We use SkillCostMultiplier by default now, SkillGainMultiplier available for manual editing in Balance.eco.
We use SkillCostMultiplier by default now, SkillGainMultiplier available for manual editing in Balance.eco.
Originally posted by Sefin: Who told you guys (devs), this was a good thing to implement? I specifically look for servers now with this turned completely OFF. I'm genuinely curious who thought that implementing a feature that prevented players from making stuff in a crafting game was a good idea?
Read moreSo to confirm, the intention behind this change is to push for more collaboration within a town in regards to power generation.
By requiring a public plot to be set up for power to the town.
However unless i'm missing something a town would need to set up multiple public power plots just the get the power distributed around the town as Mechanical power doesn't spread too far and doesn't have power poles like electrical power does.I don't hate this, infact i do quite like the notion of pushing towards more collaboration.
But if i may offer an opinion, many builders like incorporating waterwheels/windmills into their builds and are able to create truely special creations, would it not be better to allow 1 per plot, or have these specific objects have an variable effect on the value ie,
1st - +2
2nd - flat 0
3rd - -2(each windmill for example)to the point 1 windmill/waterwheel would be a bonus, any more and you are reducing your outdoor ...
I wouldn't interpret too much into it into a specific direction of what we may have wanted, the main goal is making players think about something and make decisions, doing so as community can often solve a problem in a good way, though. That's the point of Eco as a framework.
The system interlinks with settlement mechanics, as will many future coming systems do, that's the gameplay Eco revolves around now at its core - and the idea isn't for those to be simple government dummies with use for hostile activity that not everyone enjoys, but becoming main parts of the gameplay, also affecting it directly and being used for positive activity - something that everyone will naturally try to get going in some way immediately, as it benefits their gameplay.
The general idea is linked with the architecture score - incentivizing players to separate their production operations and their residental ones, keeping the latter nice and decorative. It's not about beauty, but taking s...
Read morebut that is the situation that you force on servers that only allow one deed.
No, servers are responsible for their rules themselves.
But some servers don't allow multiple deeds. In cases such as this, your only option is to leave your windmill/waterwheel on unclaimed property.
It is upon the administrators of their servers to modify the game systems to fit the restrictions they impose, we obviously can't take into account every possible rule some server may have. A limitation to just one deed is not intended by us.
There’s a really simple but high-trust solution of not having the industrial equipment on a deed.
Just to make clear if anyone is not aware of what that means:
This means that anyone can pick up your stuff and take it home, that is neither an intended nor an endorsed solution.
Get homestead support papers, they need to replace them with their own on annexation.
Making your own town can also help, but it is possible to annex homesteads out of a town if it can be sufficiently surrounded.