Open Azzurite opened 3 years ago
From Discord:
However, I did not think about what happens after leveling to lvl 7, which is also one of the main problems. But I think this can be solved the same way: have calories also be divided into tiers. Higher tier calories apply 100% of the calories when used for an Electronics recipe, while tier 0 charred food only applies 10% of their calories to a project.
Here is a mod that implements a similar thing, but instead of increasing amount needed or XP decrease, it decreases the crafting speed: https://eco.mod.io/more-important-food
It also only acts on XP gained from food, which honestly is not a bad measurement to use instead of "tiers", because they're directly related.
So on the current cycle 25, it has been pretty clear that the Campfire Cooking crop requirements are massive. The first 1-2 days, everyone was gathering, trying to sell to cooks, taking up loans to pay for food etc. This also resulted in a massive amount of players going Gathering, of course many also just because the change had been advertised.
However, what has always been a problem in Eco (and in this way simulates real life rather well) is that early on, you need a lot more people gathering/farming crops than in the later stages of the game. On vanilla servers, you basically don't see much farming until hand plows hit. Then, once tractors get introduced, the amount of farmers you need to supply the whole server probably gets cut in half or even cut to a third.
However, what happened in real life might not be good for the game itself. The development of "basically everyone needs to be farmer" -> "only a few people need to be farmers" happened in RL over hundreds of years. Farmers died and less new people became farmers. But in Eco, you do this whole development within a server cycle. "Old" farmers do not die out, they're still farmers. So if we need 40 farmers at the beginning of the cycle, only 25 when hand ploughs hit, and 10 when steam tractors come in, what do the rest of the people who dedicated their cycle to farming at the beginning do? This is not viable game design, at least for these players.
This situation is now even more pronounced as the crop amounts that are needed for charred + campfire food have been greatly increased compared to vanilla levels.
There are a few ideas I can currently come up with to fix this.
Now, I think this third solution is the correct one, but for this third solution to work, there need to be a few more changes.
The immediate problem I'd see with it, is that people just eat lesser quality food and deal with getting a bit less XP. They'd progress slower in their skills, but since the later foods require so much more crops, and crop production because of hand ploughs/tractors increases greatly, these less quality food will simply be used in mass as they get incredibly cheap. This already happens on vanilla servers without any modded increase in crops for higher quality foods.
The first idea to rectify that would be to make XP multipliers scale to a power of X with better food. Currently (vanilla, dunno the WT values), you get ~
x60
XP from Campfire Cooking, ~x90
from Cooking/Baking and ~x120
XP from Advanced Cooking/Baking. This could be changed (for example) tox60
XP from Campfire Cooking,x120
XP from Cooking/Baking andx240
XP from Advanced Cooking/Baking. If you then also increase the XP values necessary for the endgame skills like electronics dramatically, it would basically require you to eat better food to progress fast enough in these endgame skills at all. Of course, if you do that, you have to do the same with housing items, otherwise they become useless. This would be hard to get right as well. In my opinion, this approach is hard, as it requires very careful balancing to get right, and messes with the balance between food-housing as well.Another approach would be to introduce a tier system for food: if you eat "Tier 1" (Campfire Cooking) food, their XP multiplier applies to "Basic Engineering" but the XP multiplier doesn't apply to "Mechanics". "Tier 2" (Baking/Cooking) food would apply their XP multiplier to "Basic Engineering" and "mechanics", but not to "Electronics". "Tier 3" (Advanced Cooking/Baking) would apply their XP multiplier to all skills. That way, you require the use of better food and you can also require the use of more crops resulting in more farm land. You could also scale this differently than "all-or-nothing", i.e. "Tier 1" food applies its full XP multiplier to "Basic Engineering", 0.3 times the multiplier to "Mechanics" and 0 to "Electronics", "Tier 2" food applies 0.8 times to "Basic Engineering", fully to "Mechanics", and 0.3 times to "Electronics", "Tier 3" food could apply 0.5 times to "Basic Engineering", 0.8 times to "Mechanics" and fully to "Electronics".
Personally, I think this tiered system of food is a really good way to do food in general, not only on White Tiger. I think if implemented correctly with the right values, it would get rid of the imbalance of "many gatherers/farmers early" - "little amount of farmers/gatherers late", which is a big problem for farmers, while also making farmers & chefs important later into the game.
So to summarize: Reduce crops needed for earlier foods, and increase crops needed for later foods. Then implement a system to actually require eating the later foods to progress through other skills, ensuring that later foods are actually eaten & required.