Hi Chris.

That is true, and it is a problem which will need addressing.

there are several things I can think of to do, maybe one or all of them could be considde3red.

either A, introduce jobs of timber cruser and prospector, who will find more areas on the map worth working for stone or wood, afterall especially when it comes to stone and minerals, it can take a trained eye to spot them, and even with chopable trees, not all forest trees are useful.

Creating the jobs would eventually lead to new stone and wood sites apeparing on the map as more was discovered.

Another way, though one which might be a bit processer heavy, is introduce an explorer job which effectively expands the map size, with a random chance of more wood or stone cropping up, (columns after z could be a a, a b etc).

this might be great for expanding the game into larger settlements later, but could be rather processer heavy.

A third method, might be to have resources slowly grow back over time, afterall trees grow again, new semes of ore can be found, and there's always more stone.

Perhaps a combination of several of these would be the answer.

Beware the grue!

Dark.


----- Original Message ----- From: "Christopher Bartlett" <themusicalbre...@gmail.com>
To: "'Gamers Discussion list'" <gamers@audyssey.org>
Sent: Wednesday, August 31, 2011 3:52 PM
Subject: Re: [Audyssey] castaways: communal enemy.


I like your line of thinking Dark, but one consequence would have to be a
re-evaluation of the current resource model. It's already the case that in
a moderately long game you can deplete the resources of the map quite
thoroughly.  With more to build, resource acquisition would need to be
looked at as well.

Chris Bartlett



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