ZoddAlmighty wrote:We are trying to get rid of tedium , not to increase it.
No water is no tedium, isn't it?
I suppose, tedium is an activity which is too easy and just takes time. Thus, to fight tedium, such activity should be made more challenging (or sooner or later you'd dump all the gameplay... after simplifying it for the sake of "QoL").
vatas wrote:Even if you'd made the capacity to be sufficient to not cause any issues in most practical cases
I had quite opposite idea, the refill rate being low enough that even a group of wells covering a high-Q node wouldn't generate enough high-Q water for everything. Settlements are too self-sufficient. Maybe the bit of realism that needs to be added is dependence of settlements on external resources and, thus, territory control.
After all, there are natural rivers and lakes, including underground ones, with unlimited supply.
vatas wrote:you'd essentially remove public wells from the game because someone WILL make a bot that does nothing but take a barrel of water out of the well,
Existence (and operation) of that bot isn't hard-coded into the game. So it would create an incentive to make such public objects more complex. Looks quite natural that one can't put an unprotected thing into a wild in a sandbox game with free access, and expect it not to be griefed. Even if it is sad.
vatas wrote:empty it, repeat until well is dry.
Pouring water on the ground should speed up refilling, perhaps? With Q of additional water something like (Qnode+Qpoured)/2, though likely not that simple...