Bring back the garden

Bring back gardening to elemental.  Make it require at least harvesting to build.  Make it 4 tiles instead of one, and produce only 1 food.  Make it take 15 people to run, and consume 2g/turn to maintain.  But give me some means to specialize a city for food.

6,660 views 21 replies
Reply #1 Top

I vote against. I want population at the core of the game, and that means making food one of the few resources you shouldn't be able to reproduce with buildings.

Reply #2 Top

As with anything I think this could be done as long as care is taken in balancing.  Honestly I like the idea of trading one resource for another as long as it is done in a reasonable manner.  The only real issue I see here is that using a high number of city squares doesn't really equate to a cost when food = more cities = more squares.  I am sure a balanced exchange rate can be found but I doubt they will do something like this until after 1.1 is released.  Perhaps after that point they will look at this sort of change.

Reply #3 Top

The spice must flow, but the food must not... I say reduce the food even more... Help prevent city spam.  Don't worry, they'll probably make a slider so that all the city spammers can be happy with lots of food in their game.

Reply #4 Top

The current system doesn't really stop spam anyway (unfortunately).  It is still just better to snatch all the food around and zerg cities.  I wish there was some kind of major bonus for focusing all your wealth/power/time in one or two cities.  Allowing people to trade one resource for another at carefully balanced rates wont really make city spam worse than it is already. 

Reply #5 Top

The best strat right now seems to be build one city up, zerg the rest.

 

Best solution is to have an exponential benefit to levels of cities.  Gardens being a level 4, mid-game improvement might be nice.  They shouldnt' be a level 1-2 improvement though.

Reply #6 Top

i could support that idea... you can have food producing buildings, but only after you've built high-level cities like level 4 or 5 (not spammed ones).

Reply #7 Top

Hmm if you want a way of getting food i say it should be a spell... if summoning a square of fertile land cost four mana to maintain then it would place more importance on shards (which are meant to be important) plus people would have to make a difficult choice as that mana could be used to do other cool stuff instead (like make four casters).

Reply #8 Top

I like the idea of mana/turn for food.  I mean the whole idea that the world is messed up and you are using elemental magic to fix it has a good feel to it to me.  Nice to be able to focus your magic on developing your nation.  Fits the lore well imo.

Reply #9 Top

mana for manna.  nice idea!

Reply #10 Top

Maybe a high level spell to spend 200 mana or so to clone a food resource?

 

 

Reply #11 Top

I dont think food should be anymore abundant than it already is.

Simple fact is that it's the new limiting factor, it has completely replaced essence in that regard which is a real shame.

Reply #12 Top

Quoting cfehunter, reply 11
I dont think food should be anymore abundant than it already is.

Simple fact is that it's the new limiting factor, it has completely replaced essence in that regard which is a real shame.

I agree with this mostly, however if we had a spell which took alot of mana to maintain that could create resources then it would actually push shards to being at least on equal footing with food sources as a limiting factor. Back in the dev diarys I have seen they were always saying how they felt shards should be the things everyone is mainly fighting over.

To be honest I don't mind things the way they are now... I am just saying if people want a way to create food then linking it to mana seems to be the smart way to go.

Reply #13 Top

Shards are powerful enough if you count magic as a force to be reckoned with.

For instance in one game I started with three air shards within four tiles of my city. This meant i had a load of mana, but it also meant that I could pretty much take out an entire army in the first turn for a large portion of the game.

Reply #14 Top

high end super spell ! 2000 mana cost! - spawn one fertile land !

Reply #15 Top

I would still like to know why houses eat food not people.  why do people that live in huts need so much more food to live than people who live in villas? It makes no sense ;/

Reply #16 Top

its a poor people rich people thing.

huts - eat food to survive!
houses - fancy eating - (not being uncool and eat to much!)
villas (its all about looking skinny)

Reply #17 Top

Oh, and i guess that you can cram more skinny people in 1 building.  Makes sense i guess.

Reply #18 Top

Gardens are in......

Can only build 1, costs 2 food, a good chunk of materials and pop. Need a level 3? city. It's not amazing, but it adds to a city that already has food, or provides a start point for cities without food nodes to start benefiting from improvements.

I think it's a decent way to go about it. You, in the end, can still get to "unlimited" food that way, you just have to re-research the top tier techs. I prefer that to spamming a building, spell, or whatever to get more food. Because the AI will abuse it, and people will complain.

Reply #19 Top

Quoting Delmoroth, reply 8
I like the idea of mana/turn for food.  I mean the whole idea that the world is messed up and you are using elemental magic to fix it has a good feel to it to me.  Nice to be able to focus your magic on developing your nation.  Fits the lore well imo.

This is already in the game. There's an enchantment spell you can cast on each city that adds 1 food per turn. You can create a bunch of empty cities and enchant each of them with it, in theory. I've never tried it because food has never been a limiting factor in any of the games I've played. With a couple levels into adventuring to spawn a bunch more food sources, and the housing upgrades, it becomes really hard to use up all that population. Especially since this game so heavily favors equipment, so armies are usually small and made up of the most expensive units you can make.

Reply #20 Top

Yup, it's in game as a L4 (I think) improvement; requires lots of people and costs 4g/turn to maintain, and provides 2 food.  Thanks, SD, this is what I wanted, a means to push a city up to L5.  Getting 13 food into a city (13 villas x 60 people = 780, L5 begins at 750) takes a bit of work, even with Nature's Bounty (+1), Granaries (25%), Irrigation (25%), starting with a fertile land (5), only gets you to 9 (5+1 x 1.5).  If you're lucky enough with Lost Bounty to get an orchard or bees nearby, you can get that up to 13 (5+3+1 x 1.5), but being able to add a garden means that now I can do this without luck (5+2+1 x 1.5); I just need to take a little food from another city that won't be going to L5.

Reply #21 Top

Quoting Sanati, reply 19

Quoting Delmoroth, reply 8I like the idea of mana/turn for food.  I mean the whole idea that the world is messed up and you are using elemental magic to fix it has a good feel to it to me.  Nice to be able to focus your magic on developing your nation.  Fits the lore well imo.
This is already in the game. There's an enchantment spell you can cast on each city that adds 1 food per turn. You can create a bunch of empty cities and enchant each of them with it, in theory. I've never tried it because food has never been a limiting factor in any of the games I've played. With a couple levels into adventuring to spawn a bunch more food sources, and the housing upgrades, it becomes really hard to use up all that population. Especially since this game so heavily favors equipment, so armies are usually small and made up of the most expensive units you can make.

You may need food in a city before you can cast the +1 food on that city.  At least that's what I think from my latest game (and an earlier changelog).

Best regards,
Steven.