Report 1580

Report #1580
Skillset: Totems Skill: Chopping
 Org: Nekotai Status: Completed Dec 2016
Furies' Decision:
Solution 1.
Problem: This is a follow up report to #1374. Additionally, I also note the
existence of #1578. This report aims to provde additional options that might
addresses the same problem as #1578 with a different approach (addressing the
effort of replanting rather than the ease of chopping). I personally feel that
both reports can be implemented together, but I understand if only one is
chosen. Tree-chopping as a mechanic has a wildly disproportionate ratio of
effort required on the part of an antagoniser compared to that of the
defender/replanter. The solution from #1374 added a new tool for the defenders
to use, but it did not have the effect of lessening the frustration created from
an actual tree-chopping. This report aims to resolve the problem of the
frustration created from this inequality, which is not sustainable, by
drastically reducing the maintainence and effort required by the defending side
of this mechanic, but doing so while also intentionally avoiding homogenization
of cities/communes differentiations, as directed expressly by the admin. This
will be done through reducing the passive power generation of the trees.
Solution 1 eliminates it, but in return lifts the burden of growing sacred trees
entirely (keeping only a flavour token active aspect) and buffs active power
gathering instead. Solution 2 retains the active tending of the trees, but
drastically reduces the effort needed to actively tend the trees in return for
retaining a measure of passive power generation. Solution 3 is an optional extra
solution to make things even easier for the communes at significant cost, and
must be paired with either one of the first two solutions. This is because the
status quo is not sustainable or acceptable, and solution 3 does not address
current mechanics. The first solution is the preferred one.
[A:12 R: 0] Solution #1: Change the power provided by Commune sacred trees to
 0. In return, remove the ability to cut sacred trees
 at all stages EXCEPT at the Elder Tree stage. Every
 new/full moon, the following happens: Every location
 without any sacred tree grows a sapling. Every
 location with an existing sapling will have it turn
 into a mature tree. Every location with an existing
 mature will turn into an enormous tree, and every
 location with an enormous turns into an Elder.
 Carving into a totem still requires an active action.
 Finally, make the shadowbeasts (and the Seren
 equivalent) in ethereal respawn automatically.
[A:11 R: 1] Solution #2: Change the power provided by Commune sacred trees to
 10 for every 1% of eligible locations that has a
 Totem in it, rounded down. Meaning, a commune that
 has 88.8% of their eligible locations planted with a
 Totem will generate 880 (not 888) power every in-game
 month. ONLY Totems (not elder trees, not saplings
 etc) will count toward this. In return, remove the
 ability to cut sacred trees at all stages EXCEPT at
 the Elder Tree stage. Increase the amount of nuts
 generated by shadows/pixies to be 1 nut every 2
 shadow/pixie, and keep all other existing mechanics.
[A:11 R: 0] Solution #3: In addition to either solution 1 or 2, delete the
 Ironbark discretionary, and create a new
 discretionary for communes called "Glory of the
 Forest". This discretionary will cost 2000 power to
 cast, and can only be done on a day of a
 new/fullmoon. When cast, every eligible location in
 the forest that does not have either an Elder tree or
 a Totem will immediately grow an Elder tree. If one
 or more saplings/mature/enormous trees exist in that
 location, they will be removed.
Player Comments:
---[Lerad on 12/7 @ 00:34 writes]:
All of the solutions allow elder trees to continue to be cut down, but
drastically reduces the effort needed to replant them. In all cases, vigilance
is not needed at all (eliminating the tension and stress of guarding growing
trees) until the elder is restored either passively (sol 1), or actively (sol 2)
- with the latter no longer requiring ridiculous amounts of waiting for
respawns. The rest of the solutions are tweaks to the passive power generation
and active power generation capabilities of the communes to reflect a new
balance with the reduced burden of the trees - no burden at all means no passive
power - this is naturally the preferred solution. The second solution is to pre-
empt concerns that solution 1 dilutes the flavour of the communes to resemble
cities too much - a sentiment I disagree with, but will not fruitlessly argue
against if the admin mandate otherwise.
---[Demartel on 12/7 @ 01:03 writes]:
These solutions seem fine, I would say to give the semblance of some work
involved that only rooms that had ONE(1) nut planted in it will grow naturally.
No need to plant 5, 6, 10 nuts, just plant 1 nut in a room with no growing trees
and on the full/new moon Moonhart/Ravenwoods will begin to grow. I also think
these solutions should be put in alongside Report 1578.
---[Falmiis on 12/7 @ 02:46 writes]:
Any of these are fine. Alternatively, revisit the solutions in 1374.
---[Aeldra on 12/8 @ 13:28 writes]:
Support for all three solutions
---[Lerad on 12/10 @ 01:02 writes]:
I just realised I forgot about enormous trees as a growth stage after mature
trees. I've edited solutions 1 and 3 to reflect that enormous trees exist as a
stage. Solutions effectively remain the same. As a note, suggestions on how to
improve the solutions are still welcome. Please comment or message me your
suggestions if you have any.
---[Enyalida on 12/16 @ 15:19 writes]:
I would prefer revisiting the solution in 1374. In particular, the slashing of
power generation in these solutions should be paired with an increase in essence
mobs for forests. With that caveat, I support these solutions.
---[Tremula on 12/18 @ 16:20 writes]:
I like solutions 1 and 3, really wanting the equity in essence generating mobs
for the forests to put them on equal grounds with the cities.
---[Lerad on 12/27 @ 12:13 writes]:
I've just received confirmation from Iosai that Eth Glom/Seren have a maximum of
36 essence creatures each. This is pretty much exactly the same as the elemental
planes. If solution 1 is used, and they are made to be respawning, then there's
no reason to add more essence creatures.