Fighting Cancer in game.

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Fighting Cancer in game.

Postby SlicingTheMoon » Tue May 08, 2018 12:21 am

(warning i got dyslexia and English is not my first or second choice of languish, hope you guys do not mind.)
So there is a disease all over haven and hearth called cancer growth.
It begins with someone settling down, building a village idol and expands in any direction without thought.
Starting small, putting up palisades, time passes and the space inside the palisade is not enough anymore.
Now it starts to get ugly, the player decides to expand, he put down a village banner in any given corner of his territory,
then builds a palisade around it like a bobble expanding out, now it start to actually look like cancer.
Stockpiles, crates, boats houses and dozen of other things all over the place, chaos rules inside these cancer bases.

So i would like to give this to you guys, it is something simple that can be used with paint, every 10x10 squares are marked to help counting when building and planning, there is a square grid in haven and hearth by using Ctrl+G, so it can be compared with this.
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Use you imagination for markings, Here is an example of the base i would like to build one day once the world resets or if i find some friends who would like to build this with me.
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It is a 160x160 super factory that produces insane amount of silk and pepper, refine all crop in a easy way, produces crop for the kitchen and 95% of all transportation is done with well placed and planed barter stands. Large enough to supply over 20+ players and having a well established trade, but simple and easily manageable with a minimum of 3-4 players.

The planned produce are
7.5Kg of pepper per harvest.
57 Silk Cloth (production starts after getting almost 12.000 leafs. (about 48 stockpiles of leafs)

Here is the layout plan, sins i doubt anyone would understand the scribbling on my paint blueprint
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Everything that is not on the list is underground, that means, silk & Pepper processing area, Animal farms, Chese production area, Tanning area,
a Large kitchen with lots of storage space for ingredients, a food storage with 90 Cupboards, 10 for each stat.
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That is connected to a dining area, that is compact and super easy to use.
Powered with coins where each coin is 1 stat basically.
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This is the thing i love to do the most in this game Planning and building.
It is maybe not an aesthetically pleasing village, but it is 1.000 times more efficient than any common village.
It also got a nice symmetrically design with 4 gates, one in each direction that are perfectly inline with each other and the center of the base (which is a granary).
It is also made in 3 sections, the Center, mid and outer rings.
Its also designed to be a pain in the a** to raid, sins it needs to be done with a siege engine, even if they get in everything is
separated in sections with palisades even underground, and the area where mine holes could be build is very limited.

I did build a prototype and this design is the result of that testing, i found what was bad, what is good, what makes things easier.
During this test i also noticed it is not possible for me to take care of this by my self or being in command of people.
Best would be, me in charge of building, some people working dedicated jobs and someone in command of us all, who make us get stuff done.
An already established village who want to move and build anew would be perfect, building under my guidance.

Damn i got offtrack once i start thinking about my plans xD
What this post was about at the start, was I hope i could inspire some people to do some planning,
to think how they want their village before they start building.

I always start with the inner palisade where the village claim will be, Change the terrain to be even all the way around, then pave it before placing the palisade.
Using these blueprints it is really easy to follow it, tile for tile and make it perfectly after your imagination.
As you did see on my blue print i used thick brown lines for palisades, light purple for paved areas, green for trellis, pink for cheese racks etc.
it is really easy to follow with a bit of practice after finding your own way.

I wish you all luck and hope some of you will take up my advice.
Always working on intelligent Village Designs.
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Re: Fighting Cancer in game.

Postby Ancaladar » Tue May 08, 2018 1:22 am

I wouldn't call unplanned bases "cancer," more more like "naturally expanding." I do admire efficient base design like this, it's obviously pretty well thought out. However there is also a degree of people wanting to make things look nice rather than achieve peak industrial output. It tends to draw in more common players, and is generally nicer to look at than, well, the same square design over and over again 100x. Variety is the spice of life, as they say.
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Re: Fighting Cancer in game.

Postby waga » Tue May 08, 2018 1:25 am

This post gave me cancer and I can't stand psychorigid people.
To each his own I guess ?
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Re: Fighting Cancer in game.

Postby AntiBlitz » Tue May 08, 2018 3:29 am

these are the cancer bases you see where they spend like 2 weeks leveling the terrain as flat as possible, fucking up all your roads and piling dirt everywhere. They always hurt your eyes, just big squares.
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Re: Fighting Cancer in game.

Postby azrid » Tue May 08, 2018 4:41 am

Whats the benefit of having 6 tables around in stead of 6 cupboards?
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Re: Fighting Cancer in game.

Postby shubla » Tue May 08, 2018 10:28 am

azrid wrote:Whats the benefit of having 6 tables around in stead of 6 cupboards?

Looks cool?
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Re: Fighting Cancer in game.

Postby SlicingTheMoon » Tue May 08, 2018 10:59 am

AntiBlitz wrote:these are the cancer bases you see where they spend like 2 weeks leveling the terrain as flat as possible, fucking up all your roads and piling dirt everywhere. They always hurt your eyes, just big squares.

If you need 2 weeks to level even if it is a 160x160 area, then you are doing it wrong.
did you know if you put a dirt stockpile close to a land survey it will be automatically filled?
or the better the shovel the more dirt you can get rid of at the same time?
also too destroy dirt piles you can just empty them in a cave or in water. I would prefer using them for mass production with gardening pots for food.

Ancaladar wrote:I wouldn't call unplanned bases "cancer," more more like "naturally expanding." I do admire efficient base design like this, it's obviously pretty well thought out. However there is also a degree of people wanting to make things look nice rather than achieve peak industrial output. It tends to draw in more common players, and is generally nicer to look at than, well, the same square design over and over again 100x. Variety is the spice of life, as they say.

I love the word you put out there " Peak Industrial Output"

People are playing this game for several different reasons,
some are playing to build a nice home, or a cool looking city, there are also those who play to feel an achievement, to have a chance to stand on the top.
The game have many beautiful aspects to it that makes it worth playing for all these different people.
Also i do agree that an industrial village like mine is not a magnet for players, it needs players with a special mind set to want to be in this kind of village.
I could solve that issue by having a second builder, that plan a city around the industrial part, that would be awesome....
waga wrote:This post gave me cancer and I can't stand psychorigid people.
To each his own I guess ?

I agree, live and let live.
azrid wrote:Whats the benefit of having 6 tables around in stead of 6 cupboards?

Absolute none, i just think it looked nice, well you can eat from all 7 tables at the same time but then you need 7 times more table wear... but hey, then they last 7 times longer so why not?
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Re: Fighting Cancer in game.

Postby azrid » Tue May 08, 2018 1:29 pm

I was under the impression it was meant to be maximum efficiency so thought there is some secret trick with tables in stead of cupboards.
I would rather make few tables surrounded with 6 cubpoards each and put the barter stands near food making area so I can sell food and fill the feasting cupboards.
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Re: Fighting Cancer in game.

Postby SlicingTheMoon » Tue May 08, 2018 5:36 pm

azrid wrote:I was under the impression it was meant to be maximum efficiency so thought there is some secret trick with tables in stead of cupboards.
I would rather make few tables surrounded with 6 cubpoards each and put the barter stands near food making area so I can sell food and fill the feasting cupboards.


Well the barter stands are making it more compact, as an example you need 5 cupboards to replace 1 barter stand.
Also using barter stands will display what kind of food is available. whiteout opening every single one like with cupboards.
You can also write what ever you want on them. Using coins also makes it easy to keep track on how much food you are eating.

Using the barter stands can also be used to control how much food people are given, by handing out coins instead of giving all village members access to all food there is.
It is also much easier to balance your stats this way.
The food storage is of course really close to the kitchen.

There are only benefits using barter stands if you ask me.
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Re: organic vs industrial growth

Postby borka » Tue May 08, 2018 5:48 pm

It begins with someone settling down
and learning the game in an organic way ... sure it's cancer for vets that got an industrial settlement plan including botting (which is ok by me as long they allow the organic players to play too) ;)

But thanks for your work - sure might come in handy for some ... :)
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