DD/Buildsystem/Farms and Plantations

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This page is part of the Unknown Horizons design document. Please discuss everything concerning this topic on the "discussion" tab of this page. If you´re not sure whether your ideas are fitting the Unknown Horizons style, either use the discussion page, talk to us, or edit the "Questions" section of this page, but please don´t directly edit the other parts.


Proposal

Summary

Farms will be handled different from what known of the Anno series. Instead of having one building for each agricultural purpose in OA there will be companies being able to work a broader selection of fields an pastures - but also some stand alone companies. The following list showing roughly a possible disposition:

  • Farms (basic agriculture):
    • wheat/corn
    • potatoes
    • fruits
    • vegetables
    • hemp
    • sheeps
    • cows
    • hen
    • pigs
    • and
    • so
    • on
    • ...
  • Stand alone (special purpose):
    • plantations (exotic agriculture)
    • green house
    • beekeeping
    • winery
    • medical herb garden
    • horse stable
    • and
    • so
    • on
    • ...

While the stand alone companies are introduced to the game in one certain increment the farms will be available over several increments. They will differ in the amount of harvesters available and the range of radius. The harvesters limit the effectiveness of the companies to how many fields/pastures can be worked at one time. The range of radius will define the areas where fields/pastures can be placed to be worked by one company. Basically the radius will be meant to be wider to provide the possibility not to place fields/pastures directly close to the companies. The disadvantage of far away agricultural areas is the time a harvester will need to get there and back.

Implementation related notes

Fields and pastures are handled differently. Fields are buildable resource deposits where harvesters gather resources when "grown" - means, the deposit's inventory is filled with resources. Pastures are just areas the animals are bound to. The animals are the resource deposits harvesters will gather when their inventory is filled.

Graphics

For farms different graphics will be needed for each increment they appear. The others (stand alone) will only need one graphical asset.

Instead of small 1x1 tile buildings fields/pastures will be bigger - most probably same size as the relevant company.


Open questions

None so far.

Phasing

General

Might be part of first milestone to some degree.

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