a brute-force incresse in raw material variety, a profoundly stupid way to do it as you've now added 2 'things' to the game just to get one usable thing. We want to create as many useful 'things' with as few moving parts as possible.
I totally agree, although it musnt buff with too big ..buffs, great idea Haba ^^Haba wrote:I'd really love to see some more variety in the potential effects that different digestibles would have.
I mean, it's great to have 10 different types of beer, but in the end everyone would just make one type that is commonly perceived as "the best".
Maybe make different beers give different buffs, for example? Better fishing luck, faster foraging/harvesting, faster mining etc.
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Sarge
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Re: Generic Brewing
ThisHaba wrote:I mean, it's great to have 10 different types of beer, but in the end everyone would just make one type that is commonly perceived as "the best".
That's one option. I would think though that whatever system is used, it needs to attempt to make, ideally, all of the beer types equally valuable/desirable in order to avoid all the hard work of creating multiple beers going to waste (vaguely reminds me of the belief sliders).Haba wrote: Maybe make different beers give different buffs, for example? Better fishing luck, faster foraging/harvesting, faster mining etc.
factnfiction101 wrote:^I agree with this guy.
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kaka
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Potjeh
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Re: Generic Brewing
If different beers counted as different food types, you'd have plenty of reason to make/buy them all.
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sabinati
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Re: Generic Brewing
sounds coolHaba wrote:I'd really love to see some more variety in the potential effects that different digestibles would have.
I mean, it's great to have 10 different types of beer, but in the end everyone would just make one type that is commonly perceived as "the best".
Maybe make different beers give different buffs, for example? Better fishing luck, faster foraging/harvesting, faster mining etc.