Food & Calories as Strategic Resources - Improving Gameplay and Rebalancing-Options for Server Owners
D
Dennis-Dem
My Radical Idea-Proposal:
- Lower-tier food should yield fewer calories than higher-tier foods, creating a clear calorie gradient across food tiers.
- Crop growth and food-production should take noticeably longer.
- Incorperate Pollution deeper into Gameplay (Level-Up, Housing-Value, Crop-Yield)
Why ? (Expected results)
- Introduces a tangible labor cost (not just time/material) for producing food and higher-tier goods.
- Makes process efficiency, research and upgrades significantly more valuable.
- Higher-tier foods become attractive for their greater calorie yield and longer saturation effects.
For Public Servers:
- Reduces the ability to “grind” large wealth with low-tier tools alone; Evens out playing field between strategic 'buisiness-decisions and trade' and Players having a lot of time and 'grinding away'.
- Strengthens Political gameplay: higher land use for farming and farmers needing more of it requiring Zoning-Laws - AND with
- higher gameplay-effects of pollution: management of 'pollutable Zones' (industrial Areas) will gain importance as well as inter-City Cooperation when pollution can 'travel'.
- If pollution persisted longer (even if it accumulated more slowly) and food-growth and yield are set sstricter: zoning, political decisions and allocation of land for 'industry vs. housing' would become a highly-more meaningful gameplay mechanic.
Important: I want the possibility to customise Values easily for Server-Owners
So Servers can have and improve their Gameplay-mechanics based on the playing-style and so they can adjust the gameplay in different directions.
Maybe the Community can then find different styles and challanges for even more Replay-Value!
Expected Gameplay / Flow Impact
General
- Early game would emphasize self-sufficient-farming for longer periods as well as allocating more time, calories and land-use for it -> extending early-stage gameplay and making achivements harder and more rewarding.
- Small upgrades (e.g., basic housing, simple tools) would be more impactful; minor achievements would reward sustained effort rather than instant grind.
- Scarcity of high-calorie food early on would drive innovation (Upgrades), reward high levels even more and grow demand for higher-tier production methods.
Early-Game
- Food is important, (Like in human history) players would need to make a lot of it and feed themselves - allocate much land and calories for basic survival.
- Slow food-growth and Yield would demand a ton of land.
- Building and Crafting would require strategic tought (what is needed, how much of it and how can i cooperate with to no build stuff twice)
- Even basic buildings and upgrades will improve calorie-ussage, making it more important.
Mid-Game
- Cities are needed to administrate and protect huge amount of lands for Farmers, to protect the plots for farming from foreigners stealing.
As well as making sure food is secured in advance since it takes so long to grow and a shortage might put the people in an disadvantage to other communities.
- Fertilizers for higher yield will be required and farming will become more than just 'mindlessly grinding', especially since:
- optimal Crop location will make a more important difference and some crops just can't really be economically brought to the local food-shops.
- Butchers and Cooks will be importand since they can salvage more calories from food.
Maybe they can make higher tier foods (higher XP) as well as lower tier foods (food scraps salvages) for cheap calories? and higher XP might bring more high-quality foods from scraps (like Goulash and PulledPork was invented for)?
- If more land is needed for Crops and (bigger) animals might only spawn in deep forests while more small animals spawn in farmland only might be a good reason to preserve forrests and make sustainable forrestry more important for loggers.
Late-Game
- Protection of farms from pollution is needed by making industrial areas far away or crop-yield will stagnate and even worsen as well as bad air might lower housing-value, make higher need for calories if worked in smog etc.
a wider reach of pollutants would make the need of a city to actually place pollutants (no only generators, but also workbenches who will 'lose' pieces of metal or minerals) far away from the farmland and their living-spaces as well as make a need for multiple plots of land, and coorperation between cities to no cross-pollute.
- wind having an effect on pollutants by having differend wind-directions and diffusion effects by higher chimneys might be a valueable effect for smart decisions.
Risks & Mitigation + Conclusion
in my comment because of Character-Limitations
D
Dennis-Dem
(continuation of Post because of character limit)
:Risks & Mitigation
- early-game farming may feel grindy; some players could leave if progression feels too slow.
Mitigation:
- introduce changes gradually and monitor player behavior. Incrementally adjust food yields, growth times and pollution persistence to observe effects before committing to larger rebalances.
- Make calorie yield, growth speed and pollution persistence tunable parameters for Server-Owners to adjust also within a running server.
- Server-Owners can track their economy and find a sweetspot as well as introduce several challanges into the gameplay.
Maybe different type of gameplay-styles can evolve from this?
Conclusion
I find Implementing such tunabilities and having more complex interactions which allways will be a compromisse between different factor is valueable for the future or Eco.
It will enable the players to find new Replay-Value.
- Complex interactions in which there is never a 'perfect solution' (more Farmland -> less forrest -> less wild-animals) will force the cities to focus on priorities and consstantly adjust themselves with other players close by.
- Far-reaching effects on wild-animal spawns, food yield, pollution and technology will force cities to communicate and coorperate more - by having an effective 'side-channel'-way to 'punish' each-other.
- Servers (like the one i currently play on) will have the option to adjust the effects to their needs to make the game 'work for them'.
i.e.: we need more valueable farming and calories to slow down progression, force coorperation and economics deeper for our playerbase of highly skilled (knowledable) players who can just grind upwards and basically 'own the place afterwards'.
We would apreciate a easy way to tune the values to test and improve our play-style.
Such Community-Based approach could find different ways of playing we don't know yet and introduce 'custom challange' Servers imo.
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Thanks for your Time!
I tried to make it easy to read and understandable
(also by using Ai to formulate and structure - but i did write this text within the last past 40mins)
I'm happy to hear your comments on it and i hope i can contribute something of value to Eco!
D
Dennis-Dem
I see the DEVs already have a roadmap planned for these tickets who my idea might fit in perfectly.
https://feedback.play.eco/improvement-suggestions/p/high-tier-food-calories
https://feedback.play.eco/improvement-suggestions/p/food-as-ingredients-for-other-professions
https://feedback.play.eco/feature-suggestions/p/animals-habitat-destruction