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Buildings that use the water

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Andrew Pearson

As we start in the middle of most islands getting to the edge of them doesn't have any reward. I propose anew building or set of buildings that can use water power for efficiency or for powering themselves.

This could include:

1) powers hearths that don't use resource or to help other buildings work efficiently. Could require cabling that sits under the ground (so no new art needed on top and buildings don't get in the way).
2) efficient creation of resource (mill wheel for flour, bellows for making charcoal etc)
3) fishing as a new food type
4)Drag net, either a boat animation or a wide casting net which can pull back random items such as wood, food, reeds and maybe even things for services like training gear from other settlements that have perished and been flooded) etc
5) Could also be used to irrigate farm fields for more efficiency or for year round crop cycles.

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KaminOO

Rushing to the sea for special resources (salt for food preservation, leisure on the beach, fish, you name it) could be an interesting tactical choice.


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MQH

could imagine fishing production and Seal as a new race with a bonus and need for cleanliness


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A

+1 for fishing!

Could be an opportunity for interesting interactions with resolve bonuses due to being out from the oppressive yolk of constant forest surround? Housing build on a shore tile gets a "vacation" or "room with a view" bonus? :D


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stagen

1) Yeah we already have rainpunk technology so it's not a stretch, but that just comes off as a higher technological advancement and I don't think electricity is a fitting resource for this fantasy world.

2) Since you start in the middle of the map, these production means are already usually enacted by the time you reach the shore. Again I think it's a superfluous feature.

3) This I do like, though. We could have resource nodes like we have already, located on the beach; clams, crabs, shallow water flatfish, could even have roe. All could be gathered from the Trappers Camp or the Scavengers Camp. It would however require build-able tiles down to the waters edge.

4) I don't think we need new buildings for this, but we could have randomly spawned piers as resource nodes for fishing.

5) Don't really need irrigation in a world where it constantly rains. :P

I like the many ideas you put forth, but perhaps they'd be better suited for a future expansion to the game; perhaps something where the daily expeditions could be a boat ride that takes you to a far-away land.

Upboating (pun intended) anyways, 'cause I'd love to see some activity to do when you reach the end of the map.


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Tobias Moon

Steam pipes rather than power cables.
I think a furnace that eats a lot of fuel could be great.
Late game on maps with coal mines I'm usually overflowing with fuel.
Maybe have them connect to houses and provide Heating (+1 to resolve/number of people).
That would also be good as larger houses (shelter) would be more efficient for heating, but provide less in the early game.


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