Grapes should have a variation depending on what the original terrain was.
Here are some suggestions to work with; think about; discuss.
Grassland Grapes: Standard purple, that we have now.
Forest Frühroter: A red grape, makes white wine.
Mudflat Mujuretuli: A red grape, makes red wine.
Heath Humagne: A white grape, makes white wine.
Moor Muscat: A white grape, makes white wine.
Now, the reason for all the variety, is the effects.
I figure, if there are multiple wines with varying effects, people would either have to claim many areas, just to make them all.
Or they could trade with people who produce that wine.
I also wanted to bring up placement of wine barrels.
Wether they sit in a mine, a cellar, inside, or outside.
They should have varying outcomes like cheese.
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Jfloyd
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Wine Variation
"When I grow up, I want to be just like Kaka" -James Floyd, on growing up.
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DatOneGuy
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Re: Wine Variation
I agree with varying outcomes, but not with the varied types unless we get a way to terraform the rest the way we can grassland.
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sabinati
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Re: Wine Variation
the whole point is to have it so terrain matters though, and being able to terraform mudflat, heath, and moor would defeat the purpose.
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Jfloyd
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Re: Wine Variation
See, I don't want it to be "Oh I need some Muscat wine, I'll plant some moor and tada".
That completely ruins the idea I just proposed.
I said it as such because I know the base of this worlds map is forest, and plains, moor, and heath come in small strips/blobs.
EDIT:
Thank you Sab, for agreeing with me.
That completely ruins the idea I just proposed.
I said it as such because I know the base of this worlds map is forest, and plains, moor, and heath come in small strips/blobs.
EDIT:
Thank you Sab, for agreeing with me.
"When I grow up, I want to be just like Kaka" -James Floyd, on growing up.
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sabinati
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Re: Wine Variation
the only thing, though, is what differnce does it make?
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Jfloyd
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Re: Wine Variation
I figured, drinking it'd should give dif FEPS, and buffs.sabinati wrote:the only thing, though, is what differnce does it make?
Some wines should be more buff orientated, where others should be drunk for FEPS.
Of course, there would be balanced wines as well.
"When I grow up, I want to be just like Kaka" -James Floyd, on growing up.
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DatOneGuy
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Re: Wine Variation
This seems fine and all except for one problem:
1)Beginning towns will have problems doing this, will be annoying to go between the different terrains and find a spot with decent access to all
2)Midtype towns will do it for production or choose certain types to bother with, one more factor to decide location, will probably have a use for every type. These people will be annoyed the most by this.
3)Large towns will have no problem with this except initially dropping towns of banners/statues for a crossroad and simply warp there.
Too many things already tax mid-game towns that don't effect late-game players. :/
1)Beginning towns will have problems doing this, will be annoying to go between the different terrains and find a spot with decent access to all
2)Midtype towns will do it for production or choose certain types to bother with, one more factor to decide location, will probably have a use for every type. These people will be annoyed the most by this.
3)Large towns will have no problem with this except initially dropping towns of banners/statues for a crossroad and simply warp there.
Too many things already tax mid-game towns that don't effect late-game players. :/
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Gauteamus
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Re: Wine Variation
D1G: you are barking up the wrong tree here, what you are attacking is not the wine idea itself, but the Catch 22 of crossroad teleporting.DatOneGuy wrote: 3)Large towns will have no problem with this except initially dropping towns of banners/statues for a crossroad and simply warp there.
On one side, CRs are currently arguably necessary for trade to take place, but at the same time, CRs make sure every slightly organized village has easy access to all resource points (maybe except HQ spots for water, clay and soil, but that has more to do with secrecy than regional differences).
If you can find a nice, clean way to solve the gordian CR knot, I am sure both devs and community will be very thankful.
Maybe have both banners and CRs could have some increasing cost, where the next banner will cost more than the current (not necesarily exponential increases). Duh, I did not mean to derail this thread with CR solutions, you make a new thread for it instead.
I like the wine suggestion, it should hopefully not be TOO much work on either art or coding departments.
On the tree bag suggestion, I think I agree with Chakravanti, better make a treepot crate (instead of treepot BAG(!?)), using some boards and twigs, you get an inventory object, like seedbags, that can hold e.g. 3x4 treepots (in any stage), but takes up 2x4 slots of inventory space. Maybe some increase in the sprout survival time window would be handy too (if that is not already in).
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SacreDoom
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Re: Wine Variation
I like this idea! It would be great to have different wine types, rather than just one.
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DatOneGuy
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Re: Wine Variation
I like the idea of different wines, but I don't like the idea of them being based on terrain at all, makes more sense to have them age differently like cheese does at the moment (or simply have it wait until other things that would impact it strongly are fixed, like crossroads).Gauteamus wrote:D1G: you are barking up the wrong tree here, what you are attacking is not the wine idea itself, but the Catch 22 of crossroad teleporting.DatOneGuy wrote: 3)Large towns will have no problem with this except initially dropping towns of banners/statues for a crossroad and simply warp there.
On one side, CRs are currently arguably necessary for trade to take place, but at the same time, CRs make sure every slightly organized village has easy access to all resource points (maybe except HQ spots for water, clay and soil, but that has more to do with secrecy than regional differences).
If you can find a nice, clean way to solve the gordian CR knot, I am sure both devs and community will be very thankful.
Maybe have both banners and CRs could have some increasing cost, where the next banner will cost more than the current (not necesarily exponential increases). Duh, I did not mean to derail this thread with CR solutions, you make a new thread for it instead.
I like the wine suggestion, it should hopefully not be TOO much work on either art or coding departments.
On the tree bag suggestion, I think I agree with Chakravanti, better make a treepot crate (instead of treepot BAG(!?)), using some boards and twigs, you get an inventory object, like seedbags, that can hold e.g. 3x4 treepots (in any stage), but takes up 2x4 slots of inventory space. Maybe some increase in the sprout survival time window would be handy too (if that is not already in).
I don't see a problem with crossroads as they are necessarily because nothing better seems to be suggested and nothing better looks to be replacing it in the future (that Wyrd skill does NOT seem cool imo).
Having wine be a more specialized craft altogether,something that perhaps not every farmer will partake in fully would be nice.
Different buffs from different kinds of wine, perhaps certain kinds being best for travelers (Low drunk-effect, high TW reduction), another being good for buffs (Giving the highest buff at the cost of taking about 0.6L to reach said buff max) and etc would be nice. I simply see them as being based in many areas as nothing but a huge pain in the ass though and would only probably be done by people who really want it.
Which would suck because unless it's really worth it, it would just go the way of such foods like Birchbark Baked Bream that no one will ever bother making.
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