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harvest

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  • farming
    • fishing
    • mining
    • butcher (give bazaar something else)
    • forestry
    • generator
    • refinery

generalized harvest first, then specific implementations- the amuseum model

conceptualized: harvest is a local keystone industry to support and grow the community. basic harvest gives chance to add progress to community endeavors? like 1/3 per session or something, instantly gain +1 progress for free. needs to be scalable with economy though. maybe check economy number of times per session, but reduce odds of windfall. larger bases will be much more likely to gain minor progress, but progress means less for larger bases anyway.

higher/additional chances, but for a randomly determined establishment type

trade route- bonus on establishment that another base has but you don't, they get the same bonus in reverse

harvest.1602783115.txt.gz ยท Last modified: 2020/10/15 11:31 by kyle