Thunderbrd
C2C War Dog
It seems to me that the resource, Carcass, was intended not to mean a random husk of roadkill or something you found out on the plains that the Lions left behind.
Rather, it is meant to be a fresh kill, even if made at a slaughterhouse. From there it can mean other things, like
We discussed its removal and breaking it down to its individual parts, but I'm thinking there's a few things, like Crows and Taxidermists, that seem to fit more if you can simply say you have Carcasses. Furthermore, it would be easier to then take this bonus to be a prerequisite for the buildings that produce things from the Carcasses, such as leather worker and bone collectors and so on. I GUESS we can also say you can convert to fresh meat as well as long as we're clear we aren't talking about carrion carcasses.
Another thing I noticed is that we're looking at Carcasses as being an indicator bonus. Some buildings require it not because they need carcasses but because the presence of the carcass bonus means there are sources of large animals present. This can be useful as well.
Carcasses are such a wide application and indicator that nothing is dedicated specifically to producing them (though you might really need them when you don't have them and it can be a real inhibitor - I've experienced it in play myself.) Thus they are not really something to assign a zoning category to. We could call them a 'byproduct', but I think of them more as a 'General' category, which means they are there to communicate a large scale multi-layered concept in one statement that can be useful for determining existence or non-existence of a lot of varieties of things.
For the purposes of where I'm headed here, the buildings that convert Carcasses into other bonuses are actually much more interesting. We'll get to those soon.
Thoughts? Did I summarize everything that's been stated or did I miss any good points as to what we can do with this resource?
Rather, it is meant to be a fresh kill, even if made at a slaughterhouse. From there it can mean other things, like
- bones
- may be used as early weaponry (before stone?)
- source of food (bone marrow)
- possible bonus for certain buildings, such as the magic shop, festival and such
- meat
- source of food
- easier taming of animals
- fat
- source of food
- used for soap
- hide -> same as current hide product
- antlers/fur/feathers(and so on, depending on the carcass source)
- each will should have its unique cultural tribal wear
- feathers for pillow/cushions?
- antler for various horns
- taxidermy for expression and anatomy training.
We discussed its removal and breaking it down to its individual parts, but I'm thinking there's a few things, like Crows and Taxidermists, that seem to fit more if you can simply say you have Carcasses. Furthermore, it would be easier to then take this bonus to be a prerequisite for the buildings that produce things from the Carcasses, such as leather worker and bone collectors and so on. I GUESS we can also say you can convert to fresh meat as well as long as we're clear we aren't talking about carrion carcasses.
Another thing I noticed is that we're looking at Carcasses as being an indicator bonus. Some buildings require it not because they need carcasses but because the presence of the carcass bonus means there are sources of large animals present. This can be useful as well.
Carcasses are such a wide application and indicator that nothing is dedicated specifically to producing them (though you might really need them when you don't have them and it can be a real inhibitor - I've experienced it in play myself.) Thus they are not really something to assign a zoning category to. We could call them a 'byproduct', but I think of them more as a 'General' category, which means they are there to communicate a large scale multi-layered concept in one statement that can be useful for determining existence or non-existence of a lot of varieties of things.
For the purposes of where I'm headed here, the buildings that convert Carcasses into other bonuses are actually much more interesting. We'll get to those soon.
Thoughts? Did I summarize everything that's been stated or did I miss any good points as to what we can do with this resource?