Jump to content

New Tech: Farming Tech ---> Ecology


Usual Polls  

4 members have voted

  1. 1. Like the Tech?

    • Yes
      2
    • No
      1
    • neutral/indifferent
      1
  2. 2. Was this helpful?

    • Yes
      2
    • No
      1
    • neutral/indifferent
      1


Recommended Posts

Ecology is the development of supporting plants and animals better on a more basic level. Let's look at those support elements, thus:

Feature #1: Survival Instinct: Animals will last about twice as long when an expected disaster is about to strike, and recover in half the time. Further, this lets you rescue animals that are facing a major crisis, relocating them to a chosen area, via a cage, but it must be within view of your personal computer's screen in that matter, never leaving that radius at all.

Feature #2: Hydrology: Plants that are drowning in water causes their harvest to be lost, but seeds equal to the remaining harvests will happen. Further, your dupes gain the ability to swim in water, mouth breathers get a 30% increase, normal people get a 50% increase, plus diver's lungs gain a 70% increase in holding their breath just underwater.

Feature #3: Biogenics: Thanks to advanced farming procedures, every plant can be recycled costing just water and algae. Further, their co2 absorption is increased by 50%, their water intake is reduced by 30%(cum with other bonuses), and animals will find those plants more interesting and healthier.

Feature #4: Plantations: Special Planter boxes. These boxes allow the cultivation of plants in them, up to 5 per box, (1x5 size), but due to the soil, you only need 3 times the usual resource outputs to culminate them, and yield times are reduced by 30% as well(not cum). This tech allows for the cultivation of advanced plants, feeding gasses and water into them, based on the current plant chosen to be placed in it.

Feature #5: Creature Psychology: When you provide creatures with food and ideal conditions from storage containers or machines, their loyalty will increase until it reaches 100%. However, this feature is useless on it's own, except that the creatures would recognize what it is and isn't allowed to consume. Once loyal, they would also be highly attracted to locations with large groups of dupes as well, but wouldn't be hostile anymore.

 

This technology would come with a nasty new challenge, however. Animals would either run away, or aggressively approach you based on their nature. In addition, this tech should come with a mass myriad of new creatures as well.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...