[addon] Regenerate resources
Betrifft Gold, Erz, Kohle, Fisch und Tiere. Zum Beispiel alle 30 Minuten ein Erz,Fisch,Tier oder alle halbe Stunde auffüllen bis zum Anfangswert der um 1 verringert wurde, irgendwann ist dann nämlich der Anfangswert 0, das heißt entgültig erschöpft oder Bergwerke müssen ausgebaut werden.
Tamas Fonyodi (almoskapitany) wrote on 2010-04-20: #1 I think animals regeneration could be based on the forests size. I mean if I make an enormous forest, it could generate one animal / 5 min. Fish regen. could be based on the size of the water. A lake regens slowly, but sea regens fast.
Spike (fvv1) wrote on 2010-04-21: #2 well, thats a good idea i think. that animals are generated in forests is used already as far as i know but you don't need any animals to regen. new ones.
https://bugs.launchpad.net/s25rttr/+bug/367482
I think a better approach is using Settlers IV like resources - this means resources never deplete but the chance of getting something per workcycle decrease down to a very low percentage
I absolutely think we need renewable fish in some way. Not infinite (we have that) but renewable. Sort of like there would be invisible 'fish foresters'. That way building too many fisheries would mean their productivity goes down. With infinite fish, the fisheries are OP, but without they just feel annoying and quite limited.
Regenerating gold etc- doesn't make sense real-world-wise. When it's empty it's empty.
Animal regeneration is already there IIRC. To do the same for fish kind of makes sense. However: Fish is treated as a ground resource which is "used". This can be an important map design aspect. E.g. only some places have fish and with a certain amount. Regenerating only the original places is not easily possible, as the initial amount is lost after loading the map. Maybe we could combine that with S4: Fish doesn't deplete but goes down to 1 at which point the chance of catching a fish is low making productivity go down. Of course we could also change it so that every x minutes every place where there was/is fish gets a fish. Maybe even with a certain chance. Going to be a bit hard to teach AI about that though as it changes the original S2 behavior quite a lot: Fisheries were like mines that use resources until there are no more.
So not really sure about that and it would need a concrete design first, i.e. what to do when exactly.
I still think the Settlers IV approach is quite good, so don't regenerate but lower the chances of success. Not sure how fishing actually works - there is a chance of not catching a fish, is it related to the remaining amount?
Otherwise one could use a logic like:
- If there are still spots with fish in range, use them with the original logic
- If there are only depleted spots, either use a fixed chance for fish (like 1/7) OR make the chance dependent on the lake size
thats at least what comes into my mind regarding fish