Do flowers not respond to Motivate Land? I've cast it a few times on a certain patch, and every time, crystals vaguely near the flowers grew, but the flowers themselves didn't.
8 replies to this topic - Started By rwv37, Jan 13 2018 02:52 AM
Posted 13 January 2018 - 08:47 AM
Flowers are not a natural resource. As in- they serve no function at all except to block building. Someone once mentioned they might have an effect in the social system, but I've never heard for sure. Just destroy them.
Correct. Currently they serve no purpose and don't have any mechanics attached to them. They can currently be destroyed without any penalty what so ever.
Posted 14 January 2018 - 10:01 AM
I know they don't have a practical use. I just want to grow them.
Would be an interesting feature to add, even if useless it's realistic.
But, if I add it, I will likely wait until I fix the "need to clear before placing a building" problem the game currently has, that way even if flowers spread, they won't get in the way of building planning.
Posted 25 January 2018 - 04:22 PM
Using flowers for potions sounds like a good idea, but there's nothing to differentiate potions from bandages besides extra healing, is there?
Desirability would also make sense. However, it seems like happiness in general isn't very influential on the game, let alone desirability by itself, and I don't know if desirability can be made an attribute of a solid resource (it's currently only for buildings, unless I'm mistaken). Again, neat concept, and I'd love if it also applied to trees (which I like to grow in my villages just for looks).
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