Why can't harbors provide another source of food?

With food sometimes being so scarce, and besides, it makes sense.

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Reply #1 Top

I agree... every game worth its salt, has to have "fishing" in it right?

Reply #2 Top

i think the intention would probably be to get into the marine side of things in an expansion. ie naval battles, sea monsters, shoals of fish as resources. i'd rather they did it properly when they did it. i have hopes of one day being able to generate an earthsea type world.

a man can dream right?

Reply #3 Top

Yea I'd say it'll probably come in an expansion. 

Naval warfare would be possibly hard to implement though.  Boarding actions would be simple, just a standard tactical fight on a smaller map.  Maybe some spells/abilities that can only be used during boarding actions (archer/spell support from troops that didn't board the enemy boat).  But ship vs. ship combat would be difficult.  It could be done as a tactical battle as well, but then if any ships board one another you'd have to finish that battle before you continue the overall engagement.  Seems inefficient to me.

Reply #4 Top

Well, it would be like the caravan exploit for food since we can now create "beach" to create harbor and since each city can have an harbor, it would lead to the infamous city spam. IF, like Sethai said, there was some shoals of fish, yes. Otherwise, no.

Reply #5 Top

it is not like it would be difficult to place a limit on the amount of harbors that can be build.

Reply #6 Top

Add fishing, but limit it somehow.

At this point there is hardly any reason for harbors or transports.

Please note I said, "hardly".

Reply #7 Top

Quoting kapeman, reply 6
Add fishing, but limit it somehow.

At this point there is hardly any reason for harbors or transports.

Please note I said, "hardly".

mostly i just use them out of curiosity so that i can find out the shape of the world and where everyone is; otherwise i never end up making contact with anyone but my neighbours.

Reply #8 Top

I also think the "Shoals of Fish" is a good one for them to consider.  Perhaps you just need a single dock around that area, and only one dock may have one shoal, so if you have 2 shoals, you need 2 docks.

Reply #9 Top

It is probably reasonable to assume that the cataclysm, which pretty much destroyed most of the things living on the planet, also killed off the fish and mammals in the waters. Fishable resource nodes would make sense, but food from any harbour wouldn't, in my opinion. For the same reason you can't just start farming anywhere on the map.

Reply #10 Top

Make a fish resource in the water instead of just having the harbors do food.

 

 

Reply #11 Top

Quoting Alstein, reply 10
Make a fish resource in the water instead of just having the harbors do food.
I like this. Fishing boats could also be created. They would consume a number of the population, and would travel between the harbor and the resource like a caravan. If sea monsters are ever implemented, they could be at risk from them, along with other factions.

Reply #12 Top

Someone made a seafood building mod it needs a harbor.

Reply #13 Top

Actually i agree there is barely any need for transport. you can easily terraform your way to the next island and attack the enemy lol rather than making a transport to move them over and have to find a beach to load unload them.

I previously didnt really had it in mind but when i realised i found out that is way easier to just terafform mountains to land and sea to land for more space, better caravan routes etc and even build mountains where you want monsters and enemy to keep out :p

 

Like morfing your own playstyle, doing what you want and by end of the day only real challange would be an other players since ai would rather go around the mountain i just put there and face my full army rather than terafform their way to my weak points :)

As for monsters, they just happen to spawn in lands where no influence of a city is apparent and sometimes at areas with fog of war on it. simply if you dont want suprice appearances, then just make all this space into sea, thus no monster suprice attacks from there, problem solved ;)

Reply #14 Top

I think all harbors being able to make food in unreasonable, as if this is the case , post-cataclysm nearly every civ would be coastal.

 

 

Reply #15 Top

Perhaps fish in the world of Elemental aren't tasty or edible... possibly due to toxins in the oceans left over from the Cataclysm.

That being said, a nominal bonus for harbors (+1 food, or +5% to food produced by the city) sounds interesting.

Reply #16 Top

Perhaps if food wasn't such a limiting resource, we wouldn't be having this conversation.:S   The current beta build is completely unenjoyable due to the need to literally count beans. 

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Reply #17 Top

a man can dream right?

Perchance to dream....yes, I agree. i'd love to see that. As it is, I RARELY even research seafaring. If you capture a city that has it, you can build the units---at least for now anyway.

Reply #18 Top

Perhaps if food wasn't such a limiting resource, we wouldn't be having this conversation. The current beta build is completely unenjoyable due to the need to literally count beans.

bean counting only in beginning imo--once you get rolling it isn't that much of an issue...

check out the post below--this guy seems to have NO issues with ANY resource.

 

Reply #19 Top

I have had 3 games in row stall due to a lack of food.  In one game, I had 3 cities and could nOT see a single food resource on the visible map.  In another, I was moving along pretty well, but captured like 2 poorly place AI cities and then stalled out due to lack of food.

In my games, the cities build stay at population 0 until I build a hut.  And I have to have a food resource available before a pioneer can build a city.  I don't recall any of that in previous versions.

 

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Reply #20 Top

All the fish in the ocean should be poisonus, monster, post-cataclysm fugu fish. And if you're sovreign does not personally go down to the dock and magically dispel the poison, your people will contract a plauge and begin dying by the hundreds.

Reply #21 Top

I have had 3 games in row stall due to a lack of food.

Strange---what are your sov's traits at the start? I always use green thumb and then build first city on a farm resource--from there it is not usually an issue.

new version requires food to build settlement...whereas before you didn't need.

Reply #22 Top

Agree with phylast. Do you research in the adventure tech some ressource tech? Do you build you irigayion/grannary/farming guild in your best food producing city? Do you continu to research superior farming (+10% food production)?At start, I use green tumb too. I also use brilliant and meditative and also naturalist so I have all my starting ressource at the first round.After, I'm a big turteler so I research civic and adventure for some other resource. After some research in civic/adventure, I go magic for harvesting shard, after warfare. By that time, I have a city that grow pretty well, so I build a pionner and after I research trade in the diplo tech. After that, normaly I run about 8-9 food over by midgame. Research housing and superior housing for an economy on the food. Generally, about 300 turn later, I only need to build one house to go to lvl 3 city :)Now, with the new "library" improvement (study turn into a library when you reach lvl 3 city) it'll be even faster. can't wait to have those...

Reply #23 Top

A harbour would more logically bring in Gildar through trade. Particularly since it's mentioned that this is one of the main features of Tarth.

Reply #24 Top

One reason I suggested it is to give more purpose to the harbor, as its rarely used. Besides Ive never really heard of a coastal civilization that didnt somehow support its population from the bounties of the sea.

And it seems that food is an issue for some players unless they progress through a rather linear setup strategy every time they start a new game. This would help broaden that strategy with regard to food. Do I go for a central choke hold approach where I could focus on farming when food is an issue, or go for a coastal area where I can support the population from the sea?

Food can be make or break your kingdom/empire. This is just a suggestion for one more avenue and strategy option without going through the same linear thing everytime.

But I guess theres always mods.

Reply #25 Top

Quoting Heavenfall, reply 9
It is probably reasonable to assume that the cataclysm, which pretty much destroyed most of the things living on the planet, also killed off the fish and mammals in the waters. Fishable resource nodes would make sense, but food from any harbour wouldn't, in my opinion. For the same reason you can't just start farming anywhere on the map.

Not that realism is important here, but if there was no marine life at all there would hardly be such things as bears and wolves wandering the wastes... circle of life and all.

I think adding fishing as a resource is a good idea... maybe if you build a harbor you can build fishing boats which can then develop special fishing resources in your ZoC.