Wednesday, August 11, 2021

Proposal: Reap What You Sow

Timed out 6 votes to 4. Enacted by Kevan.

Adminned at 13 Aug 2021 16:28:59 UTC

Create a new rule called “Crops and Seeds”:

A Crop is a type of Thing. The following Things are Crops:
* Sugar
* Wheat
* Corn

A Seed is a Thing corresponding to a particular Crop, named “X Seed”, where X is the name of the Crop it corresponds to. A worker may pay a Crop to gain one Seed corresponding to that Crop.

In the rule “Products”,  replace

A Worker can pay a Thing called Sugarcube to gain 1 Box with an integer value of their choice between 1 and 7, inclusive.

with:

A Thing may optionally have an Effect, listed below. A Worker can pay a Thing to get the Effect listed for that Thing’s name.
* Sugarcube: Gain 1 Box with an integer value of your choice between 1 and 7, inclusive
* Bread: Gain 1 Energy.
* Corn: Gain 2 Cogs.

Change the effect of Harvester to read:

For each Greenhouse you own, gain two Crops corresponding to the Seed last used to activate it.

Change the cost of Greenhouse to read:

One Seed

Add the following to the list of Machines:

Mill:
Cost: one Cog
Effect: For each Wheat you have, remove that Wheat and gain one Thing called Flour.

Baker:
Cost: one Cog
Effect: For each Flour you have, remove that Flour and gain one Thing called Bread.

Seeder:
Cost: one Cog
Effect: Gain a Seed corresponding to a Crop of your choice.

Adding more things to grow in our greenhouses. A greenhouse can now be activated to plant things, and a Harvester can be used to harvest all manner of crops! They still need separate Machines to process. Bread gives energy, bur requires more steps to make, while Corn takes less space to grow, for a weaker, but reliable source of Cogs.

Also cleans up the wording around Things that have an effect. If we keep adding Things that can be spent for an associated benefit, it doesn’t make sense to have each one be separately defined from scratch as an action.

Comments

Clucky: he/him

11-08-2021 17:06:38 UTC

Shouldn’t greenhouse cost a seed not a crop?

I like the idea, but I worry about space

To go in any direction, you need at the very least a seeder, a greenhouse, a harvester, and a processor. That leaves you just two other bits of space. Probably need a clink to get cogs. And then if you’re going after Wheat you need to generate boxes. Now you’re full. If Josh’s proposal passes… you’ve over full.

Maybe we just need to increase the machine cap?

I also think its a bit unfair to let the people who’ve already gotten into sugar to skip the seed step.

Vovix: he/him

11-08-2021 17:25:33 UTC

Whoops, fixed the cost. The initial version I had in mind just cost Crops directly, but I was worried that Seeder might be too good if it just gave you one of any crop.

ais523:

11-08-2021 17:27:53 UTC

I guess a proposal like this would be a reason to demolish machines a lot – the dynasty would be about juggling machines to stay within the cap. That isn’t necessarily a bad idea. (For example, there’d be no need to keep your Seeder around once you’d generated the first Seed.)

This proposal should be fair on the people who don’t already have Sugar, though – giving an advantage to the existing Sugar magnates is likely to be very unfair to the other players. The simplest fix I can see is to convert all existing Sugar to Sugarcubes (which can’t be paid to produce Sugar seeds) – it was likely destined to end up there anyway.

ais523:

11-08-2021 21:06:15 UTC

for Now out of edit period.

I really like the idea, so I’ll let someone else do an appropriate fix for the initial-seed-distribution issue if one is required.

Trapdoorspyder: he/him

11-08-2021 21:34:27 UTC

for I saw a fun idea on discord about trying to make a cake. This seems like a step towards that, as well as making sugar not necessarily the best way to go.

Clucky: he/him

11-08-2021 22:03:06 UTC

against

This is still unfair to people to didn’t go sugar from the start. Not only do they have an easy way of getting seeds because they already have sugar, they already have a harvester

So to get ramped up, they basically just need to spend a cog on a seeder and they are good to go

Meanwhile, a person who hasn’t already bought stuff would need to buy a seeder, use that to buy a greenhouse. Then the next round they can maybe start to do stuff, unless you want a second greenhouse in which case you gotta spend more time making seeds

So people who already have greenhouses for free get a big leg up

ais523:

11-08-2021 23:52:05 UTC

I agree that it isn’t ideal.

Bear in mind, though, that it’s possible to buy a Greenhouse, for free, while this proposal is pending (currently everyone who has all six Machine slots full has Greenhouses already). So it isn’t as unfair as it looks.

Lulu: she/her

12-08-2021 01:27:13 UTC

for

Raven1207: he/they

12-08-2021 01:52:02 UTC

for

Janet: she/her

12-08-2021 02:02:56 UTC

Is it intentional that Harvester includes all greenhouses after this, not just hot greenhouses?

Trapdoorspyder: he/him

12-08-2021 03:35:17 UTC

Yeah, I noticed that but didn’t feel like saying anything

Trapdoorspyder: he/him

12-08-2021 03:36:18 UTC

Oh. Without the hot restriction, you could put seeds in it once, and then not worry about it ever again unless you wanted to change seeds. Not enough for me to vote against, but probably needs to be fixed.

Vovix: he/him

12-08-2021 04:34:07 UTC

Yeah, I was figuring that the seed cost would be for changing which crop is planted, not for every time you want to harvest.

Vovix: he/him

12-08-2021 04:34:42 UTC

I’m open to an amendment fix, though.

lemon: she/her

12-08-2021 07:30:31 UTC

for

Kevan: City he/him

12-08-2021 08:33:07 UTC

against Per Clucky, this gives nothing to players who aren’t already invested in greenhouses.

Janet: she/her

12-08-2021 13:48:15 UTC

against because of the bug

Darknight: he/him

13-08-2021 00:43:44 UTC

against

Vovix: he/him

13-08-2021 00:47:33 UTC

@Jason Not a bug, it was intentional that you only need to activate a greenhouse to plant, not to harvest.