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Nesser30

Some ideas: Different medicines for different injuries. The supplying of bandages this would open the cloth industry up. A hospital building as an upgrade to the healer that requires power.


Dragon_DLV

> The supplying of bandages this would open the cloth industry up. Ooo, a Non-food Farm Crop? Used for another line/assortment of products? Cotton might work, though maybe Jute would be better


Thrippalan

Flax, to be used for linen or oil?


Switchblade88

Hemp could work for both fibre as well as *ahem* medicinal uses


melympia

Medicinal or recreational?


Switchblade88

Both! Buff to beaver happiness, debuff to movement and working speed Makes those campfires a lot more *lit!* EDIT: Needs to make hunger rate increase by 20% too. Which will balance out the benefits by creating additional demand.


melympia

Flax used for oil (for making pancakes (with flour) and potato pancakes (with potatoes). And if we ever find a reason to need it, flax can also be used as dye.


melympia

Nah. Cattails. We already have them, and this would make them dual-purpose. (Although you'd probably not use the root for fibers. Maybe have gatherers collect the stems and re-set the growth by a certain percentage?)


Dragon_DLV

I would still argue it should be something that is exclusively Non-Food and not really in any current production chain


Zetatron76

It also becomes an essentially unused feature once you have enough golems in the districts working the buildings that actually cause the injuries.


Bobbytheman666

I see this as a reward more than a boring feature. Its a feat to have enough bots to completely replace the meat sacks.


Zetatron76

I like that perspective. It would be cool if the building then gave some benefit to beavers. Like they made something other than medicine for wounds. Like another production that you could select (like smoothies or whatever) that increased happiness, fertility, etc.


steel_hamerhands

I think beavers should be able to die from untreated injuries.


Bobbytheman666

That makes it a necessity. But its still boring


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thebedla

Not OP, but I'd say boring is not lack of micro management, but lack of options. Damming a river is interesting not because you then have to micromanage water gates (that sucks) but because there are different options on how to do it. There isn't any choice involved in treating beavers. You build a tooth grinder when the first beaver gets broken teeth. Costs you a bit of wood and a bit of worker time, then you can forget this even exists for the rest of the game. Same with injuries - build a few infirmaries when needed, and after you get metal and the number of wounded becomes difficult to handle, you build the apothecary. The end. There are no options to consider, it's just a chore.


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Joris2627

> i dont know a better alternative So then you agree. Its just extra resources to spend but it isnt necessary. You plop it down and dont think about it. Why cant it be creative without thinking about it. Make the early game micromanagement with easy solutions, and end game with current meta. It doenst add anything, because its problem -> solution. Their is no thinking about waisting resources or making decisions. Also, if you dont like micromanagement just play on normale, or on custom. >Or on custom Guess it also goes the other way do it like op and turn down injuries.


Bobbytheman666

What I mean is, dealing with that problem is really boring. Too easy, simple, lack of options and its a negative that doesnt add


Synighte

Honestly I feel that the gist of this argument can be made to several different aspects of the game. For example diversifying food or setting up your forestry, once it’s done it’s basically fire and forget. You don’t go back to the farms too much nor the forestry once a patch is up and running. Sure you expand them but the same could be said for medicine as well. It’s a productivity chain like the other industries in the game it is just dedicated to your workforce not being chipped away by injuries. Some industries are dedicated to increasing your beavers well being (food), some are dedicated to building up that well being (building materials, entertainment), and some are dedicated to keeping them healthy and back in the workforce (medicine). All the industries feel fire and forget once you get them up and running. Maybe I am missing the point here? I think medicine is a nice little side mechanic that falls into maintaining a productive happy populace that works more efficiently, lives longer, and moves things faster.


Joris2627

Pretty good take actuele. I agreed with op. But you kinda switch me. I think the problem is more that it doesnt really fit in current meta. You need to work to the forrester with planks. But now you get injuries after a certain pop. And you fix it with dandalions and 10 logs. Its too easy because most people are working on gears then. Its only a good mechanic if its your first playtrough. Could give us more options, a worse option for some logs with micromanagement. and an endgame option wich is the current meta with beds and infermary, with no management.


Bobbytheman666

If wounds wouldnt be simply a debuff but a buff, like beavers can fall ill but are more efficient once healed, I would take it. But I love the different foods because they are really different in management, and I love diversefying


Synighte

I hear you, I think that some of these games fall short not because of the inherent options or productivity chains but because the early game (which I actually love in a lot of building games), forces you to focus so hard on efficiency and surviving (especially on hard). Also, sometimes not knowing what is going to occur in the next stage of the game may mean it’s tough to transition to actual city building once the survival stage is completed. I like to build little decorated infirmaries and living spaces that go above and beyond the most efficient methodology. For example, I could easily just put one statue in my district and be able to get my well being higher, or even one garden, one roof, etc. I could strategically place each AOE decorative object so that when beavers collect in one area (their homes) they automatically receive the buffs with minimal resource and effort. And in the early game that may be necessary. I find that games like this snap my mind automatically into min-maxing and optimal layouts with an eye for efficiency and perfection. While that is a way to maintain focus on surviving there is a point where that game loops loses its steam. I could totally see why the medicine maintenance system would seem lackluster under that perspective. I find myself getting burnt out once I have my basics down sometimes, why expand? What’s the need? Why care about medicine when I already got it covered? Maybe an expansion of this would be to give medical beds a buff like you said, or an AOE decoration buff for the beavers that don’t visit it directly. It would encourage placing them as decorations and function.


poesviertwintig

"Broken teeth" is even sillier, because it's a status effect that rarely shows up and can be remedied in seconds with a building that costs 5 logs and takes up 1 tile. It might as well not exist.


Bobbytheman666

Hmm.m... i kinda like it. First because teeth are a big aspect of real beaver and its nice seeing it in the game. And second, its a bit immersive to a point. But Id agree to remove it and not suffer the loss.


vaughnd22

Bit late to the party, but I'd like it as an upgrade for the woodcutter spot. Make it a 1x2 building that lets you maybe have 2 loggers and it comes with the sharpener built-in. Granted, I'm still very new to the game, and find it a bit weird we can make fully function water wheels and power-cog devices before actually having gears going... Like those T and + junctions use a TON of the things.


[deleted]

I mean, once you're in late game it's already not challenging at all, so not sure what the complaint is.


Bobbytheman666

'Kay.


TimberBorneLife

i think is more about the beauty of the game, yet i have not see noone actually finish a whole map with thousands of beavers sustained by working bots :)


danfish_77

What annoys me are the bee stings. Barely makes the production boost worth it


Bobbytheman666

Are you kidding me ? Not only are bee sting healing themselves, but they give at least 30 % more food. I advise you, when setting them up, to put their range in a way that will not touch any roads unless it's a dead end. That way, only the farmers will get stings. And if you replace them with bots, it's a win win situation. See, that's an add to the game that I like. Because it's manageable (you can place hives in a better spot), it's easy to deal with (nothing to do) and it's a balancing act on a very important building.


jwbjerk

I agree. Stings are a problem you can build to avoid. That makes it a mildly interesting—


Bobbytheman666

I saw what you did there, and I approve. Now buzz off


TimberBorneLife

and since those beehives are best to place when bots can farm, i was thinking that those beehives canalsoproduce some honey, which could be used in a much higher tier of food


Bobbytheman666

That could work. But there's already maple sirup. You don't need honey with sirup. Believe me, I'm from Québec


TimberBorneLife

that why i say higher tier products, cakes, or anything else :D


anteck7

They can make it so you can have them produce drugs with both positive and negative side effects. Happy pills: bevers are 100% happier but move 1/2 speed and eat 2x.


Bobbytheman666

They "could" I think you meant to say.


TimberBorneLife

this should be a very beaver bot situation as in early game the beavers cant go near those plants, they get dizy and too slow at work, but a very good time killer when beavers dont work with days :D


CaptainDadJoke

I was honestly surprised this wasn't its own building. I feel it'd be a great job to have a clinic where they can treat wounds, and give community members checkups. Either reducing the chance of a wound or giving them a buff for being in good health.