View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0017071 | Stars Beyond Reach | Balance Issue | Jun 4, 2015 2:30 am | Jun 6, 2015 3:58 am | |
Reporter | ptarth | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 0.871 (Wars of Aggression) | ||||
Summary | 0017071: Fishing Balance | ||||
Description | Rather than use the -50% penalty to adjacent fishing boats, why not use the same code used for mines and just prevent fishing boats from being adjacent to each other. Otherwise is makes economic sense to just stack the fishing boats around the fishing dock. See attach save, north and south of the main city for examples of both. | ||||
Tags | No tags attached. | ||||
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They work more like Logging Camps/Lumber Mills than mines. Only you have the option to "overfish". Throwing up a SS I made while in your save ;) |
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Maybe the idea is to be able to boost the wharf even further, but current numbers don't make it worth trying. |
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There are a lot of things like that Kas. Most of the resources available really aren't worth collecting and building around, but that's a choice and choices are good. |
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Numbers will be tweaked, I'm not considering them an issue for now unless they kill us. About choices... I think that choices are good if there is a reason to choose them. Having dumb choices like here is not a choice since no one chooses it. But. It's my opinion - I'm not going to change it - no use debating it. So. If numbers are ultimately tweaked to make this a meaningful choice, I agree. Otherwise ptarth has the better idea here. |
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About choices... I think that choices are good if there is a reason to choose them. Having dumb choices like here is not a choice since no one chooses it. Except no one, in this case, is me so obviously someone (again me) made the opposing choice. Do you maximize the Fishery or the Wharf? That seems to me like that's the choice and the number's should reflect that (and factor in the ocean tile bonus). |
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The "dumb" choice I'm referring to here would be placing 6 fisheries around a wharf, or fishieries around each other, with the current numbers. Because now it's a net loss. Both case are avoided by Ptarth's idea and not in your screenshot. Your placement is quite nice from what I see, it looks like you're getting lots of bonus in a really small place. Otherwise, if the numbers actually allowed maximizing the wharf money by "sacrificing" the fisheries crops, I'd be all for it. >So. If numbers are ultimately tweaked to make this a meaningful choice, I agree. Otherwise ptarth has the better idea here. |
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The variable crops was part of it until it was decided that having food change turn to turn (i forgot why exactly) was bad. My intent wasn't to set a different idea, just expand on usage that is currently implemented Fisheries are pretty much logging camps without the placement restriction an a different bonus. I think the restriction was left off so you can fish for crops or use them for econ. Two viable usages, maybe the overfishing penalty needs to be 75%? Right now you get the same money with 6 around a wharf as you do with 3 properly spaced ones. My SS just maximizes what I could get out of that area with what I had available to build. It might make sense to stack fisheries if you have very limited space though to build them in. Its choice and one that is starting to make a lot more sense to me as it gets discussed. |
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So Cinth's arrangement in his screenshot is the other half of this that I forgot to bring up. What I think is: Fisheries should stand by themselves and be boosted by Wharves. You shouldn't be able to screw up Fishery placement. Wharves should not stack. Solution: No Wharf Placement within 3 of another Wharf -or- The bonus to Fisheries is maximized with 1 Wharf. Additional Wharves do nothing. All Fisheries within 2 of a Wharf gains X% fishing bonus. No Fishery Placement within 1 of another Fishery. No bonus to the Wharf from Fisheries. So we'd get checkerboard fishery placements with Wharves placed every so often to cover a group of fisheries. |
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You can do the same placements with logging camps/lumber mills. I think the focus should be on econ rather than the food. If you start in an area where you have a lot of water tiles, you need something to help with your econ. Food is just a bonus. Also, it's classed as an industry building (not so much a food one). Same with logging camps/ lumber mills. Only the bonus is just extra repair points. |
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Actually, overfishing could apply penalties to the wharf also. |
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I would argue that the food/econ bonus should be the same. Plus, I'm not going to be using fisheries for food, at least not yet. Maybe later when Chris destroys my farms! |
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Unlikely. Currently fisheries have a population limitation. Farms don't as far as I've been able to test. |
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If the economic functions get switched to the wharf and the crop function to the fisheries. I think that would relax the population constraint for the fisheries. |
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Still, the more I mess with it the more I like it the way it is. Depending on how much water you have available, you make the most of it. It's pretty much the only water based industry, so it has a bit more flexibility than land ones. |
Date Modified | Username | Field | Change |
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Jun 4, 2015 2:30 am | ptarth | New Issue | |
Jun 4, 2015 2:30 am | ptarth | File Added: 870 Evucks Brown Out .save | |
Jun 5, 2015 3:20 am | Cinth | Note Added: 0041733 | |
Jun 5, 2015 3:20 am | Cinth | File Added: Cinth's Gone Fishin'.png | |
Jun 5, 2015 3:21 am | Cinth | Note Edited: 0041733 | |
Jun 5, 2015 8:14 am | kasnavada | Note Added: 0041735 | |
Jun 5, 2015 1:11 pm | Cinth | Note Added: 0041793 | |
Jun 5, 2015 4:22 pm | kasnavada | Note Added: 0041832 | |
Jun 5, 2015 5:03 pm | Cinth | Note Added: 0041839 | |
Jun 5, 2015 6:20 pm | kasnavada | Note Added: 0041842 | |
Jun 5, 2015 8:57 pm | Cinth | Note Added: 0041849 | |
Jun 5, 2015 8:58 pm | ptarth | Note Added: 0041850 | |
Jun 5, 2015 9:29 pm | Cinth | Note Added: 0041851 | |
Jun 5, 2015 10:37 pm | Cinth | Note Added: 0041852 | |
Jun 6, 2015 12:22 am | ptarth | Note Added: 0041854 | |
Jun 6, 2015 2:26 am | kasnavada | Note Added: 0041873 | |
Jun 6, 2015 2:57 am | ptarth | Note Added: 0041876 | |
Jun 6, 2015 3:58 am | Cinth | Note Added: 0041881 |