Builders camp - quickstart for new districts or temp building site.
This suggestion is mostly compilation of other ideas, that trying to address problem of tediousness to setup new districts and having to build outside of main district zone.
It doesn't add anything particular new to the game, but just tries to speedup the process of setting a new district, especially a temporary one.
Introducing new building: Builders camp, process of placing it is different from other buildings and explained in comments.
# Camp is a variation of district center something like 4x4 - 5x5 size, it also forms a district (maybe somewhat limited)
but also includes a number of built-in functions:
- Housing for 4 beavers
- Drop-off point for 200 items of any resource
- Small water tank
- Campfire in the center for resting.
Basically it's a combo building that spares you setting up vital basic infrastructure for new district separately. Additionally process of setting it up automatically brings beavers, starting food and water.
Comments: 16
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23 Jan, '22
Gin Fuyou Admin1. Builder's hut gets new function button in it's window - prepare a builder camp. It requires some preset amount of resources logs, planks, maybe gears, food and water. You can also add some optionally.
Clicking on button will make beavers start the preparations.
2. When preparation is finished, button is changed to "establish builder camp". When clicked you get placing ghost for the camp. When placed all beavers from the builder hut take take resources in a cart or wagon and go to designated location to set it up. When it's finished they automatically migrate into it.
To balance with normal District center I suggest: bigger footprint size, also maybe slightly more limited range (e.g. 50 vs 70 tiles) or may have some other limitation: capped max well-being or debuff when district population is over certain limit - just replace it with a proper district center when you are ready.
Otherwise it can act just as temporary building range extender, only 1 building is needed. -
23 Jan, '22
NerdyBurnerUpvote with comments:
For simplicity, the camp would replace the district method. You have to commit resources to building the district in this manner rather than getting to place gates and centers for free. The camp gets built by the team that migrates there and becomes the district center when completed.
District center becomes a drop off point for food and water and logs. All other advanced materials have to go to a drop off point
It should cost enough to be meaningful. This should prevent easy movement of the district center which will make building require more pre-planning and careful execution. -
23 Jan, '22
Gin Fuyou AdminThere are some details I'm not sure about, but yeah, it may also be done this way in theory. For now I've just tried to imagine reducing tedious work I do now.
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23 Jan, '22
TTJI like this idea very much, as it also make the current instant buildings obsolete.
Maybe also the starting district could also start from such a camp? It would address the request to expand district range by upgrading (to) the district center. Also the player would have the chance to influence the placement of the first district center. -
24 Jan, '22
Eccentric WarmongerGreat idea!
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09 Mar, '22
David MergedI wish I could construct an "outpost" or similar type building, that provides extended reach for a district. Just enough to finish building a dam or mining a resource. Sometimes something is just out of reach of the district's zone, and it's SO much hassle to create a whole new district just to finish or collect one little thing.
Districts should be for establishing whole communities and towns, not "I just need to get to that one little spot to finish a one-time, temporary job."
Thanks! -
09 Mar, '22
Gin Fuyou Admin"Outposts to expand a small section of a district's zone reach" (suggested by David on 2022-03-09), including upvotes (1) and comments (0), was merged into this suggestion.
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25 Mar, '22
Octa MergedA building named "construction outpost" that can increase the build range of a district. It automates setting up a temp district with distribution centers, routes and beaver migration into one building.
- Currently, a building checks if it's within a district limit, if not, i cannot be build with an "out of reach" error
- If the first check fails, the game would check for a construction site within reach. The building would then be build via the construction site.
- construction site offers i.e. 4 jobs. The assigned beavers are the only one that can build from the site. They must haul all required ressources to the site/storage first and then use them to build. This can be used for balancing, as building speed should be slower in general or require more construction sites than building directly within a district.
- Sites have a range like lumberjacks. Maybe they could be daisy chained to further increase building range.
- only affects construction
- available early/mid game? -
26 Mar, '22
SirMichael Admin"Construction outpost: A building to Increase district build limit" (suggested by Octa on 2022-03-25), including upvotes (1) and comments (0), was merged into this suggestion.
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14 Dec, '22
Robin MergedThere would be a "caravan" made, you would have to fill it with water, food and materials and send them out to build something away from districts. It would simplify building farther away dams and other "build and forget" type of structures.
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16 Dec, '22
NyoraiaI like the idea of the builder's camp, with limited range and debuff with large population.
To make it work well, I would also include the following game adjustment:
* the current district center is no longer free to place. It should have a fair cost so that players stop teleporting it all over the place to artificially increase range for free.
* district gates should also have a cost so discourage people from doing the warehouse district swap instead of using drop off and trading buildings. Alternatively, fix the problem at the source with the drop off and trading buildings being too costly.
* The start of the game should begin with a builder's camp instead of a district centre. It makes more sense to have a more nomad/rough looking beginning instead of a big flashy district centre (these beavers don't have their priorities straight).
In short, the builder's camp would be the humble beginning for all districts including the beginning of the game. No more district centre teleport. -
19 Dec, '22
Gin Fuyou Admin"Building caravans" (suggested by Robin on 2022-12-14), including upvotes (1) and comments (0), was merged into this suggestion.
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30 Dec, '22
Cyrus MergedWhen you place a new district building a requirement should be something like 50 berries (or carrots) ,50 water, and 50 logs (or whatever you start a new game with). That way it would be easier to start a district further from one you already have.
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02 Jan, '23
Gin Fuyou Admin"New District Building needs to be supplied with food and water." (suggested by Cyrus on 2022-12-30), including upvotes (1) and comments (0), was merged into this suggestion.
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16 Jan, '23
h2g2I'd like to share a proposal for a "work camp". This is something very related to this that is explicitly set up for doing "remote work" either temporarily (e.g. harvest scrap metal, or have a logging camp somewhere remote), or to prepare a new district setup. I don't want it to be too powerful, so I suggest downsides to.
WORK CAMP
A building placed like a district centre and that creates its own district (kind of).
Benefits:
The building can be used as a drop-off point, (including some storage capacity).
Sleeping space for a small number (say - 2?) of beavers.
Beavers assigned to a work camp keep their allocated housing at their home district.
Beavers assigned to a work camp will return home rather than risk dying. (See follow-on comment.)
Downsides:
Beavers assigned to a work camp get a "homesick" malus that builds up over time. This malus recovers when they return to their home district, and recovers much faster when sleeping in their own house.
[To be continued...] -
16 Jan, '23
h2g2[... Continued from WORK CAMP post above.]
When does a beaver return home?
Homesickness reaches a certain value, probably balanced to reach this value after around 10-15 days. (This creates a strong upper-limit on how long beavers will stay at a work camp)
Their overall wellbeing drops below 0. (So the better kitted out/supplied the camp is, the longer beavers will stay. Note that the increasing homesickness malus will make sure beavers never stay indefinitely.)
They are hungry/thirsty but cannot obtain food/water at the camp.
They have a negative status effect (other than homesickness) and cannot fix it at the camp. (E.g. injured, but no free medical bed; broken tooth but no grinder)
They are unemployed.
Possibly: the player can set a time limit so they can automatically have beavers return home after a number of days they choose, even if everything else is fine.