Lumber Dynasty

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Adimar Nigerson

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Aug 3, 2024, 4:32:21 PM8/3/24
to ocemtsikex

Potential hitchhiker bodies at the bottom of the lake notwithstanding, the intentions of the NPCs are more straightforwardly exploitative on a day to day basis. You are young blood, fresh from the big city and in search of meaning and purpose up here in the mountains. You are also the only person within a ten miles radius who owns a nail gun, which you will use to repair the dozens of dilapidated homes, barns and prospective murder shacks of your chore-averse neighbours.

Almost every structure in Lumberjack Dynasty has fallen into disrepair long before your arrival, requiring that you spend tedious real world hours skirting around every last inch of roof and wall clicking on hundreds of hovering repair icons until the job is completed and all the unused dopamine in your body has hardened into a sort of crust. This is how you procure the various tractors and trailers you need to eventually haul your logs around, by repeatedly bartering your nail gun services in an apparently cashless and economically devastated county, one abandoned by any kind of loving god and left to rot in the guilty stench of its own barely concealed moral decay.

On the road map are various planned features, most of which expand on the life simulation side of things, such as the ability to raise animals, or to find a wife who will stay at home cooking meals for you. But for all its laudable ambition to reset gender roles to the 1960s, this wonky early access lumberjack sim is light on features, riddled with bugs and generally unpleasant to play for very long.

Permanently unlock the ability to make 2 more Imperial officials. This would synergize well with superivising 2 large mining veins meanwhile supervising your other major income sources AND still be able to collect taxes. And it allow for an even stronger emergency surge of units with 6 production building supervised to effectively be 15 production buildings!!!

I believe no one mentioned perk above would be worth double castle even though each are exceptionally improvements compared to current. But the sum total would maintain Chinese castle momentum and be worthy risking the exposure to not having equal army and losing song dynasty privileges. I dare say it might be worth to skip early song dynasty and go fast castle lancer harassment into yuan dynasty!!

Honestly making the dynasties more impactful can only result in people complaining more and more and eventually getting it nerfed to the ground. The changes you propose are really good because in a normal 1v1 match you will never get to do Song, Yuan or Ming for free so then it makes sense, but then in team games or lower elo games the risk is nonexistent and the reward will be too high.

China is only civ that has to build 2 landmarks to get subpar bonuses, bad unique units and bad or subpar unique buildings. Top of that its not just 600, 1800 or 3600 resources thats being spent. Lot of downtime for villagers during the building time which results 2nd landmark being more expensive than the initial cost and in the end the landmarks hardly do anything compared to any other civ.

Normally woodline and gold/stone mines are the best scenarios to find villagers bunched up, so much so (esp on wood) that some villagers inhabit the same hitbox (practically). What that means is both units will take the 100% charge dmg from the Fire lancers, which clearly means the 160 resource unit, that moves as fast as a knight, can hit 2+ villagers with full 20 charge dmg causing 40+ dmg to the impact zone then 20+ dmg to nearby villagers? Imagine what 3 to 4 Fire lancers would do in that scenario? 3-4 Fire lancers would kill more bunched up villagers than 3-4 knights in that same scenario mainly b/c the knights would end up overkilling a target or two meanwhile the Fire lancers would splash the villagers to death.

Every game china losses anywhere few thousand to tens of thousands of gold from uncollected taxes and you call this fake problems?!?!?!?! Tell me how much does French save with keep when they build stables around it? I can tell you 20% which is INSANE and only requirement its to build stables and make ponies which they spam like crazy. Or how mongols get 50% more gold, or how delhi saves tens of thousands resources and not single cent given when they pick upgrade just get them instantly. We can continue this list and list goes on and China is basically only civilization that LOSSES their resources and cant utilize them

Well do same to delhi then. If blacksmith is destroyed all tech is lost and they have to rebuild blacksmith and start research again. Do same to french if blacksmith is destroyed they lose access to free researchs, have mongols in such way that they have to deliver their raiding bounty back to their starting TC after burning building, Rus shoud lose ability to fish if docks are destroyed. Should I continue coming up more examples?

160 resources + 1800 resources to unlock. No one in right mind goes FL for raiding unit. Too expensive. With just unlock you can create 22.5 lancers which is far better option. Top of that firelancers requires 3 different resources which is worse than 2 resources which again horsemen need food and wood and lancers only gold and food.

I can tell you rn if you play against opponent thats not blind you wont get any good splash hits. Its too situational. Might get value might not and most cases against good opponent useless. So no point. As someone that played shit loads of games with FL I can tell you even when they were better they still were bad against anyone with half of brain.

Again it is of MY OPINION that each civ SHOULD have weakness and I personally WELCOME the idea that the Imperial Official be a high valued target for enemies to SNIPE! I consistently believe in such designs hence why I HATE safe uber resources concept that English and Mongols have, which are anti Risky Expansion RTS playstyle.

I believe no one mentioned perk above would be worth double castle even though each are exceptionally improvements compared to current. But the sum total would maintain Chinese castle momentum and be worthy risking the exposure to not having equal army and losing song dynasty privileges.

50 food / gold. You need to burn down 18 buildings it to pay off the unlock investment and I wont bother even thinking amount of losses when you attempt this. So lets say it goes with par the dmg you guys to opponent but in reality it wont.

Other perks you mean raiding bonus? Yes I considered it and I said what I said with that in mind and its not worth the effort for a unit that is too expensive for the role it needs to fill. If they make it 120 resources like it Used to be and make them as fast as horsemen with bounty. Then yes we have a good suggestion.

1800 to unlock in castle age when ppl start to be aggressive is A LOT to be asked. So GL trying to squeeze that and at that time if opponent notices you go for Yuan they just go for imp themselves and your Yuan does nothing anymore and was wasted effort.

Then the fact that time opponent realizes you invested to FL and it has to deal enough dmg to justify 1800 resources or you threw that away and gave advantage your opponent and even seeing FL might instantly trigger attack knowing that you may not have enough army.

You missed the point bit XD Like Im completely agreeing with you here that only in very rare cases it could be profitable when placing TC close enough to multiple resources but it would take several minutes to pay it off.

A completely different direction in making China holistically better is to have dynasty units be unlock by age (zhuge nu in feudal, fire lancer in castle, and grenadiers in imperial) BUT make each dynasty unit cost more UNTIL, the repective age dynasty is achieved!

I agree, it would make sense to go for a dynasty if you want to fully commit to a push (e.g. go mass zhuge nu in feudal) but also having the option to make some unique units anyways would make the civ more varied allowing for more interesting army compositions.

Other way to do it would be that the Dynasty upgrades the unit in a visually noticeable way like having the base zhuge nu fire 2 bolts and the dynasty one 3, fire lancers not having extra building damage until dynasty and grenadiers having smaller area of effect until dynasty.

When assigned, Lumberjacks can produce logs and sticks, as well as craft firewood and planks from stored logs. A lumberjack's efficiency is determined by their Extraction skill level. Being a lumberjack will increase a villager's Extraction skill level over time.

Lumberjacks must be provided with a Stone Axe or an Iron Axe, either in the Woodshed's chest or in Resource Storages, to be able to produce logs, firewood and planks. If none is available, they can only produce sticks.

The family has experienced ups and downs in the industry, especially during the past few years when other interrelated businesses, such as coal and housing, have taken hard financial hits. But Dave Beckner Lumber and its offshoots, that include firewood and mulch, remains a viable business.

Jake Beckner, who is in his mid-30s, said he hopes to retire from the lumber industry some day, leaving behind a thriving business for the next generation. He plans to keep it evolving using both new and old technology.

On a recent day when rain threatened, Jake Beckner grabbed one of the sets of ear plugs filling a large plastic bag in the family-owned sawmill off Duck Pond Road. He slipped them in his ears as he revved up the diesel engine that runs the drive belts on a pulley system at the mill.

The slabs of wood sliced off the log were picked up by Jake and Justin DeArmitt, a schoolmate and co-worker, and placed in a shaper. That machine has razor-sharp knives that forms the wood into a finished board. That board is placed on a pile to be sold to a wholesaler. The rougher, odd cuts are thrown on a trolley on tracks and sent through another saw. Then a crew member throws the chunks into a bin to later be made into mulch or firewood.

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