[Discussion] Allow funding of farms and forests?
Moderator: Locomotion Moderators
[Discussion] Allow funding of farms and forests?
I understand why they selected the few they did but why cant you select resource producing places? You wouldnt be able to build mines and other underground plants because I figure that would be too unrealistic because how do you know where the minerals are but why cant you fund a farm or forest? I figure if there is enough free space for the farm you should be able to build one if you wanted. Anyone else agree?
This would help with the problem where cities destroy existing farms and forests?
JT
This would help with the problem where cities destroy existing farms and forests?
JT
Last edited by JTanczos on 26 Nov 2004 11:09, edited 2 times in total.
14:31:29 * Cctoide brandishes huge syringe, runs after Singaporekid
14:31:46 * JTanczos trips Cctoide causing him to fall on the syringe
14:32:32 * Cctoide sticks syringe full of Ritalin into JTanczos instead
14:35:25 -!- JTanczos [~JT@JTanczos.users.quakenet.org] has quit [Quit: gasps from the sudden shot of ridalin... Thankfully I saved the Singaporekid from any harm! Hopefully my death has meaning in this cruel world. Dont waste it Singaporekid! dont waste.... *gurgle gurgle* *dead*]
14:35:36 < Singaporekid> Booooring.
14:35:38 < Singaporekid>
14:35:58 < Singaporekid> Besides, ritalin isn't lethal.
14:36:09 * Singaporekid snags some of it for himself
14:36:29 -!- Singaporekid [~notme@cm233.epsilon122.maxonline.com.sg] has quit [Quit: *GURGLE GURGLE* *lol ded*]
14:31:46 * JTanczos trips Cctoide causing him to fall on the syringe
14:32:32 * Cctoide sticks syringe full of Ritalin into JTanczos instead
14:35:25 -!- JTanczos [~JT@JTanczos.users.quakenet.org] has quit [Quit: gasps from the sudden shot of ridalin... Thankfully I saved the Singaporekid from any harm! Hopefully my death has meaning in this cruel world. Dont waste it Singaporekid! dont waste.... *gurgle gurgle* *dead*]
14:35:36 < Singaporekid> Booooring.
14:35:38 < Singaporekid>

14:35:58 < Singaporekid> Besides, ritalin isn't lethal.
14:36:09 * Singaporekid snags some of it for himself
14:36:29 -!- Singaporekid [~notme@cm233.epsilon122.maxonline.com.sg] has quit [Quit: *GURGLE GURGLE* *lol ded*]
- hermanthegerman
- Engineer
- Posts: 54
- Joined: 10 Sep 2004 21:27
- Location: Elmpt, Germany
Building processing industries is expensive, since once you supply them, they will produce, and you iwll make money. There has to be an element of gambling when it comes to raw materials.
There are two things that can be affected:
* Location
* Building
You might have a situation where every time you fund a new farm, the computer decides on the location, so if it's in a remote corner of the map that you haven't covered, you lose the deposit. Alternatively, it will always build where you choose, but there is only a certain chance that the building goes ahead - the computer decides thatthe site is unsuitable, cancels the build, and you lose your deposit.
There are two things that can be affected:
* Location
* Building
You might have a situation where every time you fund a new farm, the computer decides on the location, so if it's in a remote corner of the map that you haven't covered, you lose the deposit. Alternatively, it will always build where you choose, but there is only a certain chance that the building goes ahead - the computer decides thatthe site is unsuitable, cancels the build, and you lose your deposit.
If the designer feels it makes the game unrealistic, he isn't going to put it in.
You can't go to a random spot of land and say "Lets build a farm here". Things like soil condition affect that kind of thing.
Plus, the game is about transporting raw materials, not making your own. You could say we shouldn't be allowed to build industries at all, as then we'd be paying ourselves for transport.
You can't go to a random spot of land and say "Lets build a farm here". Things like soil condition affect that kind of thing.
Plus, the game is about transporting raw materials, not making your own. You could say we shouldn't be allowed to build industries at all, as then we'd be paying ourselves for transport.
Yeah. You can't just decide "I want a farm there" and have it. Either you say "I want a farm there" with a risk of not having a farm there, or you say "I want a farm" and it turns up somewhere random. I'm tempted to go for the former, since that way even the richest and most extensive operations can lose out. Too much control over the game landscape and economy was why TT was too easy to pose a challenge by itself after a few years (even if it is addictive).Steve wrote:You can't go to a random spot of land and say "Lets build a farm here". Things like soil condition affect that kind of thing.
Maybe its true that he wouldnt want unrealistic things in the game.Steve wrote:If the designer feels it makes the game unrealistic, he isn't going to put it in.
You can't go to a random spot of land and say "Lets build a farm here". Things like soil condition affect that kind of thing.
As for soil conditions. Can farms be built anywhere on the map or just green areas? I thought stoney, snowy or sandy areas couldnt handle farms. I will have to look at it later.
OHHHHHH How about an industry addition. Chemicals -> Fertilizer plant/refinery -> Buildable farms. Then it produces grain or lumber. Or perhaps skim the refining process. Chemicals -> Farms and assume they are chemicals that help the crops.
JT
-
- Transport Coordinator
- Posts: 301
- Joined: 14 Sep 2004 14:26
- Location: The Land O' Lakes (GMT -6)
On a semi-OT note, I think there should be more choices for the current industry choices. Right now, there's three types of industries (not the two the manual says) -
1. Raw material producers - your forests, farms, mines, and chemical/oil wells/rigs
2. Refined material producers - your oil refineries, sawmills, printing presses, and factories (also contains power plants)
3. Intermediate material producers - this category contains the steelmill and the papermill.
There's no real reason not to allow the funding of the third category.
1. Raw material producers - your forests, farms, mines, and chemical/oil wells/rigs
2. Refined material producers - your oil refineries, sawmills, printing presses, and factories (also contains power plants)
3. Intermediate material producers - this category contains the steelmill and the papermill.
There's no real reason not to allow the funding of the third category.
The designer also doesn't want to make it too easy. In a way, you are right. But if the system ensures you can only build one lot of industries, it ensures you are actually using what the map wants you to use.
I haven't built any industries at all yet and probaly won't bother. Unless one i'm using decides to die off.
I haven't built any industries at all yet and probaly won't bother. Unless one i'm using decides to die off.
- PurdueGuy
- Transport Coordinator
- Posts: 318
- Joined: 27 Sep 2004 03:31
- Location: West Lafayette, Indiana
That's verticle integration, man.Steve wrote: You could say we shouldn't be allowed to build industries at all, as then we'd be paying ourselves for transport.
Maybe I'm spoiled from living in Indiana, but you pretty much can go to any land and put a farm there, assuming it's not a rotting cesspool or solid rock. The question is how much it will produce. Perhaps as you go to build the farm, it tells you approximately how much it will produce in that area. Some crops could also be worthless to try to grow in some areas. Also, perhaps it costs a fair chunk of money just to look at building it (like paying an expert in agriculture to survey the land for you.)Steve wrote:You can't go to a random spot of land and say "Lets build a farm here". Things like soil condition affect that kind of thing.
BTW, I'm not trying to pick on your comments, Steve, they just happened to be the ones that caught my attention. I'm still not sure if I would want to be able to build the supplying industries, or be able to build them anywhere. I'm not good at determining what would make good gameplay. I'm better at just thinking about what could be done in real life.
-
- Transport Coordinator
- Posts: 301
- Joined: 14 Sep 2004 14:26
- Location: The Land O' Lakes (GMT -6)
Yes, you're spoiled from living in Indiana. 
Even here in MN, where about half our land is good farming country, the other half, well, isn't. We got half Northern Great Plains and half Southern Coniferous Forest. And you can't do jack for farming with the latter - soil's either too rocky or too clay-laden, along with having relatively little topsoil to work with.

Even here in MN, where about half our land is good farming country, the other half, well, isn't. We got half Northern Great Plains and half Southern Coniferous Forest. And you can't do jack for farming with the latter - soil's either too rocky or too clay-laden, along with having relatively little topsoil to work with.
- Overlord1191
- Traffic Manager
- Posts: 172
- Joined: 09 Sep 2004 14:12
- Location: Georgia, USA
- Contact:
I'm an advocate for putting them in. In fact put in as much crap as you want because if you don't like then don't play with it!!!!!
This game is very limited in the amount of goods to transport. I wish we had lots of other industries, cotton> textile> goods, nuclear reactor, landfills, etc. Not everyone wants to play in 1925. I want modern industries!!

This game is very limited in the amount of goods to transport. I wish we had lots of other industries, cotton> textile> goods, nuclear reactor, landfills, etc. Not everyone wants to play in 1925. I want modern industries!!
for more industries we could aways "borrow" afew from another Tycoon game, RRT3 for example has quite afew that can work in LoMo.
anyway to the point, wouldn't be that bad, but there have to things to make sure that the player doesn't have all the good luck with the industries, plus they would need a high cost (that does increase from time and usage of "make industry tool" or something)
anyway to the point, wouldn't be that bad, but there have to things to make sure that the player doesn't have all the good luck with the industries, plus they would need a high cost (that does increase from time and usage of "make industry tool" or something)

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