@Spike
"a well needs food to produce water, tools are made with stone and iron etc."
That wouldn't be easy to implement. What I was thinking of, is the output
customization of some goods. It could be used for map style customizations
(like: carpenter needs two logs of wood instead of one to produce one board
unit; this is just a minor change in a input/output part). Few examples:
=> in the manually designed "wasteland-style" map, the tree-planters might
work two times slower (because of the land conditions - the land is not
arable), if the map designer wishes to do so,
=> ...or the trees has so poor quality of wood, that the carpenter needs two
logs to produce one board,
=> ...or the underground water resources are so contaminated, that brewery
needs two units of water (instead of one) to produce one unit of beer,
=> ...or the designer might point out, that the land is generally poor of
water (or the water resources lies deep in the ground); so the water output
by the well is two times slower,
=> ...or the farmers might produce the wheat two times faster (especially in
the "greenland style" map condition - the land is perfectly arable, so the
crop is much higher), if the map designer wishes to set it this way,
=> ...or, in the "winter-style" map, the mills works two times faster,
because of the strong wind,
=> ...or, in the "winter-style" map, the pigs needs more grains to grow -
they need to eat more, since it's colder out there,
=> ...or the coal resources lies so deeply in the ground, that the miners has
to work harder (dig deeper) to mine the same amount of coal as usual, so the
whole process lasts two times slower,
=> ...or the iron lies shallow in the ground, so the miner has easier job
(shallow resource), that the mining process lasts two times faster,
=> ... or the map designer might set a lot of trees, but might also point
out, that it's not so renewable resource; if you cut the wood, you'll have to
wait longer to replant the trees, because the seeds are of bad quality,
=> ...or the farmers has a poor quality of grains, so the grain grows two
times slower (or it needs two grain fields to produce one unit of grain),
=> ...or the land is so arable (greenland-style map), that the crops grows
two times faster (one grain field gives two units of grain),
=> ...or the stomenasons established the labor union, so they will work two
times slower, but - since the mountains are full of granite, it's better to
build the granite mines,
=> ...or the brewery workers loves their own production so much, that you
have to be careful about the output looses (they drink 50% of production),
=> ...or there is a waste in the slaughterhouses (a butcher's conspiracy);
the dishonest butchers confidentially sells out half of their meat production
on the black market,
=> ...or there is a plague in the bakery (due to the the filth and lack of
hygiene in the bakeries, rats eats half of the production), so it looses 50%
of the output (= it needs two units of grain to produce one unit of bread).
As for the speeding up/slowing down production, without breaking up the code,
these ideas comes to my mind:
=> As for
slowing the production, it could be done in several ways.
IMO, the most simple one is just stopping the production for 50% of the time
(the breaks in production): the building simply changes the trigger,
responsible for two states: 1 (work) and 0 (no work); on state 1, it works
normally, then it "takes a break" (state 0). And so on.
=> As for
accelerating the production, the be easiest way to implement
it is when the building works normally (state 1), but has output of two units
of goods instead of just one, as usual.
=> As for
changing the input/output: 2 grains + 1 water = 1 bread
(instead of 1 grain + 1 water = 1 bread), as in the last example, it should
be customized by the designer. It obviously needs minor changes in the code.
Editiert von
Adamo am 04.01.2015 16:29