View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0004013 | Valley 1 | Bug - Other | Sep 26, 2011 5:29 pm | Sep 26, 2011 8:59 pm | |
Reporter | Toll | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.500 (First Beta) | ||||
Fixed in Version | 0.501 | ||||
Summary | 0004013: Morale effect on food production could use some tweaking | ||||
Description | Currently, food production can become the victim of a vicious cycle of morale loss. As you lose morale, the production of food lowers, which could cause even higher morale loss, which can become an even larger detriment on food production, etc. I see a few ways to solve that problem: First, you could simply halve the effect of morale on food production. If you're on 25 morale, you'd still produce 75% food and not 50%. Whether or not the same should apply to morale above 50 is less of an issue; it could go either way. This will, at least, put a damper on things. Second, you could have the food workers have their fill of food before any other is distributed to the rest of the people. That way, the food workers should never have to suffer bad morale because of a lack of food, but the other settlers will suffer more than they do currently. Of course, it goes without saying that this would only apply to food production and not the other productions (which I assume work the same way, since I can't build any production facilities other than farms). | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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The vicious cycle is intended to a large extent: if things get that bad it's going to be hard to fix them. That said, it is recoverable if you have the resources to build enough farms, etc. If not... well, there are other settlements, and you can borrow the resources. One thing I'm planning to do is make it so you can't migrate an NPC to a settlement whose net food income couldn't feed the new total population, to avoid people getting into too big a hole without seeing it coming. |
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That'd solve it to a large degree too. The first thing I did when hitting level 4 was to invite as many people as I could to my settlement, not having a clue about food. Which meant that I had to build twelve or so farms to support them all with the morale loss. When the morale was recovered I only really needed four farms. |
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Yea, my wife ran into the same situation with going migrate-happy. One of the troubles of a survivor society ;) |
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For 0.501: * Strategy Layer: The rescue-stranded-NPC action now requires that the settlement to which they would be moved have at least a net food production of 40, to help prevent players from getting into food consumption holes that can take many turns to get back out of. ** As a result, the rescue-stranded-NPC action is now available at level 6 instead of level 4, because before level 4 there's no way to actually manage a settlement's food production (food consumption doesn't actually happen before level 6, but you'd still be in a tricky situation if you'd invited tons of npcs already). If there's still troubles, keep bugging us ;) |
Date Modified | Username | Field | Change |
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Sep 26, 2011 5:29 pm | Toll | New Issue | |
Sep 26, 2011 5:31 pm | tigersfan | Internal Weight | => Feature Suggestion |
Sep 26, 2011 5:31 pm | tigersfan | Assigned To | => keith.lamothe |
Sep 26, 2011 5:31 pm | tigersfan | Status | new => considering |
Sep 26, 2011 5:31 pm | tigersfan | Assigned To | keith.lamothe => |
Sep 26, 2011 5:35 pm | keith.lamothe | Note Added: 0013709 | |
Sep 26, 2011 5:39 pm | Toll | Note Added: 0013710 | |
Sep 26, 2011 5:41 pm | keith.lamothe | Note Added: 0013711 | |
Sep 26, 2011 8:59 pm | keith.lamothe | Note Added: 0013755 | |
Sep 26, 2011 8:59 pm | keith.lamothe | Status | considering => resolved |
Sep 26, 2011 8:59 pm | keith.lamothe | Fixed in Version | => 0.501 |
Sep 26, 2011 8:59 pm | keith.lamothe | Resolution | open => fixed |
Sep 26, 2011 8:59 pm | keith.lamothe | Assigned To | => keith.lamothe |