Cotton to replace Sheep

As some of you noticed in-game and on site plans – Sheep farm was planned to be in the game to produce yarn from which cloth would be made to hire citizens.

Major drawback is consistency, sheep would have to grow without food and could not be slaughtered for food (otherwise cloths would be too hard to make).

An alternative was found – cotton farms.

Process of making cotton is rather simple. It’s planted, it grows, farmer picks it and processes into yarn. No extra complications 🙂

So that is the plan for next or one-after-the-next Alpha – Cotton Farms! 🙂

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5 Responses to Cotton to replace Sheep

  1. Da Pinch says:

    Hi krom,

    Can I make a sugestion? Maybe you van change cotton into hemp. Cotton is imported from America andere wasn’t available in the medieval on Europe.

    Besides, hemp could also be used for ropes (don’t know if you want to use ropes, but it is possible).

    Regards
    Da pinch

    PS keep up the good work

  2. zavar says:

    Hi,
    Since yarn/cotton/hemp are renewable resources, potentially infinite number of citizens can be made, which leads to some strange tactics becoming viable. Imagine a town, with no food production at all, just cloth. Sure, the citizens are dying of starvation, but who cares, they can be continuously replaced with ease. Personally I wouldn’t like this to be possible, even if it was an inefficient strategy.

    I tried to come up with a fairly realistic solution for this problem:
    Have the school spawn apprentices (or children) inside. Then the apprentices can be trained to become serf, builder, etc… The spawn rate is depending on the towns population, and can be adjusted like the ware distributions. At the minimum value, no apprentices are spawned. At the maximum, an apprentice is spawned for every citizen / the time it takes to completely drain the hunger bar. The training takes time, but its free otherwise.

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