Q: Will Vegetables be implemented at the start of the beta? 14:35
A: Not yet
Ok, this is a big problem.
I spent two alpha tests gathering data as to why this is a problem and shared it with the developers which agreed that it was a problem and that it would be fixed before beta.
It clearly was not fixed. I do not know why. Since explaining the problem clearly to the developers in private did not work, and they did not give me the curtesy of an explanation in our DM's I feel my only option left is to air the problem here despite the damage it may do to the game.
Currently every city has 60 external farming fields. Depending on the region fertility they produce 50%/100%/150% of base crop yields. to rank up and pay weekly city maintenance cities need to provide increasingly larger numbers of cereals, proteins, and (eventually) vegetables. at 100% fertility a town needs to be optimally using 50 of these fields to supply the 40 proteins and 80 cereals needed to sustain a rank 15 city.
When vegetables are introduced that cost will increase to 50 proteins, 100 cereals, 50 veggies.
The 100% fertility rank 15 town would need 63 fields just to supply the proteins and cereals... nothing to say about the veggies.
The argument that the problem will be dealt with when it is come to ignores many facts. While only having to supply 2 crops the towns can stockpile them with the surplus 10 fields not being used, thus when the 3rd crop is introduced its effect on the economy will not be felt for quite some time and thus not provide good testing data for even longer.
That is a one scenario.. The other is that the town is not prepared and is faced with immediate loss of ranks due to the change.
This is the more likely scenario and is almost guaranteed for the low fertility cities.
Both scenarios are artificial conditions that would not exist if we start with the 3rd crop and familiarized ourselves with it before making huge costly decisions as to city location and farming methodologies.
As they are artificial conditions they will not produce good data on which to make decisions on how to adjust the game for release.
Another reason not starting with the 3rd crop is a problem is because it eliminated the primary motive factor of intercity trade and commerce - buying and selling food to sustain cities.
It has been stated multiple times that cities above rank 10 will not be self sustainable -=by design=- to encourage trade, diplomacy, and raiding.
Without the 3rd crop even a low fertility city can be totally self sustaining at rank 15 if they commit 1/3 of their city space to farming.
Thus killing motivators trade, diplomacy, and raiding.
Because of all of these reasons the 3rd crop needed to be implemented from the start.
But apparently that will not be done.
The remaining options the Devs have is to :
1: Increase the city upkeep requirements such that they are -=theoretically=- equivalent to the demand once vegetables are added and just replace part of the demand with vegetables.
This is gambling and will still produce bad data for quite some time before the system stabilizes. Maybe a month after the change we will finally have good data and an adapted global economy.
2: Do a wipe of all cities when vegetables are implemented.
Even if this is just a wipe of the cities and not player progression it is still a huge slap in the face especially when we were promised no wipes until the end of the beta.
3: Reset all field nutrients and all city stockpiles when vegetables are implemented.
This is a lot of work, hard to do, and almost impossible to verify that it was done as there are plenty of places players can store crops. It would also still cripple low fertility cities who would all of a sudden have to trade, raid, or bargain for food in an environment where that was never necessary before.
No matter what choice is made, the economy of the human world will only provide useful test data as to why it is a bad idea to only have 2 of the 3 crops implemented at the start of a test period.. for the 3rd time...
If the wild folk world is implemented after the 3rd crop it -may- provide good data on which to make decisions... but it will not be including the effects of raiding and thus will only be a partial picture.
The demon world is not going to provide useful data by its very nature of constant open pvp and special abilities that allow solo players to destroy walls... Few cities will be lucky enough to grow big enough to ever even have to consider outside sources to meet its upkeep.
This is all very bad news... and it will likely be worse as the growth time, yield, and nutrient costs of vegetables is still unknown and may be incompatible, or too compatible, with current optimal crop rotations thus throwing everything into a greater mess.
At this stage it could very easily take 6 months to just figure out and balance the crop system -=after=- the 3rd crop is implemented.
Meaning the need for multiple wipes or even more months of bad data before good data can be obtained with which to make adjustments.
Other than me, I do not know of many people willing to be jerked around that much regarding something as foundational to the game as the cities.
I hoped for the best, I was promised that it would be ready, and now we get the worst.