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deadmeat1471

Lt. General
105 Badges
Mar 29, 2006
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-Build a fort, with only using Mushrooms for food.


They provide very little food each pick, so it forces you to expand and get more plots of farmable land!
Gogo dwarfs!!

1-7.png

Dwarf Silk, pruning the 'shrooms.

Inspired by Lillarpy's Insight:
'All plants have A Cost, an amount of Food they give, an speed how quickly that food is created, and an amount of uses. So they all have different strengths.

So Lets use your example, White Mushroom(15 gold) only give 1 Food per Collection, while for 10 gold more(66%more) you can buy an Lemon Tree(25 gold) which gives 5 Food per collection. So 500% more food for mer 66% of the cost.

But Collecting food from the Lemon Tree takes longer time, a lot longer time, and gives the same amount of XP. So White Mushrooms are very very good at Leveling your workers while Lemon Trees gives you a better food for cost ratio. '
 
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Neither, though i strive to be like Silk/Horn in many cases. :p
Can you imagine how much i love the fact that you understood that sentence?


By the way, have you noticed the dwarfs named Horn, Pas or Oreb? :)
 
Inspired by Lillarpy's Insight:
'All plants have A Cost, an amount of Food they give, an speed how quickly that food is created, and an amount of uses. So they all have different strengths.

So Lets use your example, White Mushroom(15 gold) only give 1 Food per Collection, while for 10 gold more(66%more) you can buy an Lemon Tree(25 gold) which gives 5 Food per collection. So 500% more food for mer 66% of the cost.

But Collecting food from the Lemon Tree takes longer time, a lot longer time, and gives the same amount of XP. So White Mushrooms are very very good at Leveling your workers while Lemon Trees gives you a better food for cost ratio. '
Where do you got this kind of information? Sadly the in-game help didn't say anything about this :(
 
Neither, though i strive to be like Silk/Horn in many cases. :p
Can you imagine how much i love the fact that you understood that sentence?

By the way, have you noticed the dwarfs named Horn, Pas or Oreb? :)

I suspect as much as I loved that you posted it. :) And I did notice an Oreb -- I was wondering if it was weird coincidence (Hebrew for "raven", isn't it?) or design.

Counter-quote: "Everything was a relic. All the world was a relic. I drew off my boots, that had traveled with me so far, and threw them into the waves that I might not walk shod on holy ground."
 
Thats from the end of BotNS, right? After Severians contemplation?

That it is! I adore the almost childlike wonder it evokes, especially since Severian is such a cynic until then.

To, uh, get back on topic: I'm curious how big a disadvantage the "mushroom" challenge will be, since your workers will presumably level up much faster. I'd laid down a bunch of mushrooms in the Trial and found that my worker was barely stopping, he'd just cruise by picking everything! Unless it was a bug.
 
That it is! I adore the almost childlike wonder it evokes, especially since Severian is such a cynic until then.

Never heard of this book before I googled it, it looks interesting. I may begin reading it soon!
 
It's nice that the game is deeper than it first appears though I wish some of this information was easier to find in the game itself. For example all the base foods just have a chicken leg X1 as the only info on how much food they give. So at first glance it looks like the Mushroom gives the same food but cheaper.
 
Just wanted to say that I'm doing a Mushroom challenge on a large custom map right now. Took a while to get a steady food income going.
 
It's nice that the game is deeper than it first appears though I wish some of this information was easier to find in the game itself. For example all the base foods just have a chicken leg X1 as the only info on how much food they give.
So at first glance it looks like the Mushroom gives the same food but cheaper.
And at second glance, too.
If the game wants to be any kind of strategy game, it cannot display false information on the built items.

The "x1" information should represent a food per second value instead. That would be useful and let the player make an intelligent decision.
There can still be hidden statistics, like the aforementioned harvesting speed and/or XP gain.

Same with electricity. I have never seen a trap use 1 electricity.
All generators generate a minimum of 50 and each trap (that I tried) uses 50.
Why does the value show "x1" and not "x50"? It's flat out wrong.
 
There can still be hidden statistics, like the aforementioned harvesting speed and/or XP gain.
Not so sure I would agree with "hidden" statistics. Maybe not at your fingertips - sure. But you should be able to find the info somewhere in the game with a click or something.
I would prefer the more important stats instantly available (in tool-tips). Secondary type stats in places like item description found in the Build Menu. And then ALL stats found for all items in a chart so you can see everything all at one time to make side-by-side comparisons. Obviously, this chart would have to be brought up by some sort of other option from someplace else.
 
I'm not talking about hiding stats about the principal function of a thing, like the production output of a plant.

If the harvesting speed differs and some plants effectively grant more XP, that's something for experienced minmaxers to toy with.
It's nothing that makes or breaks your plan as a regular player. =)

Checking ingame I saw that...
Lemons produce 6 / 18s (25g)
Carrots produce 3 / 18s (20 wood)
Shrooms produce 1 / 18s (15g)

So lemons cost 1/10th of shrooms and produce 6x their output... assuming they live equally long, which is hard to tell.
Carrots are free because wood is a renewable resource and can be sold for gold.