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The Clockwork Razor: Purging Agriculture

Workin' the farm.

Workin’ the farm.

Food and farming have been a bit of what one might call a “sticky issue” in Clockwork Empires. New players have a heck of a time figuring out how to grow enough food to feed their colony. They have an intuition that one is meant to feed people, that food is grown in farms and cooked in a kitchen, but  how much do you need, and when? And what factors control these qualities? Hardcore players have created detailed charts out of data collected obsessively over hours of experimental play. They’ve cracked the system and learned how to optimize production.

There are two problems here. One, farm mechanics are effectively in a state of incomprehensible over-simulation. Two, the logistics of moving the food objects into the kitchen to be cooked is really the biggest time sink in food production.

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