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IDProjectCategoryLast Update
0017071Stars Beyond ReachBalance IssueJun 6, 2015 3:58 am
Reporterptarth Assigned To 
Severityminor 
Status newResolutionopen 
Product Version0.871 (Wars of Aggression) 
Summary0017071: Fishing Balance
DescriptionRather 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.
TagsNo tags attached.

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ptarth

Jun 4, 2015 2:30 am

reporter  

Cinth

Jun 5, 2015 3:20 am

manager   ~0041733

Last edited: Jun 5, 2015 3:21 am

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 ;)

Cinth

Jun 5, 2015 3:20 am

manager  

Cinth's Gone Fishin'.png (4,165,451 bytes)

kasnavada

Jun 5, 2015 8:14 am

reporter   ~0041735

Maybe the idea is to be able to boost the wharf even further, but current numbers don't make it worth trying.

Cinth

Jun 5, 2015 1:11 pm

manager   ~0041793

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.

kasnavada

Jun 5, 2015 4:22 pm

reporter   ~0041832

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.

Cinth

Jun 5, 2015 5:03 pm

manager   ~0041839

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).

kasnavada

Jun 5, 2015 6:20 pm

reporter   ~0041842

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.

Cinth

Jun 5, 2015 8:57 pm

manager   ~0041849

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.

ptarth

Jun 5, 2015 8:58 pm

reporter   ~0041850

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.

Cinth

Jun 5, 2015 9:29 pm

manager   ~0041851

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.

Cinth

Jun 5, 2015 10:37 pm

manager   ~0041852

Actually, overfishing could apply penalties to the wharf also.

ptarth

Jun 6, 2015 12:22 am

reporter   ~0041854

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!

kasnavada

Jun 6, 2015 2:26 am

reporter   ~0041873

Unlikely. Currently fisheries have a population limitation. Farms don't as far as I've been able to test.

ptarth

Jun 6, 2015 2:57 am

reporter   ~0041876

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.

Cinth

Jun 6, 2015 3:58 am

manager   ~0041881

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.

Issue History

Date Modified Username Field Change
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