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Desert Lime next to a village

Posted: Wed May 22, 2013 1:04 pm
by Dunam
I've been curious about this but unable to test so far.

A desert lime says: "+35F and +15A for each patch without a Plant, Animal or Mineral next to it.
+15T and +5N for each Plant next to it."

(F= food, A = Awe, T = Tech, N = Natura)

If you place a desert lime against a village, does that mean that one patch counts as 'not having a plant, animal or mineral'? Does it work that way?

Re: Desert Lime next to a village

Posted: Wed May 22, 2013 1:39 pm
by Adriaan
Yes. Desert Limes are perfect for that dead-spot between a village and a project...

which will be gone soon. :P

Re: Desert Lime next to a village

Posted: Wed May 22, 2013 1:53 pm
by M4st3rM1nd
Such a shame, because it works the same way with whales and I hated the dead spots at first, but I'm starting to use them myself now. You just need to plan ahead

Re: Desert Lime next to a village

Posted: Wed May 22, 2013 2:50 pm
by Dunam
Adriaan wrote:Yes. Desert Limes are perfect for that dead-spot between a village and a project...

which will be gone soon. :P
I'll just not install the update and enjoy it a little longer.

And in the meantime I'll stick my tongue back out at you :Þ

Re: Desert Lime next to a village

Posted: Wed May 22, 2013 4:00 pm
by Adriaan
Ow I don't know what to do anymore ._.

Should I keep the dead patches and add bonusses to them, or should I remove them? HALP!

Re: Desert Lime next to a village

Posted: Wed May 22, 2013 4:20 pm
by Ahenian
Adriaan wrote:Ow I don't know what to do anymore ._.

Should I keep the dead patches and add bonusses to them, or should I remove them? HALP!
I'm not sure which of those is the best option, but I think it is important that your solution is consistent. At the moment I get frustrated when I can't predict or decide where they should build their projects, making planning ahead more difficult. Also some projects like the alchemist or hamlet which get resources from nearby patches you get mad if they're right beside the village so you can only link 1-2 patches to the proximity bonus. Likewise you get frustrated when there is a dead spot because there are a limited amount of natural resources which fit into dead spots with good symbiosis and mostly you have to be content with a very suboptimal natural resource because you can't support it in the dead spot.

Potential solution is to remove the dead patches and change proximity specializations to account for the change. This will most likely result in people using some of those specialized dead patch natural resources much less however.

Re: Desert Lime next to a village

Posted: Wed May 22, 2013 5:37 pm
by Dunam
Adriaan wrote:Ow I don't know what to do anymore ._.

Should I keep the dead patches and add bonusses to them, or should I remove them? HALP!
No man, your change is probably a good one. It's just that I like to enjoy something I just discovered. And I'm glad I bought at gog.com so I can have control over updates.

I notice you listen and engage a lot and that's really appreciated.

I think you will find that in the end you'll be happiest if you follow your vision, which seems to have steered you well so far.

Re: Desert Lime next to a village

Posted: Wed May 22, 2013 5:55 pm
by Touriste
Adriaan wrote:Ow I don't know what to do anymore ._.

Should I keep the dead patches and add bonusses to them, or should I remove them? HALP!
Whatever you do, you will have feedbacks, so do not be afraid to try out new things !

Re: Desert Lime next to a village

Posted: Thu May 23, 2013 4:08 am
by Wyvern
Adriaan wrote:Ow I don't know what to do anymore ._.

Should I keep the dead patches and add bonusses to them, or should I remove them? HALP!
Definitely get rid of them. Even if you threw in a large enough flat bonus to make those tiles empirically valuable, it would still be less interesting than simply giving the player more opportunities to use the synergy system you already have.

Although in the long term, one thing that might be kind of interesting is randomly placing tiles at world generation which give unique bonuses but couldn't be built on. That would add variety by making each world a little more distinct (and creating an opening for those handful of resources that benefit from empty tiles) but it wouldn't be as frustrating as randomly-placed village improvements because you could plan around them ahead of time. Although I guess that might kind of go against the theme of being in total control of nature...unless you styled them as ruins of the previous era and let the giants destroy them if they want.

Re: Desert Lime next to a village

Posted: Thu May 23, 2013 4:29 am
by Kieroshark
Adriaan wrote:Ow I don't know what to do anymore ._.

Should I keep the dead patches and add bonusses to them, or should I remove them? HALP!
I vote to get rid of them, personally. Desert limes will still be good for bordering the projects / village.