Proposal: Fairer farming
Timed out 4 votes to 1. Enacted by Kevan.
Adminned at 14 Aug 2021 12:57:34 UTC
If “Reap What You Sow” failed, make the same changes to the Ruleset that it would make if it were enacted right now.
In “Crops and Seeds”, remove “A worker may pay a Crop to gain one Seed corresponding to that Crop.”
If “Three Tablespoons” was enacted, for each Worker who was not given a Sugar Seed by the enactment of that proposal, add one Thing called “Sugar Seed” to that Worker.
In the list of machines in Machines, change the definition of Harvester and Greenhouse as follows:
Harvester
- Cost: two Cogs
- Effect: for each Hot Greenhouse you own, gain a Crop corresponding to the Seed last used to activate it, plus a Seed of the type last used to activate it.
Greenhouse
- Cost: one Seed plus one Energy
- Effect: The type of Seed used to activate this Greenhouse is recorded in parentheses next to this Greenhouse in the list of Machines.
For each Worker, remove all Greenhouse Machines owned by that Worker.
For each Worker, remove half the Sugar and half the Sugarcubes owned by that Worker (rounding the amount removed downwards, i.e. rounding the amount remaining upwards).
Right now, the potential upside from farming is completely out of control. I just made a lot of useless boxes to fulfil the Boxer Want, because my box output was just so high. Players using Spin/Press would only have been able to make six boxes all dynasty, and yet I have five left over.
This proposal is an attempt to rebalance farming. Greenhouses now cost Energy to power (I guess they have heaters in), so farmers can’t get away with neglecting that part of the game entirely. The yield from farming is also dramatically reduced, because it’s clearly much too high at the moment. I think that farming will still be a viable strategy even despite these changes, and plan to continue with it myself.
For fairness to existing players, this is now set up so that pre-existing Sugar can’t be used to make Sugar Seeds; everyone has to start from scratch (or, if lemonfanta’s sugar-starter-kit proposal passed, with the sugar starter kit). Because the cost of building a Greenhouse has been greatly increased, existing Greenhouses are destroyed (they cost nothing to build anyway so there’s no need for a refund).
Because the effective yield from Sugar farming is being halved, this also halves existing Sugar/Sugarcube holdings, so that players who got into Sugar early don’t gain an advantage from their carried-over Sugar and Sugarcubes.
lemon: she/her
harsh, and a little bit of a boring solution (i would more enjoy something like 4-sugars-per-cube, or a pay-per-sugar-cubed cost on the sugarcuber) but it works thematically (i’ve considered energy to be like, worker stamina, and farming is hard!) and yr absurd 7 remainder boxes is hard to argue with. definite greentick unless a better solution is proposed