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Difference between revisions of "Research Directions"

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The Research Direction '''[[Research_Directions#Automated_Gardening_by_Gumby|Automated Gardening]]''' introduced by M:[[User:Gumby|Gumby]] has been recorded with 28 Yes votes and 7 No votes. -- <small>''80% of the voters''</small><br>
 
The Research Direction '''[[Research_Directions#Automated_Gardening_by_Gumby|Automated Gardening]]''' introduced by M:[[User:Gumby|Gumby]] has been recorded with 28 Yes votes and 7 No votes. -- <small>''80% of the voters''</small><br>
 
The Research Direction '''[[Research_Directions#Advanced_Dowsing_by_Nchanter|Advanced Dowsing]]''' introduced by F:[[User:Nchanter]] has been recorded with 27 Yes votes and 5 No votes. -- <small>''84% of the voters''</small><br>
 
The Research Direction '''[[Research_Directions#Advanced_Dowsing_by_Nchanter|Advanced Dowsing]]''' introduced by F:[[User:Nchanter]] has been recorded with 27 Yes votes and 5 No votes. -- <small>''84% of the voters''</small><br>
The Research Direction '''[[Research_Directions#Loadable_forges_casting_boxes_by_Kabasto|Loadable forges casting boxes]]'''. introduced by M:[[User:Kabasto|Kabasto]] has been recorded with 26 Yes votes and 13 No votes. -- <small>''67% of the voters''</small><br>
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The Research Direction '''[[Research_Directions#Loadable_forges_casting_boxes._by_Kabasto|Loadable forges casting boxes.]]'''. introduced by M:[[User:Kabasto|Kabasto]] has been recorded with 26 Yes votes and 13 No votes. -- <small>''67% of the voters''</small><br>
  
 
=Passed Research Directions=
 
=Passed Research Directions=
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Advanced Dowsing would become researchable once dowsing is unlocked in a region.  Once researched, someone who learns advanced dowsing would be able to assemble an advanced dowsing rod by combining a dowsing rod with dirt, iron ore, and a single deben of common basil.  The costs of researching advanced dowsing would include dowsing rods, iron ore, copper ore, dirt, and small amount of common basil.  Using an advanced dowsing rod to dowse will reduce the time between dowses to a 2 second timer, and double the area dowsed with a normal dowsing rod.<br>
 
Advanced Dowsing would become researchable once dowsing is unlocked in a region.  Once researched, someone who learns advanced dowsing would be able to assemble an advanced dowsing rod by combining a dowsing rod with dirt, iron ore, and a single deben of common basil.  The costs of researching advanced dowsing would include dowsing rods, iron ore, copper ore, dirt, and small amount of common basil.  Using an advanced dowsing rod to dowse will reduce the time between dowses to a 2 second timer, and double the area dowsed with a normal dowsing rod.<br>
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==Loadable forges casting boxes. by [[User:Kabasto|Kabasto]]<br>==
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The intent with this research is to eliminate "forge sitting". Too many times have we been stuck at our camp babysitting forges and being unable to do much else. With this tech, you will gain the option to load the forge with a certain amount of materials (ores and CC), with "hopper" upgrades to allow more to be made at a firing.<br>
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You select what you want to make, and are then free to continue doing your business. This is would making producing resources in these building more efficient and free up valuable time to work on other projects. <br>
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This, as the title suggest would by for forges and casting boxes. <br>

Revision as of 14:41, 1 August 2010

Research Direction Results

The Research Direction Foraging Memory introduced by M:Pascalito has been recorded with 64 Yes votes and 0 No votes. -- 100% of the voters
The Research Direction Vegetable Genetic Improvement Research introduced by F:Ariella has been recorded with 43 Yes votes and 10 No votes. -- 81% of the voters
The Research Direction Centralized Trading System introduced by M:InambaGuum has been recorded with 32 Yes votes and 11 No votes. -- 74% of the voters
The Research Direction Proposal for Fish Farming Tech introduced by F:Miranni has been recorded with 25 Yes votes and 12 No votes. -- 68% of the voters
The Research Direction Molecular Balance introduced by M:Stevehotep has been recorded with 40 Yes votes and 16 No votes. -- 71% of the voters
The Research Direction Portable Foodstuffs introduced by F:RosieRazor has been recorded with 50 Yes votes and 6 No votes. -- 89% of the voters
The Research Direction Aquaculture introduced by F:Nchanter has been recorded with 50 Yes votes and 7 No votes. -- 88% of the voters
The Research Direction The Resurrection of Color introduced by M:Pascalito has been recorded with 35 Yes votes and 12 No votes. -- 76% of the voters
The Research Direction New Chariot Stops Tech introduced by F:Ariella has been recorded with 30 Yes votes and 10 No votes. -- 75% of the voters
The Research Direction Tree Nursery introduced by M:Kabasto has been recorded with 32 Yes votes and 15 No votes. -- 68% of the voters
The Research Direction Long Term Flower Fertilization introduced by M:Pascalito has been recorded with 36 Yes votes and 8 No votes. -- 81% of the voters
The Research Direction Art and Puzzle Museums Tech introduced by F:Ariella has been recorded with 33 Yes votes and 12 No votes. -- 73% of the voters
The Research Direction Advanced Silkworm Farming introduced by M:Stevehotep has been recorded with 53 Yes votes and 9 No votes. -- 85% of the voters
The Research Direction Herb Growth Research introduced by F:Nchanter has been recorded with 40 Yes votes and 6 No votes. -- 87% of the voters
The Research Direction Automated Gardening introduced by M:Gumby has been recorded with 28 Yes votes and 7 No votes. -- 80% of the voters
The Research Direction Advanced Dowsing introduced by F:User:Nchanter has been recorded with 27 Yes votes and 5 No votes. -- 84% of the voters
The Research Direction Loadable forges casting boxes.. introduced by M:Kabasto has been recorded with 26 Yes votes and 13 No votes. -- 67% of the voters

Passed Research Directions

All text is copied exactly as from the passed laws in game. Please do not edit for spelling, punctuation, grammar, or intended implementation

Foraging Memory by Pascalito

A Skill or Tech that lets us automatically pick the right foraging metod after we successfully foraged that herb 7 times before.

After picking the same herb successfully 7 times, we did prove it was no coincidence after all.

Vegetable Genetic Improvement Research by Ariella

For generations our people have grown vegetables on the poor soil in Egypt. The soil must be lacking in nutrients since our vegetables have yielded the same decade after decade. We slave in the hot sun, sweating, hoping that one of our plants show an improvement like our flax does. Flax seeds we can manipulate and make our lives easier with hard and intelligent work, but vegetable seeds, we cannot stuff into the greenhouses and change the tiny genes inside. Can the scientists at our respected universities tell us why?

Centralized Trading System by InambaGuum

A centralized trading system is of enormous use to the people of Egypt; the success of the Goods, and the difficulties posed by the lack of a similar system on Bastet attest to this. We thereby request that research be directed toward the ability to participate in an Egypt-wide trading network, in which trades can be completed by proxy and transported via the chariot network between individuals. Individuals would be able to list, search for, and purchase items at regional Trading Centers (ideally, additionally Trading Centers could be constructed as well), and once an item is purchased, it would be delivered, after a short interval, to that Trading Center for pickup by the purchasing player.

Proposal for Fish Farming Tech by Miranni

Please see http://www.atitd.org/wiki/tale4/User:Miranni for more detailed information.

My proposal is for a tech that allows us to create fish farms for decoration and for making it easier to obtain the various types and quantities of fish. Fishing in ATITD is often not enjoyable because it is very limited in scope. It is mainly confined to the in-game evenings and certain fish can only be found in certain areas or with certain fishing poles.

Players would have to either "claim" an existing water feature or else have a dig and build one. Built water ponds would require materials for lining and large amounts of water to fill, and all ponds would require input of materials to balance the conditions in the pond.

Ponds would be initially stocked through use of caught fish. Caught fish would have an option on catch to be placed in a jar. These fish could then be traded to others to put in their fish pond. Two fish of each type would be required to start breeding within the pond and players would want to balance the types of fish in the pond for ease of maintenance and to prevent fish death. Mass fish farming of single types of fish would be possible but would require a great deal more materials and maintenance than a well balanced pond.

Fish could be removed from the pond either through fishing (with any caught farmed fish having the option to throw it back) or else through the use of a net to allow more accurate collection of certain fish.

Molecular Balance by Stevehotep

A Molecular Balance is a device (as a Greenhouse upgrade or as a separate building) that allows us to compare the weight of 2 plant genomes (preferably) without destroying the plants that have been put into the balance.

Portable Foodstuffs by RosieRazor

It would be lovely if some sort of portable food, other than grilled fish/vegetables, were available.

Perhaps we could make some sort of portable container, consisting of materials we are already able to make.

For example: A portable food container could be made from 1 Glass Jar, which would be protected within an Aluminum shell.

Meals prepared in a kitchen could be added to this container via an option in the existing menu.

Foods in these portable containers would spoil in a shorter period of time than meals left in a kitchen, perhaps 24 RL hours.

Portable foodstuffs would be particularly helpful for tasks such as quarrying, fishing, and hauling goods.

These meals could be eaten via Skills>Consume, as one would use to eat grilled food.

Aquaculture by Nchanter

Our grandparents pass down stories from their grandparents, and so on down the generations of a promised technology from one of the first Pharaohs that would have allowed the growth of papyrus away from the Nile. That promise was never fulfilled. We hope that our modern scientists will be able to, at long last, fulfill this promise. By researching Aquaculture the citizen of Egypt would be able to plant papyrus in buildings at home, either in tubs upgradeable through addition of materials and substances once a citizen has learned the technology from a university, or via a new building made available upon the research of Aquaculture. In exchange for not having to trek to the Nile to plant and gather papyrus, the folk of Egypt acknowledge that they may have to accept a smaller yield of papyrus from each handful of seeds.

The Resurrection of Color by Pascalito

We are jealous of our ancestors who had pretty painted houses and many colorful buldings like chests.

Please let the scientists give us back a Tech or Skill to paint our compounds and even to paint other buildings (warehouses, boxes and chests, flower pots, and maybe more).

This could be done in a leveled Tech or Skill.

New Chariot Stops Tech by Ariella

Chariot stops are our main way of travel and making commerce and getting to places we need to find the resources we must have to live in this land.

Please give us the ability to build new chariot stops. Each chariot stop would have at least three (3) links to other chariot stops.

Let us name them as if they are towns in the regions and color the canopies a bright red to designate that they are new. New horse colors at these stops would be a nice touch too.

With this tech please put a selection under Navigation where we can choose a chariot stop and see when the next free time to travel will be so we can plan when to run to the chariot stops in time to catch our chariot.

Advantages to more chariot stops. Populations would spread out more without being penalized by having to run so far to the nearest chariot stop. Town centers should have less lag because thought puzzles, buildings, and sculputers would be more spread out.

Tree Nursery by Kabasto

Upon research,this would unlock a new building which would serve 2 purposes.
1) This building (Tree Nursery) would allow up to 5 trees to be "planted"(would be part of the building,rendered outside of it) to allow X amount of wood to be harvested from the building every 3 T-minutes. This should start at 1 wood per tree,but through seeding different types of trees(seeds through universities?) and cross breeding species of trees(amount and variations of trees, I'll leave the logistics to Teppy ^.^),and adding fertilizer could eventually be upped to 15 wood per tree per 3 Teppy minutes. A further upgrade of the nursery (via saws made on an anvil and gearboxes, and whatever else Teppy wants to throw in there) would allow an "automatic" wood gathering process to be started that would collect the wood automatically for 3 Teppy hours. After X amount of "auto-harvests" the blade would need to be reinstalled.

2) There would also be an option to plant,care for,and breed "decorative" trees. These trees would offer no wood, and would perform much like lilies. The nursery would be required to breed different kinda and colors of "decorative" trees, that could then be planted in Formal Gardens, or anywhere else lilies can also be planted. These should "grow" out of a planter,or base of some kind to differentiate them completely from wood producing trees.

Long Term Flower Fertilization by Pascalito

Egyptian citizens who can only be in the land (logged in) for a couple of hours a day are severely hampered in reproducing flower bulbs. When lilies are available it typically takes them 16-24 real life days to get a baby bulb.

Great scientists, give us a way to fertilize our flowers for a 24 hour period, preserving the effectiveness of the fertilizer used (or even making it better).

This would not just help the casual players in giving them a chance to gain interest in genetics and creating decorative flowers, it would also keep the fertilization go on during our much needed sleep!

Examples for achieving this:

1. Create a new type of fertilizer that uses 12 times the material (or less) to make its 2-hour-fertilization equivalent. We would be able to use this fertilizer every 24 hours on a flower and it would have 12 times the effect of using the 2-hour-equivalent once.

2. Add an option for fertilizing the flowers with 12 times the amount of our current fertilizers every 24 hours and let it count as if the flower is fertilized 12 times with the same fertilizer under the current settings.

Art and Puzzle Museums Tech by Ariella

Great Prospective Pharaoh please grant us this request to group our art and thought puzzle creations!

We haphazardly scatter our art and thought puzzles around the chariot stops and out in the countryside so hard to find and run to!

How beautiful it would be to see more ornate buildings like our Universities or stadiums like the Scarab Gardens.

Please decorate colorfully! Allow us to build an Art House and Thought Puzzle Stadium at each chariot stop. Maybe an octagonal building with a stadium inside and an open atrium that is decorated with fountains and waterfalls and colorful trees and statues and whatever your imagination would lead you to grant us. There will need to be specific spots within the building for the art pieces and and specific ground spots for the thought puzzles to keep it organized. Living in this desert can be so bleak.

We believe these should be built within so many coords of the chariot stop so we can easily find these wonderful pieces we have created.

Since these are to be judged upon please let the builder's names be hidden so our voting shall be more objective.

Note to teppy: Since we do not know how many of these buildings we might need to accomodate our stuff it might be best if we build these?

Advanced Silkworm Farming by Stevehotep

We the people of Egypt request that Scientests investigate the more advanced nuances of Silkworms.

It is suspected that there is a link between the diet of ants and silkworms but that, whilst the correct thistles are required to produce silk, a certain amount of the current week's Ant Leaves would cause the silkworms' thistle requirements to reset. furthermore adding an alternate amount of leaves to the silkworm farm could cause any correct thistles added during that week to have a higher raw silk output.

It is suggested that, with the Advanced Silkworm Farming tech, 21 of the current leaves would cause a reset to the thistle reqs on that silkworm farm and 49 of the current leaves would quadruple the output of raw silk during that week. The existing tech of Silkworm Farming would remain and Advanced Silkworm Farming would be in addition to this.

Herb Growth Research by Nchanter

With the test of life and the building of Aqueducts, and the advent of Herbiculture, it becomes possible for Egyptians to grow herbs of various types from herb seeds planted at the base of aqueduct towers. However, given current technology, there is no way for us to know where to build aqueducts so that we may take advantage of this fortuitous situation.

Therefore, the citizens of Egypt direct the scientists at our great universities to research a portable structure that would allow us to test locations in Egypt to see if those locations would grow herbs before we invest in the materials needed to bring an aqueduct to that location.

This portable object would allow us to plant herb seeds next to it as if it were an aqueduct tower, and then indicate whether or not that type of herb would successfully grow there, if there were an aqueduct tower on that spot. We recognize that in the name of research no herbs could be harvested from such a test planting, just information to direct the paths of our aqueduct construction.

Automated Gardening by Gumby

Automated Gardening would enable Egyptians to automate the harvesting of the grass in their greenhouses. After learning this technology, a citizen would gain an ability to upgrade existing greenhouses so that they would automatically harvest the grass inside at regular intervals, though less efficiently than if harvested by hand. While grass would continue to grow at the same rate, an automated harvester would only be able to harvest six times per Egyptian day. Manual harvesting would still be possible between automated harvests, and would not interfere in the timing mechanism of the automated harvester.

Advanced Dowsing by Nchanter

Advanced Dowsing would become researchable once dowsing is unlocked in a region. Once researched, someone who learns advanced dowsing would be able to assemble an advanced dowsing rod by combining a dowsing rod with dirt, iron ore, and a single deben of common basil. The costs of researching advanced dowsing would include dowsing rods, iron ore, copper ore, dirt, and small amount of common basil. Using an advanced dowsing rod to dowse will reduce the time between dowses to a 2 second timer, and double the area dowsed with a normal dowsing rod.

Loadable forges casting boxes. by Kabasto

The intent with this research is to eliminate "forge sitting". Too many times have we been stuck at our camp babysitting forges and being unable to do much else. With this tech, you will gain the option to load the forge with a certain amount of materials (ores and CC), with "hopper" upgrades to allow more to be made at a firing.

You select what you want to make, and are then free to continue doing your business. This is would making producing resources in these building more efficient and free up valuable time to work on other projects.

This, as the title suggest would by for forges and casting boxes.