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Zeus: Adventure Design
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Caesar IV Heaven » Forums » Zeus: Adventure Design » Adventure design - food
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Topic Subject:Adventure design - food
Nightwolf
Pleb
posted 12-19-16 01:02 ET (US)         
Okay, a mini tutorial, kind of.

The very first thing that you need to have in any adventure - aside from housing - is food... keep them fed, and they'll roll into your city. You could have plenty of Fleece, Olive Oil, Wine, and what-not else, but if the food fades, you will be screwed, your city will die. The proper (or least required) ratio for food is 1/3 - enough food to match the population, plus 1/3 more. If you have two times the amount of food for your population, that's fine - you can always give some to an Ally or even an enemy.

The 'fastest' foods, ones that will begin producing within a couple of months of setting them up, are Boar, Deer, Fish and Urchins - there are no specific time frames on those, and once they're started, they'll keep going; Urchin and Fish are the fastest, because they don't need to reproduce, whereas Boar and Deer do.

The 'slowest' is anything that you need to grow - Carrots, Onions, Wheat, Oranges. Yes, you can put in a Carrot farm as soon as you start the episode, and as soon as they have full employment they will start working - but farms, and any other growable that needs a meadow, only harvest once a year, usually April (Oranges in November). The farms take a full year or slightly under to get up to full speed; in your first year, even if you place a Carrot farm as soon as you start an episode, won't produce much... it will take a full year before they produce their full load.

Cheese (Goats) and Cattle (Ranches) are probably in the middle... they won't produce as fast as Fish, but once they're rolling, they will be steady, as long as you check on them and replace Goats and Cattle as necessary, depending on what the priests at the Sanctuaries do. ("I strike my knife into this ripe bunch of Olives!")

It depends on what type of adventure that you're doing - if you're doing a hard or challenging adventure ('Hero' or 'Olympian'), then the player just has to take their chances with food, and you don't do anything special. But if you're doing an easy adventure, one that has one of the 'slower' foods (anything grown), then you might want to give the player an edge. Set up an event, a 'Gift' event - in the first year, +4, +0-+0, (or 5), set up an event where your city receives a gift of 20 (max 24) food. It needs to be one of the 4 food types in the episode, of course, and it should come from an Ally. Just remember that there needs to be a minimum of 18 of whatever type of food in a Granery in order to start feeding your people.

For example: your very first year, you've just started your city, at around month 4 or 5 you get a gift of 20 Wheat from an Ally. If your adventure doesn't have any Allies to start, then the 'gift' should come from you, ie, City 0.

Is this cheating? No, it is not - it is giving the proper edge to the player in an easier adventure. If it's supposed to be an easy adventure, then you don't want them failing because they can't keep their people fed, but if it's a hard one, then they can just suffer.

Do you do the same with Fleece or Olive Oil? No, usually not - it depends on how hard the episode / adventure is. If it's challenging ('Olympian' mode), then you *might* want to give them a Gift of 8 Fleece... usually via a Quest or something of the sort, but otherwise they need to live or die on their own.

David "Nightwolf" Masters
dsmasters61@gmail.com
my Facebook page

"When facism comes to America, it will be waving the flag and carrying a cross." -- Sinclair Lewis
AuthorReplies:
Haspen
Pleb
posted 12-20-16 14:38 ET (US)     1 / 5       
About the food gifts: Yeah, that's an option, but if it's easier adventure, shouldn't the adventure maker make sure that foods will be easily acquireable? I wouldn't consider an easy adventure one that makes food procurement a challenge at the very start! Let's give them the stick (ways to quickly start food production), not the carrot (gifts of food)

Considering an easy adventure example, foods shouldn't be restricted that much. One of the quickly obtained foods - fish, urchins, hunt meat - should be easily available, either by trade (foods aren't expensive, after all, usually in range of 30-40 drachmas per single load) or by being in parent city.

Another option, a bit more time extensive but still faster than farms, are goats and cattle: both are ready for 'processing' (goats for milking and cows for burgers) after only half a year after placement. With proper adventure preparation and construction, gifts of food are not needed at all.

[This message has been edited by Haspen (edited 12-20-2016 @ 02:49 PM).]

Nightwolf
Pleb
posted 12-26-16 12:12 ET (US)     2 / 5       
It depends on the adventure and the limits that the designer puts into it. My latest one, Veganomics (just uploaded today) limits the foods to certain types due to the storyline, and none of those are 'fast' foods, hence the gift... think of it as a housewarming present.

David "Nightwolf" Masters
dsmasters61@gmail.com
my Facebook page

"When facism comes to America, it will be waving the flag and carrying a cross." -- Sinclair Lewis
Haspen
Pleb
posted 12-26-16 14:55 ET (US)     3 / 5       
Oh, did you use the 4+ food trick for it also? :P

Speaking of it, I've found out that you can have 4 food types to feed people + wheat in warehouses for horse ranches (just gotta micromanage granaries so they don't accept wheat).
Mazeppa
Pleb
posted 01-06-17 21:46 ET (US)     4 / 5       
I'd like to ask something related to the >4 food types.

Is it possible to use the 5th food type to make any profits? You can't use it for exports, and I can't remember if city requests of this 5th food type actually work. And I don't want this food type to clog up somehow, from tributes due to the 4 food type restriction.

Thing is, I'm planning to reward players by giving them a decent commodity to make decent profits from, in the last episode, in order to match the historical significance of this parent city.

And it seems using urchins resembled the closest food type that this city was famous for, which gave it riches until it got conquered in the end. So I was wondering if making profits from this can indeed be possible.
Haspen
Pleb
posted 01-07-17 04:31 ET (US)     5 / 5       
To export the 5th food, you would need to include it on buy/sell list of some city, and that will automatically set off the Editor's 'too many food types!!' alarm if you tried to save your adventure.

To be honest, the only viable way to utilize it would be using 4 types for feeding people (anything except wheat or oranges, because oranges are the last ones on food list), and then use Wheat, the 5th 'food', to feed your horses. Micromanagement of granaries/warehouses required.

[This message has been edited by Haspen (edited 01-07-2017 @ 04:32 AM).]

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