Crops Broken?

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Re: Crops Broken?

Postby sMartins » Tue Jan 17, 2017 1:28 pm

Trade...you increase the crops of your area and trade them with other people of different areas....it sounds pretty good.
Moreover Loftar has been very kind to tell us this:
"The absolute minimum should be 50."
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Re: Crops Broken?

Postby Hrenli » Tue Jan 17, 2017 1:35 pm

sMartins wrote:"The absolute minimum should be 50."


Yes, but that means that we should have only 5/11 of the harvested seeds go to waste on average until we hit 50q. Either me and quite a few other people got quite unlucky or there is something wrong with the implementation...
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Re: Crops Broken?

Postby sMartins » Tue Jan 17, 2017 1:47 pm

Then? Do you want to reach that q50 immediately and now? You have 50% for every tile, moreover every crop gives multiple seeds...so you only have to slowly increase your average untill you hit that q50, then you will discover very soon if that crop can be increased more or not, cause you have less than 30% if is not the case.
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Re: Crops Broken?

Postby Ukhata » Tue Jan 17, 2017 1:50 pm

we should be able to increase the ground quality by using tools and manure/highq soil or somesuch.
for instance use the hand plowing for lowest quality, wooden plow for medium, metal plow for highest.
let each crop planting decrease the soil Q untill plowed again.

you could let the furrows change direction each time its plowed so you know what you plowed and what not.

this also makes the metal plow usefull and getting it to a decent quality as well.
and makes it nessecary to plow at all after you have your farm done.
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Re: Crops Broken?

Postby Hrenli » Tue Jan 17, 2017 1:52 pm

loftar wrote:In theory, I liked the system from Legacy where you get a full complement of seeds each time, but only some portion of them are suitable for increasing quality with


But if my math is correct, you are capped by local quality. Just numbers-wise, even carrots/barley/flax will require you to have at least 0.4 of the harvested seeds to be on the non-negative side otherwise you'll just end up having not enough seeds to replant without going down in q. Beetroot requires at least half of the harvest to not go waste.

But current implementation says that after you hit the local quality field you'll get only 0.375 of the originally planted seeds back (the rest will be worse than planted). So, what we end up with is local quality field = cap. Why bother with all that +- random crap then?

EDIT: My math was wrong. Did not count druidic rite because I was silly.
Last edited by Hrenli on Tue Jan 17, 2017 2:48 pm, edited 3 times in total.
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Re: Crops Broken?

Postby Hrenli » Tue Jan 17, 2017 1:57 pm

bdew wrote:What is the intended gameplay here, wander around the world, stopping at randoms spots for a few days and trying to plant seeds to see if they turn to shit upon harvesting? And hoping no one comes around and tears them out because you can't really claim/palisade every single random spot you have to test?


I agree there should be a way to find the local q for a specific crop (magick or whatever). It might be expensive, but it it should exist.
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Re: Crops Broken?

Postby Hrenli » Tue Jan 17, 2017 2:00 pm

sMartins wrote:Do you want to reach that q50 immediately and now?


I want my crops to stay around original q at least according to the described rules. Either we are having really bad luck (might be the case with RNG) or something is not working as intended.
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Re: Crops Broken?

Postby sMartins » Tue Jan 17, 2017 2:07 pm

You reach 50, you eat/use 51,52 and replant 48,49,50....you will grow more of your quality crops for animals,etc..or use only your quality area crops and trade for the others.
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Re: Crops Broken?

Postby Hrenli » Tue Jan 17, 2017 2:08 pm

sMartins wrote:You have 50% for every tile, moreover every crop gives multiple seeds...


Not "moreover". Those are contradictory. When I have 50% (actually it's a bit less - 5/11) of the originally planted seeds wasted, I have to get more seeds from the harvest at least in the same proportion. Let's say I've planted 100 beetroots. On average I'll get 200 as a harvest. Of that harvest I'd throw away (eat) 91 beetroots because they are of a worse q than I planted. If I want a bigger beetroot farm I can increase it only at 9% rate per harvest. It's not that much. Especially considering the fact we are not starting from 100 beetroots. :)
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Re: Crops Broken?

Postby Hrenli » Tue Jan 17, 2017 2:10 pm

sMartins wrote:You reach 50


Or whatever the local q field is. And that's it. Why bother then with all that fancy chance roll wall pretending you still can raise your q? You can't.
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